Nature Technology / Science in Sundered Cosmos | World Anvil
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Nature

You know a great deal about the natural world, and you command and train animals and magical beasts.

Utility

Untrained

  • Command an Animal
    Command an Animal
    SINGLE ACTION

    Description You issue an order to an animal. 
    Applications Attempt a Nature check against the animal’s Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat. You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.   Most animals know the Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse’s Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity’s number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.  

     Commanding Creatures

    Issuing commands to an animal doesn’t always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses. The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn. If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round. Degrees of Performance
    • Success The animal does as you command on its next turn.
    • Failure The animal is hesitant or resistant, and it does nothing.
    • Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.
  • Recall Knowledge
    Recall Knowledge
    SINGLE ACTION

    Description To remember useful information on a topic, you can attempt to Recall Knowledge. You might know basic information about something without needing to attempt a check, but Recall Knowledge requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use Medicine to learn the cause of death, you might need to conduct a forensic examination before attempting to Recall Knowledge.
    Applications The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM’s permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magical defenses of a golem, whereas Crafting could tell you about its sturdy resistance to physical attacks.
    • Arcana: Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.
    • Crafting: Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.
    • Lore: The subject of the Lore skill’s subcategory.
    • Medicine: Diseases, poisons, wounds, and forensics.
    • Nature: The environment, flora, geography, weather, creatures of natural origin, and natural planes.
    • Occultism: Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes.
    • Religion: Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.
    • Society: Local history, key personalities, legal institutions, societal structure, and humanoid culture.
    The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you’re using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence— instead of the skill’s normal physical ability score. Degrees of Performance
    • Critical Success You recall the knowledge accurately and gain additional information or context.
    • Success You recall the knowledge accurately or gain a useful clue about your current situation.
    • Critical Failure You recall incorrect information or gain an erroneous or misleading clue.

Trained

  • Identify Magic
    Identify Magic
    EXPLORATION

    Description Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic.
    Applications If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it. Degrees of Performance
    • Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
    • Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.
    • FailureYou fail to identify the magic and can’t try again for 1 day.
    • Critical Failure You misidentify the magic as something else of the GM’s choice.
  • Learn a Spell
    Learn a Spell
    EXPLORATION

    Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.
    Description If you’re a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition.
    Applications You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.   To learn the spell, you must do the following:
    • Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
    • Have materials with the Price indicated.
    • Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM). Uncommon or rare spells have higher DCs. If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it’s added to your list; if you have a spell repertoire, you can select it when you add or swap spells.
    Degrees of Performance
    • Critical Success You expend half the materials and learn the spell.
    • Success You expend the materials and learn the spell.
    • FailureYou fail to learn the spell but can try again after you gain a level. The materials aren’t expended.
    • Critical Failure As failure, plus you expend half the materials.
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