Post by David on Apr 19, 2006 12:13:06 GMT -5
From the PH2:
Spellcraft:
Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification (assuming the spell-casters are from the same magical tradition --DC). Wizard specialists gain a +3 bonus to the check when attempting to identify magic of their own school. Note that since the spellcaster must be observed until the very instant of casting, the spellcraft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect.
Those talented in this proficiency also have a chance (equal to ½ of their normal proficiency check) of recognizing (known) magical or magically endowed constructs for what they are.
Finally, this skill allows the character a chance to recognize and identify the precise effects of a given spell even if the character is not able to cast the spell in question. This last ability is limited to common spells from the caster's homeland -- it is useless when applied to new and unknown spells, either from another culture or unique to a given spell-caster. The skill takes a minus one per level of the spell, but spell-casters gain a bonus equal to their level if the spell is one they could potentially cast (albeit from a scroll), otherwise half this value (round up).
The cost is one non-weapon and the stat is Intelligence.
Please note, as has been discussed, I ALSO allow a skill called "Alternate Spell List". The cost is one non-weapon and allows the spell-caster to choose spells from one additional spell list, in order to reflect training in multiple traditions. So, for instance, Raitan Drake, a 9th lvl mariner, took Nautical Spell List when he changed to be a mage, in order to reflect his extra training in spells involved with ships and the ocean. Other spell lists include (but are NOT limited to):
* Zakharan (Arab)
* Nereganti (Egyptian)
* Medegian (Greek -- but really only the Eastern Islands)
* Perenlander
* Hindu
* Kara-Tur (Asian -- with some class limits!)
* Maztica (Aztec/Mayan)
* Tribal (using a list like Jakandor's)
* Morganti (anti-deluvian civilization)
* Elven (yup, they have special spells limited to elite insiders!)
* Drow (with all their naughty magics)
* Zhendi (aka spell-jammer)
* Cidrian (the Cadre's spells)
* Manean (from Marius Celeborn's world)
* Taurix (from Queen Zenobia's world)
* Diablo (from this domain of the demi-place)
* Ravenloft (from most other domains of the demi-plane)
* Sidhe (from Celtic folklore)
* specific schools of magic not normally available, such as Chromatic (color spray, prismatic spray, etc)
In ANY case, selecting an alternate spell list without good reason and the DM's EXPRESS approval is strictly forbidden (most of these lists are totally unheard of to western wizards -- and cultural relativism tells mages that their culture is the best cuz it's "on top").
Spellcraft:
Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification (assuming the spell-casters are from the same magical tradition --DC). Wizard specialists gain a +3 bonus to the check when attempting to identify magic of their own school. Note that since the spellcaster must be observed until the very instant of casting, the spellcraft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect.
Those talented in this proficiency also have a chance (equal to ½ of their normal proficiency check) of recognizing (known) magical or magically endowed constructs for what they are.
Finally, this skill allows the character a chance to recognize and identify the precise effects of a given spell even if the character is not able to cast the spell in question. This last ability is limited to common spells from the caster's homeland -- it is useless when applied to new and unknown spells, either from another culture or unique to a given spell-caster. The skill takes a minus one per level of the spell, but spell-casters gain a bonus equal to their level if the spell is one they could potentially cast (albeit from a scroll), otherwise half this value (round up).
The cost is one non-weapon and the stat is Intelligence.
Please note, as has been discussed, I ALSO allow a skill called "Alternate Spell List". The cost is one non-weapon and allows the spell-caster to choose spells from one additional spell list, in order to reflect training in multiple traditions. So, for instance, Raitan Drake, a 9th lvl mariner, took Nautical Spell List when he changed to be a mage, in order to reflect his extra training in spells involved with ships and the ocean. Other spell lists include (but are NOT limited to):
* Zakharan (Arab)
* Nereganti (Egyptian)
* Medegian (Greek -- but really only the Eastern Islands)
* Perenlander
* Hindu
* Kara-Tur (Asian -- with some class limits!)
* Maztica (Aztec/Mayan)
* Tribal (using a list like Jakandor's)
* Morganti (anti-deluvian civilization)
* Elven (yup, they have special spells limited to elite insiders!)
* Drow (with all their naughty magics)
* Zhendi (aka spell-jammer)
* Cidrian (the Cadre's spells)
* Manean (from Marius Celeborn's world)
* Taurix (from Queen Zenobia's world)
* Diablo (from this domain of the demi-place)
* Ravenloft (from most other domains of the demi-plane)
* Sidhe (from Celtic folklore)
* specific schools of magic not normally available, such as Chromatic (color spray, prismatic spray, etc)
In ANY case, selecting an alternate spell list without good reason and the DM's EXPRESS approval is strictly forbidden (most of these lists are totally unheard of to western wizards -- and cultural relativism tells mages that their culture is the best cuz it's "on top").