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Rhy'Din Intelligence Agency

Magic Proficiencies

Proficiency Slots Required Ability Ability Modifier

Alternate Magics 1 Intelligence -1

Cryptography 1 Intelligence variable

Dweomercraeft 3 Intelligence -3

Magical Engineering 1 Intelligence -1

Mathematics 1 Intelligence 0

Meditation 1 Intelligence N.A.

No Noticeable Effect 2* Intelligence -2

Planar Geography 1 Intelligence -1

Planar Geometry 1 Intelligence 0

Specific Spell 2* Intelligence -2

Speed Casting 2* Wisdom -2

Subtle Casting 2* Dexterity -2

Proficiencies marked with a * can only be learned by wizards.

 

Descriptions:

 

Alternate Magics. This skill grants a familiarity with magic that is not based on

conventional spellcraft. Examples of this include the innate abilities of faeries, demons,

djinn, and other known magical creatures, as well as the unusual spellcasting done by

dragons and their ilk. A successful skill check indicates that the wizard has correctly

identified the source and nature of the magical phenomenon.

 

Cryptography. Possession of this proficiency allows the character to create and break codes

and ciphers. Reading/writing is required in order to learn this skill. Multiple picks of

this proficiency are often very helpful. Codes and ciphers fall into four levels of

difficulty (equivalent to the number of slots of "cryptography" taken by the person that

does the encryption). Their specific requirements are as follows:

 

Difficulty Base Breaking Time Check Modifier

0 10 minutes +1

1 1 day 0

2 1 week -1

3 1 month -2

 

The person encrypting the text can use a difficulty level no higher than the level

of cryptography skill s/he possesses. The base breaking time is the unit of time that a

person must spend to have any chance of "breaking" the code. Each day of code breaking

must be 8 hours of uninterrupted thought or the period must be begun anew. The check modifier

is an additional bonus/penalty applied to breaking a code that is dependent on its difficulty

only.

Dweomercraeft: This rare nonweapon proficiency is generally only available in a world

with a high degree of magical knowledge. It represents much in-depth study of metamagic --

the forces which underlie magic itself. hence, it usually must be learned from a university

or academy. On a successful proficiency check during spell research, the wizard can reduce

the time required to complete the spell by 25%. The expenses that would have arisen during

this extra time are, naturally, not accured.

 

Magical Engineering: A character that has this proficiency can determine the nature of a

magical item more easily. S/he does this by examinging the item and looking for clues in its

composition, form, and decoration. A succesful proficiency check indicates that the character

has correctly identified the item. Some particularly unusual magic items would apply

significant penalties to this roll (e.g. while a Sword + 1 and Ring of Invisibility would

have no modifiers, a Sword of Sharpness and Staff of the Magi might be harder to identify

correctly.)

 

This skill also reduces the amount of time needed to construct a magical item by a

percentage equal to the intelligence of the wizard/cleric.

 

Mathematics: The ability to handle Euclidean geometry and very basic algebra. If it is

possible to take this proficiency multiple times in a given campaign, later picks will grant

basic logic, solid geometry, and basic trigonometry.

 

Meditation: For wizards, the meditation nonweapon proficiency allows a bonus to all

intelligence checks if they follow an hour of meditation. For example, if a wizard wanted

to use his Magical Engineering proficiency on a ring, he would get a +1 bonus to his int.

check if he spent an hour beforehand meditating on the problem. The method of meditating

varies considerably from wizard to wizard. For some, it involves measured breathing while

in lotus position- for others, it means puffing silently on a pipe while watching the clouds.

 

No Noticeable Effect: This is one of the four proficiencies allowed only for wizards. It

works on the premise that many spells have visual components that are not connected to their

funciton. For instance, the appearance of fire is requiered for Fireball because the spell's

primary function is to release a ball of flames. Ray of Enfeeblement, on the other hand,

need not create a visible beam as it weakens its target. Other possibilites include the

various detect...spells, etc. This proficiency allows the wizard to totally remove all

secondary visual traits from his spells if he makes a successful skill roll before casting

them.

 

Planar Geography: This skill gives the possessor basic knowledge of the geographies of other

planes of existence. This includes basic knowledge only.