Difference between revisions of "Spellcraft"

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(Updated Spellcraft to include information about Spellcraft instead of sense motive, need to format this better)
 
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<b><i>NOTE: This skill is primarily usable with DM assistance, and as such, may be less frequently useable than hardcoded skills directly referenced by the game engine.</b></i>
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Spellcraft (Int; Trained Only)
  
Sense Motive (Wis)
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Use this skill to identify spells as they are cast or spells already in place.
  
 
Check:
 
Check:
A successful check lets you avoid being bluffed. You can also use this skill to determine when "something is up" (that is, something odd is going on) or to assess someone's trustworthiness.
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You can identify spells and magic effects. The DCs for Spellcraft checks relating to various tasks are summarized on the table below.
Sense Motive DCs
 
Task                    Sense Motive DC
 
Hunch                  20
 
Sense enchantment      25 or 15
 
Discern secret message  Varies
 
  
Hunch:
 
This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.
 
  
Sense Enchantment:
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Spellcraft DC Task
You can tell that someone's behavior is being influenced by an enchantment effect (by definition, a mind-affecting effect), even if that person isn't aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target's activities.
 
  
Discern Secret Message:
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13                    When using read magic, identify a glyph of warding. No action required.
You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a -2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can't learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don't detect any hidden communication. If you fail by 5 or more, you infer some false information.
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15 + spell level      Identify a spell being cast. (You must see or hear the spell's verbal or somatic components.) No action required. No retry.
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15 + spell level      Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at least 1 rank in Spellcraft (even if you find another source to try to learn the spell from). Requires 8 hours.
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15 + spell level      Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time required.
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15 + spell level      When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No action required.
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19                    When using read magic, identify a symbol. No action required.
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20 + spell level      Identify a spell that's already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.
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20 + spell level      Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry.
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20 + spell level      Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action.
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25 + spell level      After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.
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25                    Identify a potion. Requires 1 minute. No retry.
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20                    Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result.
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30 or higher          Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.
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See also: epic usages of Spellcraft.
  
 
Action:
 
Action:
Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.
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Varies, as noted above.
  
 
Try Again:
 
Try Again:
No, though you may make a Sense Motive check for each Bluff check made against you.
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See above.
  
 
Special:
 
Special:
A ranger gains a bonus on Sense Motive checks when using this skill against a favored enemy.
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If you are a specialist wizard, you get a +2 bonus on Spellcraft checks when dealing with a spell or effect from your specialty school. You take a -5 penalty when dealing with a spell or effect from a prohibited school (and some tasks, such as learning a prohibited spell, are just impossible).
  
If you have the Negotiator feat, you get a +2 bonus on Sense Motive checks.
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If you have the Magical Aptitude feat, you get a +2 bonus on Spellcraft checks.
  
 
Synergy:
 
Synergy:
If you have 5 or more ranks in Sense Motive, you get a +2 bonus on Diplomacy checks.
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* If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
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* If you have 5 or more ranks in Use Magic Device, you get a +2 bonus on Spellcraft checks to decipher spells on scrolls.
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* If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.
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Additionally, certain spells allow you to gain information about magic, provided that you make a successful Spellcraft check as detailed in the spell description.

Latest revision as of 22:11, 14 June 2022

Spellcraft (Int; Trained Only)

Use this skill to identify spells as they are cast or spells already in place.

Check: You can identify spells and magic effects. The DCs for Spellcraft checks relating to various tasks are summarized on the table below.


Spellcraft DC Task

13 When using read magic, identify a glyph of warding. No action required.

15 + spell level Identify a spell being cast. (You must see or hear the spell's verbal or somatic components.) No action required. No retry.

15 + spell level Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at least 1 rank in Spellcraft (even if you find another source to try to learn the spell from). Requires 8 hours.

15 + spell level Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time required.

15 + spell level When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No action required.

19 When using read magic, identify a symbol. No action required.

20 + spell level Identify a spell that's already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.

20 + spell level Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry.

20 + spell level Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action.

25 + spell level After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.

25 Identify a potion. Requires 1 minute. No retry.

20 Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result.

30 or higher Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.

See also: epic usages of Spellcraft.

Action: Varies, as noted above.

Try Again: See above.

Special: If you are a specialist wizard, you get a +2 bonus on Spellcraft checks when dealing with a spell or effect from your specialty school. You take a -5 penalty when dealing with a spell or effect from a prohibited school (and some tasks, such as learning a prohibited spell, are just impossible).

If you have the Magical Aptitude feat, you get a +2 bonus on Spellcraft checks.

Synergy:

  • If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
  • If you have 5 or more ranks in Use Magic Device, you get a +2 bonus on Spellcraft checks to decipher spells on scrolls.
  • If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.

Additionally, certain spells allow you to gain information about magic, provided that you make a successful Spellcraft check as detailed in the spell description.