Rules
Enchanted Realms Rulebook
Basic Game Rules
The Skills System
Educated Skills
Educated Skills
† Has Prerequisite
Skill | Cost | Note | |||
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Astrology | 250 | Navigation, Forewarning | |||
Combat Studies † | 300 | Combat Analysis | |||
Combat Studies II | 500 | Battlefield Bonus | |||
Combat Analysis | 500 | Identify Fighter | |||
Communication † | 250 | Dissemination | |||
Voice Imitation | 400 | Imitation | |||
Lore: Archeology | 200 | Ancient Civilizations | |||
Lore: Creatures | 200 | Monsters | |||
Lore: Biocartology | 200 | Lifesongs | |||
Lore: Miasma | 200 | Disease | |||
Lore: Economics | 200 | Trade & Markets | |||
Lore: Flora | 200 | Plants | |||
Lore: Geography | 200 | Topography | |||
Lore: History | 200 | History | |||
Lore: Linguistics | 200 | Knowledge of Languages | |||
Magical Reading | 250 | Interpretation | |||
Lore: Literature | 200 | Literature | |||
Lore: Mineralogy | 200 | Rocks & Crystals | |||
Lore: Stone History | 200 | Petrology & Culture | |||
Lore: Religions | 200 | Religions | |||
Lore: Cosmology | 350 | Ubiquiverse | |||
Lore: Sapientology | 200 | Cultures | |||
Lore: Thaumatology | 200 | Magical Theory | |||
Lore: Occult | 250 | Supernatural | |||
Magical Research | 300 | Evaluate Device | |||
Lore: Viticulture | 200 | Grapes, Wine | |||
Mathematics | 250 | Calculations | |||
Cleromancy | 400 | Future Telling | |||
Mago-mathematics | 600 | Cosmological Math | |||
Phrenology | 250 | Cerebral Reading | |||
Phrenology II | 500 | Preternatural Psychology |
Astrology | No Skill Requirement | Perception 10+ | ||||||||||||||
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Unskilled: No benefit | ||||||||||||||||
Karma Attainment: 3 Nights of Stargazing from an observatory or scholarly site with sky charts |
Cleromancy | Mathematics | Logic 11+ |
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This is divination by lots. The practitioner of this ability would cast down a number of small dice or tiny, marked bones, record the numerology by values and positioning, then retreat to perform calculations to make a prediction. The process requires at least two hours per omen. A successful divination, rolled in secret by the GM, Logic save (TM:9), will tell whether the general topic asked will have good fortune, bad fortune, a mixture or no reading at all. The fortune of the omen ranges from the time of rolling up to the end of overmorrow. | ||
Unskilled: | ||
Karma Attainment: 1 Day rolling dice or bones |
Combat Analysis | Combat Studies | Judgment 12+ |
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This is an enhancement of combat studies which allows the unique ability to potentially identify individuals by the idiosyncrasies of the fighting style used. With a single round of observation as an action, the analyzer can identify an individual at a distance of up to 150 feet by its stances, motion and strikes. This can be performed even if the entity is not known to the person studying, but that individual could be identified again later on another battlefield. This can be performed even if the fighter is masked, in disguise or under the effects of transmogrify; however, this cannot be used on a shape-shifted or polymorphed being. This ability to identify is also not automatic. It requires the analyzer to make a Perception check against a base TM:12 minus the number of d20s used for studying the subject during the required action; 1d20 for combat studies, and at advantage (or 2d20) for combat studies II. | ||
Unskilled: No benefit | ||
Karma Attainment: 3 Days at a military academy studying others |
Combat Studies | One of Bludgeoning, Cleaving, Pole-arms or Slashing Styles | Judgment 9+ |
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This skill allows one to study the techniques of an opponent. After two rounds of melee combat against the same opponent, the person will this skill can grant himself or herself at advantage for the third round of melee conflict. This cycle of every third round can be repeated against the same or different opponents so long as consistently attacking the same opponent. | ||
Unskilled: No benefit | ||
Karma Attainment: 1 Day at a military academy observing fighters |
Combat Studies II | Combat Studies | Judgment 12+ |
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A strategist of this sort always plans for potential combat and prepares for what might be faced when earliest able to make the assessment. Therefore, when not surprised, one gains +5 to initiative for the first round of combat or pre-combat. However, even before that first initiative, one with this combat studies II skill is granted what is effectively a free turn, during which no actual game time passes and only movement is permitted, so long as the GM determines this is reasonable for the conditions. After the strategist has completed this free turn, the combat resumes as normal. Again, one cannot gain this free turn or the initiative bonus when surprised. | ||
Unskilled: Not possible | ||
Karma Attainment: 3 Days in library studying battles |
Communication | No Skill Requirement | Judgment 10+ |
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Normally, a character can only share information on his or her turn. With this skill allows one to have enhanced communication during combat by being able to use a reaction at any time to communicate a short message as deemed appropriate. The character can still use normal speaking or gesturing on his or her turn as well. | ||
Unskilled: No benefit | ||
Karma Attainment: 1 Day actively working with carrier pigeons, mirrors, smoke signals or other communication methods |
Lore: Archeology | No Skill Requirement | Logic 10+ |
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This is the study of ancient civilizations. An archaeologist is at home with excavations, old potsherds, inscriptions, etc. The skill allows a roll to let one answer questions about ancient history, or identify artifacts and dead languages. The GM will set the appropriate TM. | ||
Unskilled: No benefit | ||
Karma Attainment:A week of study |
Lore: Biocartology | Lore: Creatures | Logic 12+ |
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This is the study of the lifesong and auras of living things. One understands the energy construct and patterns of a lifesong. With a day of examination, one with this skill might glean information from a pattern created from the symbolize lifesong axiom. | ||
Unskilled: No benefit | ||
Karma Attainment:A week of study |
Lore: Cosmology | Lore: Religion | Muse 12+ |
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Cosmology is the study of the cosmos — the structure, organization and composition of all that exists. What most people would call the "known universe" is merely the material world; however, there are many other plane of existence. This skill allows some understanding of these other worlds. | ||
Unskilled: No benefit | ||
Karma Attainment:A week of study |
Lore: Creatures | No Skill Requirement | Mind 10+ |
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This is a scholarly skill of the general information of animals and monsters. Someone with this skill can identify many creatures on the spot, meaning the attack methods or strategies of the creature would be known, as well as any resistances or special weaponry needed to harm it. This identification is successful on a Judgment check (TM:) for the typical creature; however, this is limited to non-rare beasts of the native plane of existence. The GM will modify appropriately for celestials, fiends or other extraplanar creatures up to roughly TM:20 to TM:25. | ||
Unskilled: No benefit | ||
Karma Attainment:Long Rest in a scholarly location |
Lore: Economics | No Skill Requirement | Logic 10+ |
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This is the study of the theory of money, markets, and financial systems. It is mainly an academic skill, but a successful skill roll allows one to predict the economic impact of events in the game world: the assassination of a political figure, the demolition of a foundry, the introduction of a new magical device, etc | ||
Unskilled: No benefit | ||
Karma Attainment:A week of study |
Lore: Flora | No Skill Requirement | Mind 10+ |
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This skill allows one to identify all common plants, trees and bushes in the region. If a plant is a monster, magical or outside of the region, then success is made on a Judgment feat (TM:13) for identification. If there is a truly unique or extraplanar plant encountered, then on a TM:20, the person could have reasonable knowledge from guess work based on similarities to other plants. | ||
Unskilled: No benefit | ||
Karma Attainment:Long Rest in the wilderness |
Lore: Geography | No Skill Requirement | Logic 9+ |
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Geography is the study of the physical properties of a planetary surface and its topography. A physical geographer could answer questions about climate, terrain, and so forth. | ||
Unskilled: No benefit | ||
Karma Attainment:A week of study |
Lore: History | No Skill Requirement | Mind 10+ |
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This allows a Judgment check when historical knowledge would allow the character to know something others would not. There is no direct baseline, but story plots should typically have their own TMs defined for historical clues or information. When another creature attempts to remember determined by a Judgment check, if historical information or dates are valuable to the recall, then the person with this skill can help by adding +1 to the other being's roll. The largest a think tank of historians can assist each other is up to a +3 bonus. | ||
Unskilled: No benefit | ||
Karma Attainment:Long Rest in a library |
Lore: Linguistics | No Skill Requirement | Perception 10+ |
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With linguistics, a person becomes proficient in languages and dialects. Due to an expertise in grammar and etymology, any mortal language can be partly interpreted. For each sentence heard or read, can be translated on a Logic check (TM:16) for complete success of that sentence. For each language the linguist knows, there is a +1 bonus. However, extraplanar languages, such as abyssal or infernal, cannot be translated. Also, someone with this skill can learn a new language through self-training in only 3 months and 2 months with a mentor. | ||
Unskilled: No benefit | ||
Karma Attainment:1 Week in a library or similar |
Lore: Literature | No Skill Requirement | Judgment 10+ |
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This is the study of the great writings. A student of literature would be knowledgeable in the realms of old poetry, dusty tomes, criticism, etc. This can be useful for finding clues to hidden treasure, sunken lands, ancient secrets, and the like. The work in question must be available in a readable language. | ||
Unskilled: No benefit | ||
Karma Attainment:A week of study |
Lore: Miasma | Lore: Creatures | Logic 12+ |
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The study of the spread and origin of disease. This skill can help identify a disease and its origin. It can be increase the odds of success when combined with forensics, medical skills, and mathematics. | ||
Unskilled: No benefit | ||
Karma Attainment:A week of study |
Lore: Mineralogy | No Skill Requirement | Mind 10+ |
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This skill allows one to identify all types of rock, stones and crystal structures, as well as a general understanding of their physical properties. To know the details of a type of rock, the GM may allow automatic knowledge but in some cases might require a Judgment feat (TM:7) for identification. If there is a truly unique or extraplanar stone encountered, then with TM:15, the person could have reasonable knowledge from guess work. | ||
Unskilled: No benefit | ||
Karma Attainment:Long Rest surrounded by a variety of rocks |
Lore: Occult | No Skill Requirement | Mind 12+ |
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This is similar to the history skill only it is specific to knowledge of events and persons involved with things of a preternatural state, such as stories of power struggles in Hell between Asmodeus and Belial or the hierarchical ranking of angels in command. The lore does not give specific information about creatures, as would a creature lore skill, but it could aid in certain checks based on the determination of the GM. For example, knowing the ranks of angels would not convey any information about the powers of the different angels. However, if having this skill in conjunction with creature lore about celestials, then knowing how the gate-power of an angel might be allowed two rolls to determine whether the specific knowledge is known. Lores can combine additional die rolls for success, at the ruling of the GM. Normally, however, knowledge gained via the occult lore skill would permit a character to roll a d20 against a TM to know information. There is no direct baseline, but varying events should have their own value set by the GM. More information about the occult can be found in the occultic powers section of the Skills explanations. | ||
Unskilled: | ||
Karma Attainment:One week in a library |
Lore: Religion | No Skill Requirement | Spirit 10+ |
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Similar to the history skill, this allows one to gain information based on when the story might allow a theologian addition information not commonly known. Further, it can reveal information about undead on a Will check (TM:9), about fiends and celestials on a Faith feat (TM:14), and about outer planar beings on a Muse feat (TM:16). These TM might be adjusted by the GM for less common creatures. | ||
Unskilled: No benefit | ||
Karma Attainment:Long Rest in a church or temple |
Lore: Sapientology | No Skill Requirement | Logic 10+ |
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This study is similar to archeology except it focuses and specializes on the behaviors, traditions and cultures of other peoples and past societies. Knowledge is more akin to sociology of different peoples. | ||
Unskilled: No benefit | ||
Karma Attainment:A week of study |
Lore: Stone History | Mineralogy | Mind 12+ |
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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. | ||
Unskilled: | ||
Karma Attainment:3 Days talking to rocks in a quarry |
Lore: Thaumatology | No Skill Requirement | Logic 11+ |
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This is the academic study of magical theory and the chimerics of arcane magic. The main use for this skill is magical research, as it will allow magical research checks to be made at advantage. | ||
Unskilled: | ||
Karma Attainment:A week of study |
Lore: Viticulture | No Skill Requirement | Logic 10+ |
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This the theoretic understanding about cultivation and harvesting grapes for the purpose of wine-making. Combined with brewing, this skill lowers the TM for making wine by 2 points. | ||
Unskilled: | ||
Karma Attainment:A week of study |
Magical Reading | Lore: Linguistics | Perception 12+ |
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This is an enhancement of linguistics that extend into exotic and magical languages. Extraplanar languages can be translated similar to mortal ones by linguistics on a Logic check (TM:16); however, there are no bonuses for languages known. This also grants an additional check (+3) to the check for translating mortal sentences from the linguistics lore. However, the most auspicious benefit of this skill is the chance to read truly magical verbiage, such as divine and arcane scrolls or even runes and sigils. There is a chance someone with this skill could cast the magic from a scroll, activate rune-magic from a stone or bypass a protected sigil. The baseline is check (TM:14); however, the more powerful the invocation or rune, the more difficult the TM for the check becomes. For divine magic, the priestly point cost divided by two (rounded down) is the increase to the check TM. For axiom-based scrolls, the Mind-cost is the equivalent to the TM increase. For runic magic, for each 100 points of cost for the creation of the rune increases TM:+1. However, the expert linguist is permitted to add his Perception modifier to the feat roll as well as the Logic modifier. If it is successful, then the scroll or rune is successfully identified and the character can choose to cast or activate the item when desired. The time to read is equal to one second per point of spell cost; however, runes can be activated instantly. | ||
Unskilled: No benefit | ||
Karma Attainment:1 Week Actively Studying |
Magical Research | Lore: Either Occult or Thaumatology | Mind 15+ | ||||||||||||
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Unskilled: | ||||||||||||||
Karma Attainment:2 Weeks in a library |
Mago-mathematics | Mathematics | Logic 13+ |
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This skill conveys an understanding of supernatural mathematics used in life-songs, teleport sigils, etc. It further increases the bonus on success rolls for alchemy and alchemy II to +2 each. Additionally, all victim’s TM values cast from axioms by a mago-mathematician become increased by 2. | ||
Unskilled: | ||
Karma Attainment:2 Weeks of Actively Calculating Magical Math Equations |
Mathematics | No Skill Requirement | Logic 10+ |
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See in the previous section. |
Phrenology | No Skill Requirement | Mind 12+ |
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This skill allows understanding the mind of another humanoid creature. It requires physical contact with the target, who must be generally willing or unconscious during the process. Mental fortitude will not protect from a reading of this type, as this is a physically tactile reading. However, dark mind would still prevent the reading. Typically, fifteen minutes of touching, familiarizing and reading the target is needed to understand the analysis. With this skill, the phrenologist can acquire two pieces of information: race history and the target’s best skill. This will reveal the hereditary past of 2 generations but not the specific parents, or if the entity has 25% or more blood of a particular race. Secondly, the most costly skill (by measure of karma) is known. Further, the phrenologist may attempt to gain additional details. With an additional 15 minutes of examination, the target’s primary motivation can be determined with a Perception feat (TM:12). If the phrenologist is successful, he or she will know what drives the target in a highly generalized sense: fame, greed, religion, adventure, guilt, etc. This is the motivation of the person’s purpose, not the basis of a specific action. The paraphrasing of one’s ideals or bonds might be given my the GM. If that is successful, the examiner may spend another 30 minutes to question a single action and discover the motivation for it. However, another Perception feat (TM:14) by the phrenologist must be successful. Assuming that is successful, the phrenologist can perform a truth-reading, detecting the physical, psychic changes if the target tells a lie — so long as physical contact is continued. Some types of divine protection or extreme magic may be able to thwart this reading, but no common protections obstruct the reading. This may appear like a very long and drawn out “Vulcan mind-meld,” but at this point the examiner asks the target a question, when an answer comes, the GM rolls another Perception feat (TM:16). If successful, the phrenologist knows whether the answer was truthful or not - and may ask another question. If not, then the connection is broken and the examination is over. | ||
Unskilled: | ||
Karma Attainment:Long Rest while surrounded by medical skulls |
Phrenology II | Phrenology | Mind 15+ |
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This is a practiced understanding into the study of preternatural psychology, which eventually becomes psionics. This allows one to identify psionic usage on a passive Awareness check (TM:16). This means when an effect occurs, it would be known to be psionic rather than magical or other supernatural source. This also grants a practical knowledge of the brain's sensory perception, allowing the person to put oneself in a trance after one minute of meditation to double the normal range of sight, sense and smell. For the next ten minutes, Awareness checks are normal, but the detectable distance is greatly increased, meaning whispers normally unheard in the room may be overheard or similar such things. However, this trance cannot be re-entered again before a short rest. | ||
Unskilled: | ||
Karma Attainment:Long Rest in possession of recently removed cerebral material |
Voice Imitation | Communication | Perception 12+ |
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With this skill, one can imitate the voice of another that has been heard. Whenever using this to deceive another, the victim is permitted a Logic check against a TM:16 or be fooled by the impression. Obviously, if more than voice is observable, this could change the believability of the trickery. | ||
Unskilled: No benefit | ||
Karma Attainment: Long Rest, after making a small cut on one's tongue with the feather of a parrot |