Enchanted Realms Rulebook

Vocational Skills

Most skills in this section will be reserved for NPCs; however, PCs could learn them. However, most have requirements of a forge or workshop. Player character could choose to invest in such, but that urban investment rarely involves everyday involvement. At best, the PC would have to hire a manager or trusted laborer to control the upkeep. The PC might own the investment but would not be able to use them as most NPCs do. That said, with these skills a PC could assist in his or her shop – or trade labor for price at another’s shop to decrease the time and cost of needed items or services.

There is also an exception to the karma rule for vocational skills. These can be trained without the use of karma. However, a character must spend a like number of days training with a mentor equal to the cost. The other option is self-training which costs double that duration. This training can be spent in half-days up. In other words, a 100-cost would require 200 days performed by self-training, which could consume up to 400 calendar days to be complete. If longer is taken, then the training is lost. At the end of the training, a spirit feat-save against is rolled. The DC is 2 points per every 50 points of karma expense of the skill. If successful, then the skill is acquired. If not, then all the training was invaluable, and the skill is not gained.

SkillCost SkillCost
Animal Breeding100 Mathematics150
Armoring100 Musician150
Bowyer100 Animal Training200
Brewing100 Distillery200
Carpentry100 Enhanced Metal200
Cooking100 Stone Lore200
Farrier100 Exotic Hides250
Lapidary100 Homeopathy250
Leatherworking100 Arbor-Forging300
Legal Work100 Enchanted Metal300
Masonry100 Mago-mathematics300
Sailing100 Alchemy400
Scribing100 Cold Metallurgy450
Skinning100 Life-Chanting500
This skill allows for the crafting of potions, oils and powders of a supernatural nature. After crafting the ingredients in the appropriate quantities, a d20 against the DC is rolled for each interval. The better of the craftsman's spirit or mind bonus can be added to these rolls. If score is successful for the interval, then the highest raw die value is tallied against a running total. When the value reaches the success value, then the batch is complete. However, if the success value is not reached prior to the maximum time, then this lot is ruined.
 Batch-SizeIngredientsDCIntervalSuccessMax TimeShelf Life
Elixir of Bravery4 doses12 Tbsp Frankincense
8 Tbsp Maiden’s Heart
6 Tbsp Moly
12 oz Red Mercury
14Daily9014 days3 months
Extinguishing Foam4 doses8 Tbsp Maruera
1 gal Ylang-ylang Oil
2 pints Iodine solution
13Daily7510 days2 months
Many other formulas are available in a separate document.
Animal BreedingNo Requirement
This skill is animal husbandry of a specific animal.
Animal TrainingNo Requirement
This skill permits one to train an animal to follow basic commands. It is animal specific.
Create Elfin-Chainmail
ArmoringNo Requirement
This skill permits the fashioning of metal armors. It requires a forge and cannot be performed “on the road.”
BowyerNo Requirement
This skill conveys to ability to create bows, crossbows, arrows and bolts.
BrewingNo Requirement
This skill allows the creation of beer and mead through fermentation. Brewing ale and other drinks have several components: batch-size, ingredients, DC, interval, success, maximum time and shelf life. After crafting the ingredients in the appropriate quantities, a d20 against the DC is rolled for each interval. If having distillery, homeopathy or alchemy, then additional d20s for each can be added to the roll. If any die is successful for the interval, then the highest raw die value is tallied against a running total. When the value reaches the success value, then the brew is complete. However, if the success value is not reached prior to the maximum time, then this lot is ruined. When brewing several batches at once, the character may choose to roll against each batch, the whole set or in divisions of his or her choice. Lastly,
 Batch-SizeIngredientsDCIntervalSuccessMax TimeShelf Life
Ale, Normal120-Flagon Barrel80 lbs Barley8Weekly225 weeks1 year
Ale, Stout120-Flagon Barrel120 lbs Barley9Weekly245 weeks1 year
Liqueur, Fruit30-Flagon Firkin75 lbs Fruit
5 gal Cheap Rum
10Weekly236 weeks3 years
Mead30-Flagon Firkin25 lbs Honey9Weekly246 weeks2 years
Wine60-Flagon Cask300 lbs Grapes10Weekly256 weeks10 years
CarpentryNo Requirement
The basic skill of constructing simple wood structures.
Cold MetallurgyEnchanted Metals
Can work grow adamantine and other crystyline metals for forging weapons and armor.
CookingNo Requirement
Cooking is exactly what it sounds like - the ability to cook and prepare food. Cooking uses raw meat and ingredients to prepare a meal. However, this has an advantage for the adventurer on the road to add a bit of variety for any “road kill” that happens.
This skill allows the creation of liquors, spirits and minor chemicals. Homeopathy or alchemy can each add d20s to the chance of success rolls; however, as brewing is a requirement, it will not aid with this skill. The better of the head craftsman's spirit or mind bonus can be added to these rolls.
 Batch-SizeIngredientsDCIntervalSuccessMax TimeShelf Life
Absinthe30-Flagon Firkin5 lbs Herbs
5 lbs Sugar
12Weekly246 weeks1 year
Acid Splash1-Flagon (8 uses)10 lbs Salt
1 pound Copper
1 pint Ethyl Alcohol
13Daily252 days3 months
Bonfire Blend1-Flagon (8 uses)12 Tbsp Jaffray
1 lb Phosphorus
13Daily485 days1 month
Bourbon60-Flagon Cask50 lbs Corn
10 lbs Barley
12Quarterly604 years20 years
Coma Draught1-Flagon (8 uses)8 Tbsp Laishaberries
1 gal Ethyl Alcohol
13Daily426 days3 months
Ethyl Alcohol30-Flagon Firkin500 lbs Corn10Daily4010 days3 years
Rum60-Flagon Cask15 lbs Sugar
1 gal Molasses
Various Spices
11Quarterly605 years20 years
Smelling Salts1-Flagon (8 uses)24 Tbsp Venus Flora
1 gal Ethyl Alcohol
10Daily3510 days1 year
Sun Oil1-Flagon (8 uses)8 Tbsp Jaffray
12 eggs
1 gal Ethyl Alcohol
10Daily386 days1 year
Whiskey60-Flagon Cask40 lbs Rye
15 lbs Barley
5 lbs Corn
11Quarterly402 years15 years
Enchanted MetalsEnhanced Metals
Can work with special metals for forging weapons and armor.
Enhanced MetalsArmoring or Weaponsmith
This allows a lesser metal-working skill to use techniques of silvering and crude carbon-steel. Silvering weapons allows them to get around the damage resistance of some creatures. Silver weapons add 100 bits to the cost. Steel weapons gain a +1 to hit, but no additional damage. They cost an additional 200 bits or three times, whichever is greater. Armors made from crude steel are 1 point higher in armor class. They are double the cost to purchase. Maintenance of any is 50% more than original.
Exotic HidesLeatherworking
Create leather armor from monster hides.
FarrierNo Requirement
The farrier skill is that of shoeing horses. This is most often performed on a horse, but it can include a borgaaz, goat and a mule. When shoeing an animal its burden increased by 100 pounds.
This skill allows for the creation of materia medica from herbs, plants and distilled creations. Alchemy is the only skill which can increase the number of d20s used for success rolls. The better of the head craftsman's spirit or mind bonus can be added to these rolls.
 Batch-SizeIngredientsDCIntervalSuccessMax TimeShelf Life
Healing Salve6 doses6 Tbsp Moly
2 gal Olive Oil
1 Lizard Tail
14Daily306 days6 months
Lekhan Oil6 doses6 Tbsp Belladonna
12 oz Quicksilver
3 Tbsp Iocane Powder
Rind of a Sea Sponge
14Daily347 days1 month
Subsistence Cube6 doses6 Tbsp Pattran
1 oz Red Mercury
2 lbs Sugar
14Daily347 days1 month
LapidaryNo Requirement
This is the skill to cut gems, gild metal and create jewelry. It also requires a stationary workshop. A trinket can be produced in a day, but a masterpiece may require a month.
LeatherworkingNo Requirement
This skill allows the creation of cloaks, robes and light armor from various skins, fabrics and materials. It requires a workshop.
Legal WorkNo Requirement
Such a skill allows a character the working understanding of the legal system of a region, kingdom or society. It conveys the ability to make arguments and petitions in a court that will be taken seriously.
Life-ChantingAlchemy, Mago-mathematics
This skill allows the creation of life via constructs. The details of how to build various forms is available from the GM.
LocksmithNo Requirement
By the way of locksmithing, one creates standard locks.
MasonryNo Requirement
Any stonework must be done by a mason, and this occupation includes plasterers as well. However, this is not an artistic sculpting skill.
This skill conveys an understanding of supernatural mathematics used in life-songs, teleport sigils, etc. It further increases the bonus on success rolls for homeopathy and alchemy to +2. Additionally, all DCs cast from axioms by a mago-mathematician become increased by 2.
MathematicsNo Requirement
This skill conveys an understanding of basic algebra and geometry. It further grants +1 on success rolls for homeopathy and alchemy
MusicianNo Requirement
Ability to play an instrument. This skill is specific to a type of instrument.
SailingNo Requirement
This skill allows a person to skipper a vessel.
ScribingNo Requirement
This is the skill of writing, calligraphy, transcription and even forgery. One can create pens and quills with a scribing skill. Additionally, one can transcribe a conversation up to one minute without errors. Finally, a forgery can be attempted which will pass unless one inspects it specifically. Upon inspection, the observer makes a mind feat save against a DC base 10+d6.
SkinningNo Requirement
This is a taxidermy skill that is sometimes picked up by adventurers. In a societal scene, it is used to process furs and leathers from animals and beasts for clothing. However, adventurers find it useful to preserve the hide of certain beasts they encounter in hopes of creating something from them. Without the skill, the collected hides are improperly preserved and useless. Further, if a character has foul-play, then he or she can extract the poison glands from a slain creature.
Stone LoreNo Requirement
This conveys a general knowledge and history of stonework and designs. This allows a +4 bonus rolls involving history related to the origin of stonework. Further, in conveys a +2 bonus on perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that is not stone but that is disguised as stone also counts as unusual stonework.
WeaponsmithNo Requirement
This skill allows the creation of metal-based weapons. It requires a kiln.
WoodworkingNo Requirement
This occupational skill assumes most woodworking, including the creation of weapons.