Wednesday, May 23, 2018

Predict Beasts (sage ability)

Allows limited prediction of a beast's attack and movement, a skill gained through the protective transmission of knowledge from outside the character's mental ken.  In the case of a cleric, this is clearly a case of protection by a greater power (the cleric's deity) ~ and such is the case with characters of other classes, believers or not.  The character's benefit from this knowledge is inherent, so that the knowledge exists when needed.

When in melee with a beast, the character will know if the animal intends to attack the character, and with what part of its body: fang, tail, claw and so on ~ or if it will exempt the character during the next round.  The character will also know if the beast intends to take flight, give ground or use a special attack (say, a breath weapon) during the creature's next round.  The character can then act on this information in whatever way that is possible (give warning, run, attack or take another action).

The knowledge gives full ability of all the beast's next round, but only in relation to the character. The character may know that the beast will attack someone else, but will not know who, specifically.

See Beasts

Beast Origins (sage ability)

Provides full knowledge of the moral and symbolic qualities that beasts possess, including stories of their origins, their place and reason for being, the manner in which they fit into the religious milieu and construction of the universe and ultimately how they "think."  The knowledge also clearly defines what a beast is capable of, and what creatures that may be met by the character are most definitely not beasts.

Intelligent beasts often have forms that are double, or even triple in size of the better known manifestation of a given beast.  These "great beasts" have some aspects of demi-god status, but they are almost always mortal (immortality occasionally being granted to a particular beast by a greater god).  The knowledge gives clues to where such great beasts may be found, to be parleyed with (as they are triple in intelligence and age, also), or to be fought and destroyed.

The knowledge also includes a litany of information about the valuable substances that may exist within the bodies of beasts, such as the unicorn's horn or the paws of an owlbear.  However, while some knowledge may be had of what use these things serve, it does not empower the character to make use of the thing (see Alchemy).  The relevant part of the beast may be successfully extracted, however ... and in the case of an egg, or the live birth of a thing (depending on the creature), the character is potentially able to ensure the egg's hatching or the live birth's survival.

See Beasts

Wednesday, May 9, 2018

Shocking Grasp (spell)

Range: touch
Duration: until discharged; see below
Area of Effect: 1 creature or object
Casting Time: 1 round
Saving Throw: none
Level: mage (1st)

Creates a powerful, magical electric charge which the caster is able to store in their body, once the spell is cast.  The caster does not need to concentrate on the charge ~ however, once the caster relaxes, or settles into an ordinary walk, the charge will dissipate as the caster's heart rate drops.

Meanwhile, the first living creature that is touched, or object that is grasped with both hands, will receive an electrical shock that will cause 1d8 damage, +1 damage per level of the caster.  This discharge cannot be resisted, should it occur.

To touch a resisting creature, the caster must roll to hit armor class 10; but failure to hit does not remove the potential charge in the caster's body.

If used against an object, the shock will force a saving throw against electricity.