Artisan: Arcane Science

The new merge of Craft and Knowledge skills, the Artisan skill pulls double-duty in various subjects.
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Artisan: Arcane Science

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Post by Strato »

Artisan: Arcane Science

The Arcane Scientist is a sage or scholar who has dedicated time to studying magical theory, allowing them to better understand and deduce the secrets of the Aether. By quantifying the immaterial and utilizing spiritual energy in their studies, arcane scientists are able to explain, teach, and research spells of all kinds.

Arcane Scientists are few and far apart, but their studies take them across the universe in many different kinds of services, whether as a simple counsel or as an arcane investigator. Their marketable skills include spell texts, lectures, and how-tos on magical performance, allowing them to make a living even when in the "off-season".

For NeXT, in addition, Arcane Science is the skill used to enchant items.
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Scholarly Identification
Cost: 15 SP
Level Required: 2
Prerequisites: None
Untrained: No
Type: Action
Effect: Allows an arcane scientist to immediately identify the class, element, and type of spell across any magic school. This also allows an Arcane Scientist to study Alchemy works, including transmutation circles, results, and experiments.

Enchantment Identification
Cost: 30 SP
Required Skill Level: 3
Prerequisites: None
Type: Action
Effect: Identify an enchantment placed on an item, up to your maximum mage level.

Enchantment Removal I
Cost: 60 SP
Required Skill Level: 4
Prerequisites: None
Type: Action
Effect: Allows you to remove an enchantment you have placed upon an item. You must remove it the same way it was placed, by meeting the cumulative DC over 4 rolls.

Golem
Cost: 60 SP
Level Required: 4
Prerequisites: None
Untrained: No
Type: Action
Effect: Enables construction of golems, elemental machinations that have very low forms of sentience and directly obey orders.

Hide Enchantment
Cost: 120 SP
Required Skill Level: 6
Prerequisites: None
Type: Action
Effect: This forces a mage to beat the roll you made to cast the enchantment in order to become aware of an enchantment. Detect magic will reveal only a faint glow, but no other information will be discernible without proper study.

Arcane Research
Cost: 120 SP
Level Required: 6
Prerequisites: None
Untrained: No
Type: Action
Effect: This allows a character to study various forms of magic with greater ease than his/her peers. This character, when learning spells, may substitute his/her Arcane Science roll for his/her magic school roll when learning ANY magical spells.

Enchantment Removal II
Cost: 200 SP
Required Skill Level: 8, Enchantment Removal I
Type: Action
Effect: This allows you to remove enchantments from an item whether they're yours or someone else's. You must remove it the same way it was placed, by beating a cumulative DC over a max of 4 rolls. Ask a GM for the DC if the enchantment is unlisted.

Homunculus
Cost: 200 SP
Level Required: 8
Prerequisites: Golem
Untrained: No
Type: Action
Effect: Enables construction of homunculi, or artificial sentient creatures. Generally considered to be soulless, the homunculus is a strange, rare creature that owes usually unwavering obedience to its master.

Emulation
Cost: 400 SP
Level Required: 10
Prerequisites: None
Untrained: No
Type: Action
Effect: Allows this character to break Magic School boundaries, expanding their spell repertoire to other schools' magic without having to purchase them. For instance, someone with Arcana may purchase and emulate Druidic Arcana spells without buying Druidic Arcana itself. If there is an extra requirement to learn a particular school of magic, you must still fulfill that requirement.

Augmented Enchantment
Cost: 350 SP
Required Skill Level: 10
Prerequisites: None
Type: Action
Effect: Your enchantments now take up half of their designated augmentation slots. Half-slots count and are not rounded up or down.
Last edited by Strato on August 15th, 2023, 11:13 pm, edited 4 times in total.
Strato
Posts: 386
Joined: December 31st, 2008, 10:08 pm

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