Arcana

Key Ability: Intelligence

The Arcana skill represents dedicated study into the workings of arcane magic.

This skill has no untrained uses - it is highly specialized knowledge, and a character must ranks in this skill to use any of the abilities.

Skill Rank Abilities

Rank 1 Ability

Ability Name DC Description
Ritual Sacrifice If you sacrifice a creature by coup de grace, you may gain one MP for every 8 hit points the creature had before being dealt damage by the coup de grace.

Rank 3 Ability

Ability Name DC Description
Drain Life If you have a creature helpless and under your power, you may place your hand against his skin and drain 1d4 Magic Points from him as a full-round action. If he is a sorcerer, this is removed from his usual Magic Points. If he is not a sorcerer, this drain causes him 2d6 damage to Wisdom and he may not be drained again in this way until his Wisdom has returned to normal.

Rank 5 Ability

Ability Name DC Description
Bonus Magic Point Your Base Magic Points increase by +1.

Rank 6 Ability

Ability Name DC Description
Power Ritual You may gain Magic Points by being at the center of a large group ritual dedicated to granting you magical energy. At least ten celebrants must be involved with this. Each member of the group must have at least 1 rank in any Perform skill. At least 2 of the celebrants must have 1 rank in Perform (ritual). A power ritual takes at least 1 hour, during which time the celebrants and sorcerer can perform no other actions. One of the celebrants makes a Perform (ritual) skill check, and you gain the amount of MP listed on the chart below. The celebrants may Take 10 on this check. A power ritual that continues for more than one hour allows the sorcerer to gain additional Magic Points each additional hour.
Check Result
Number of Celebrants 10-14 15-19 20-24 25+
10 1 2 3 4
20 2 4 6 8
50 3 6 9 12
100+ 4 8 12 16

Rank 9 Ability

Ability Name DC Description
Bonus Magic Point Your Base Magic Points increase by +1.

Rank 10 Ability

Ability Name DC Description
Defile the Land You may draw MP from the earth itself, leaving the land around you scarred and burned. As a full-round action, you may gain a number of MP equal to your Hit Dice. For every MP gained in this way, two 5-foot squares either occupied or adjacent to you become defiled. Nothing grows in a defiled area for years. Creatures except you caught within the area when you defile it experience pain and suffer a -1 penalty to attack rolls, skill checks, and saving throws for one round.

Rank 13 Ability

Ability Name DC Description
Bonus Magic Point Your Base Magic Points increase by +1.
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