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Skills

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Mental Skills: Tactics of Magic to Trance
Tactics of Magic (Mental 1, Intelligence/Reason -1) — For many wizards, the principal use of their art is on the battlefield. Knowing which spell to employ at any given time and creating the greatest effect for one’s effort is a skill that can be learned with practice and experience. A wizard with the Tactics of Magic skill can attempt a skill check to gauge the range to a target, estimate how many enemies will be caught in a given area of effect or determine whether or not he may be in danger of a rebounding a fireball cast in too small a space.
In addition, a character with this skill may recall subtle effects or interactions that are not immediately apparent. For example, if the wizard is about to cast magic missile at an enemy wizard protected by a shield spell, the DM may allow the player a skill check to see if he suddenly recalls that the magic missile will fail — especially if the wizard also knows shield, but the player has just forgotten about the special effects of the spell. However, if there’s no way the character could know of a special immunity or property of a monster, spell or magical item, this skill will not be of any help.

Taunting (Mental 1, Charisma/Appearance) — This skill enables the character to taunt, goad and in all ways be annoying and offensive to the enemy. If the character makes a skill check and the opponent fails a saving throw vs. paralyzation, the foe becomes enraged. An enraged foe is penalized by -2 to attack rolls, but receives a +1 bonus to damage. In addition, enemies are generally so blinded by rage that they fail to notice the small details essential to good combat and therefore suffer a -1 penalty to Armor Class.
NPCs with an Ego/Willpower of 14 or greater are immune to this skill’s effect, as are those five or more levels or Hit Dice higher than the character. They recognize the taunt for what it is and may choose to disregard its effects if they wish. PCs are also immune, though they should play out their natural reactions to such acts.
The DM should always take the personality of the taunted character, whether PC or NPC into account when adjudicating the effects of this skill. Certain NPCs may be immune to the effects of a taunt despite their Ego score or level because of their personality or other factors.
Racial modifiers: Hobgoblins are exceptional practitioners of this skill and receive a +5% bonus to their skill score.

Thaumaturgy (Mental 1, Intelligence/Knowledge -2) — This is the art of the casting of magic, the study of the interaction of verbal, somatic and material components in order to produce a desired effect. While all wizards have some degree of familiarity with this field of knowledge, a character who becomes proficient in Thaumaturgy has spent time studying the forms and practices of magic. This depth of knowledge gives the wizard a +5% bonus on his learn spell rolls after a successful nonweapon skill check has been made.

Time Sense (Mental 1, Wisdom/Intuition) — This character is always able to give a reasonably close approximation of the time and has a chance (on a successful skill check) of being able to tell how much time has elapsed during an interval of unconsciousness. This skill is based on an internal biological clock, not observation of the natural world, and so functions even when the character is underground or completely enclosed. If the character is on another plane where time operates differently than on his home plane, this skill does not function until he returns to his home plane and spends at least one week adjusting to the normal flow of time.
Racial modifiers: Dwarves, gnomes, Drow elves, orcs, goblins, hobgoblins, kobolds and other races native to the Everdark receive a +5% bonus to their skill score.

Trail Marking (Mental 1, Wisdom/Intuition) — By notching trees, scattering pebbles, piling stones and clipping weeds, the character can mark a trail through any wilderness area. Providing he moves at his normal Movement Rate, he can mark a continuous trail as long as he likes; however, the longer the trail, the less likely he’ll be able to follow it back.
A successful skill check enables a backtracking character to follow his own trail for a distance equal to his skill score divided by five in miles. If he fails a check, he loses the trail. For instance, assume a character with a 50% skill score marked a 12-mile trail. His first successful skill check enables him to follow this trail back ten miles. A second successful check means he can follow the trail to its end. If a check is failed the character loses the trail.
The Tracking skill isn’t necessary to use the Trail Marking skill. However, when a character loses his own marked trail, he may still attempt to follow it using his Tracking skill. Any other characters with the Tracking skill may also attempt to follow another character’s marked trail, using the rules applicable to the Tracking skill.
A marked trail lasts unless it is obscured by precipitation, a forest fire, or the passage of time (an undisturbed trail marked in a forest should last for weeks, while an arctic trail may last less than a day during periods of heavy snow fall; the DM decides). A character with the Tracking skill may still attempt to follow an obscured trail using the Tracking rules.

Trail Signs (Mental 1, Intelligence/Knowledge -1) — A character with this skill can read symbolic messages indicated by an arrangement of stones or other physical objects. The character must designate the method of leaving messages preferred by his family, tribe or culture. Typical methods include piling rocks, stacking branches or building snow sculptures. When the character encounters such a message, he understands the meaning if he makes a successful skill check. (“A dragon dwells in these woods.” “Eat the green berries for restored health.”) The message is meaningless to characters without the Trail Signs skill.
A character with the Trail Signs skill who uses methods other than the one encountered can try to read it with a -40% penalty to his chance of success. This skill can also be used to identify the cultural group or tribe that has left a specific trail sign.
Racial modifiers: Elberethi elves, Wild Halflings and Lizard Men are frequent users of trail signs and receive a +5% bonus to their skill score when attempting to read them.

Trance (Mental 2, Wisdom/Understanding -3) — This skill normally only used by shaman characters, allows the user to access the knowledge and memories of his predecessors — tutors, the tutor’s tutor, and so on, back to the first shaman or priest of their line or religion.
This means that a character can find the correct solution to any doctrinal or historical question, as if he had extensive Sage Knowledge. Each time the Trance skill is used, the answer to one question may be sought — anything from “Where was the boundary of the tribe’s lands originally?” to “What are the weaknesses of the Jendahla Spirit?” — but only concerning matters known to past generations. A trance cannot be used to discover facts about the recent past, the present, or the future, or knowledge beyond the ken of previous shamans.
To delve back into the memories of past generations is not, however, without risks. There is a chance that the character will pick up prejudices, ideas, half-memories and idiosyncrasies from the predecessors whose memories he accesses. In extreme cases, the shaman might develop dual personalities, or loose his or her own memory entirely.
If a player rolls a natural 96-00 while attempting to use this skill, the DM should roll 2d6 and consult the following table to determine how it effects the character’s mind. The resulting conditions cannot be removed by any magic less than a wish spell the character is fundamentally altered, not just magically influenced. Encourage the player to roleplay the new character’s quirks.

Table 5.4.14: Failed Trance Results
Die
Result
Roll
2-3
No adverse effect.
4
The character develops a strong prejudice or hatred consistent with the attitude of an ancient people this may be an old-fashioned view of women (beat your wife if she disobeys you) or children (should be seen and not heard), or might involve a refusal to participate in “new” customs or practices (like trade with outsiders or listening to music).
5
The character gains a firm belief that a certain historical person still lives. This figure may be a legendary shaman, the current king’s grandfather, a villain of folklore or similar person. If through proof or persuasion this conviction is disproved, the character receives a saving throw vs. paralyzation. If the save is failed, the character forgets the evidence, and is deluded again before the next morning. If the save is successful, the character’s original knowledge is restored.
6
As above, but the character becomes convinced that a whole political structure, now extinct, still survives. This may be a now extinct clan, a royal family, an evil cult, an order of paladins and so on.
7
The character becomes obsessed with achieving a certain goal, which was achieved or has been irrelevant for centuries, such as defeating a now-friendly “enemy,” recovering a lost relic, protecting an extinct family, and so on. No evidence can convince the character that this goal is futile.
8
The character gains an antiquated sense of the geography of his home region, functioning as though he has the Ancient Geography skill, but believing it’s the way things are now. He remembers everything within one mile as it would have been generations ago — roads and buildings (or lack of them), streams and ponds, and so on. The current geography of places that he knows can be relearned by learning the Geography skill (50%), but until this is done, he will always be lost and confused in such areas. (If he already had skills points devoted to Geography, these are lost, and replaced with the Ancient Geography skill.)
9
As 4-5, but the character now believes that he is living under the rule of several centuries ago, believing that the royal family and shamans, warriors and administrators now living are those who ruled all those years ago. He cannot be dissuaded of this delusion for longer than one turn.
10-12
The character loses his memory entirely, and instead remembers the world as it was several hundred years ago — the geography, politics, important people, everything. If changes are explained, the character will remember and try to understand them, but it will be some time before he can relate to the world again.

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