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- Sabotage (Mental 1, Intelligence/Reason -1) This skill allows the character
to plan or cause a malfunction in a construct or machine or to
cause the collapse of a portion of a building. This can be as
simple as rigging a crossbow to misfire or a wagon wheel to fall
off or as complex as collapsing a tower. The time involved depends
on the complexity and size of the object.
- A failed check means that the object is obviously damaged or that
the sabotage failed completely, whichever the DM thinks would
disadvantage the character most. Also, the DM should give additional
penalties for more complicated contraptions or larger structures.
A wagon wheel, for example, would not require additional penalties.
A catapult, however, may require an additional penalty of -10%,
being a larger and more complicated object. Causing the potential
collapse of a stone tower would require much time and elaborate
efforts (removal of stones or tunneling), at the end of which
a -25% penalty should be applied to the skill check.
Table 5.4.09: Sage Modifiers
- Situation
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- Question is:
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- General
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- Specific
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- Exacting
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- Library is:
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- Extensive
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- Complete
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- Partial
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- Nonexistent
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- Sage is:
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- Rushed
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- Doubles research time
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Table 5.4.10: Research Times
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Type of Question |
Time Required |
General |
1d6 hours |
Specific |
1d6 days |
Exacting |
3d10 days |
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Sage Knowledge (Mental 1, Intelligence/Knowledge -2) This skill represents
a specialized area of knowledge or learning equivalent to doctorate
level education. A character with this skill is a fully qualified
sage in the area of study chosen and is capable of answering questions
concerning the topic after some time spent researching. (Refer
to Table 5.4.09: Sage Modifiers and Table 5.4.10: Research Times.)
- As noted in the DMG, a sage requires an excellent library as a resource at least
50 to 100 books, costing no less than 10,000 gp altogether. Naturally,
a character may be able to strike a deal with a university, monastery
or wizards guild in order to gain access to their library.
- In addition to his ability to perform sage research, the characters
high level of learning allows him to make field observations or
attempt to come up with knowledge off the top of his head. For
example, a sage who studies botany may attempt a skill check in
order to identify a particular plant, while one who studies toxicology
may be able to identify a poison by its symptoms in a victim.
These on-the-spot observations should be limited to information
any expert could reasonably come up with in the field identifying
a common gemstone is one thing for a geologist, but making a guess
about the electrical conductivity of quartz crystal or the enchantments
of a magical gem is a different matter entirely.
- All of the Sage Knowledge areas of study require the character
to first gain mastery of the basic skill or skills relevant to
the Sage Knowledge area of study. Mastery means the character
has a skill score of at least 75% in the basic skill.
- For example, a character who wishes to acquire Sage Knowledge
of Alchemy must first learn the Alchemy skill. The prerequisite skills for each area of study are listed
on Table 5.4.11: Sage Knowledge Prerequisites.
- Note, a character with Sage Knowledge of an area of study usually
gains a bonus to his skill score in the basic or prerequisite
skill associated with the area of study.
Table 5.4.11: Sage Knowledge Prerequisites
- A character with a 50% skill score in Sage Knowledge has broad
general knowledge of the area of study in question, allowing him
to answer general or specific questions in the field. For every
25 additional skill points acquired in an area of knowledge, the
character may become an expert in one particular aspect of the
topic.
- For example, a botanist may spend another 25 skill points to specialize
in moss and lichens, ferns or all plants found in a particular
climate or ecosystem. This detailed knowledge allows the character
to attempt to answer exacting questions in the field. The fields
of study available to a sage include the following:
- Alchemy: This is the study of magical chemistry, especially as it applies
to elemental transmutations and potions, oils, and magical compounds
or solvents. Unlike the Alchemy skill, the Sage Knowledge of alchemy
concentrates on theories and principals, not on the practical
day-to-day manufacture of specific compounds and substances. An
alchemist specialist wizard or a character with the Alchemy skill gains a +10% bonus to his skill score in this area of Sage
Knowledge.
- Architecture: This is the study of the development, theories and styles of
architecture. (The Engineering skill which includes architecture
on the other hand, represents the practical execution of workable
building plans.) A sage with this field of study is familiar with
many different styles of architecture, as well as famous buildings
in large or ancient cities.
- He has a chance to know many things given close examination of
a particular structure, including the race that built it, how
long it has been standing and the purpose for which it was built.
Other facts could be more specific, such as important rooms, secret
or concealed doors, traps, etc. Modifiers might be applied based
on the frequency of encounters with the race who built the structure.
For instance, a dwarven temple would be easier for a character
to identify than one built by the locathah. The character is granted
a +5% bonus to identify structures built by his own race.
- A character with this skill gains a +5% bonus on all Engineering skill checks.
- Art :The sage is familiar with the great works of the past as well
as the works of the best contemporary artists. If he specializes
in one particular art form (sculpture, paintings, ornamental pottery,
etc.) he is able to identify works of the masters, spot fakes
and appraise pieces for sale value.
- Astrology: This is study of the history and theoretical background of astrology,
not the actual art of prediction. Someone with the Astrology skill
knows that Planet X passing in front of Constellation Y means
trouble, but a sage knows why this is a sign of ill fortune. In
addition, the sage has the ability to perform historical astrology
by working backwards to determine the stars and planets alignments
for thousands of years in the past. An expert in this field may
be familiar with the constellations and beliefs of vanished or
dead cultures.
- Sage Knowledge of Astrology provides the character with a +10%
bonus to his Omen Reading: Astrology skill.
- Astronomy: For the astrologer, planets and constellations are representations
of greater powers. An individual learned in the science of astronomy,
on the other hand, assigns no characteristics or indications to
these heavenly bodies and instead concentrates on studying their
movements in the skies. He has detailed knowledge of the relative
movement of the stars, moons, planets and other bodies in his
home crystal sphere (as per the AD&D Spelljammer boxed set).
- When the night sky is clear, he can always determine direction
by the stars. Phases of heavenly bodies are also easily determined
and the character can predict the arrival of eclipses, comets
and other cosmic phenomena (evening and morning stars, full moons,
etc.) The character can identify numerous stars and constellations
and knows the myths and legends associated with them.
- Furthermore, a character with a skill score of at least 75% can
(if given the time, tools and materials) construct and use all
the instruments related to this field, such as astrolabes, sextants
and even simple telescopes.
- A character with this skill gains a +10% bonus on all Omen Reading: Astrology skill checks and a +15% bonus to all Navigation and Orienteering checks when the stars can be seen.
- Botany: This is the study of plants, ranging from simple cataloging
and observation to detailed studies of life cycles and ecologies.
Areas of specialization include simple plants, water plants, grasses
and brush, flowering plants, domesticated plants, plant diseases,
and ecological systems such as rain forest, tundra, prairie, etc.
- Sage Knowledge of botany provides a +10% bonus to a characters
Agriculture and Herbalism nonweapon skills.
- Cartography: Cartography is the art of map-making. A sage who specializes
in this field knows where to find maps for any given region or
area, knows how to interpret maps using various forms of notation,
and can attempt to solve or complete encrypted or partial maps.
- Sage Knowledge of cartography provides a +10% bonus to a character's
Cartography skill.
- Chemistry: While alchemy focuses on the study of magical substances, chemistry
concentrates on the study of the properties of mundane substances.
Note, a character with the Alchemy skill is assumed to use a fair
amount of mundane chemistry to produce acids, solvents and pyrotechnic
substances.
- Sage Knowledge of chemistry provides a +10% bonus to a character's
Alchemy skill.
- Cryptography: This is the study of codes, ciphers and puzzles. A sage with
skill in cryptography can attempt to create and break codes or
solve written puzzles through time and study. He also possesses
expert information about the codes and ciphers used by different
individuals and groups throughout history.
- The sage has a chance of recognizing a code concealed within a
written or spoken message or perhaps hidden by some other medium
an intricately woven tapestry or sculpted piece of heraldry,
for example. (The DM will usually roll this check secretly).
- Codes and ciphers fall into six levels of difficulty based on
the cryptographer's skill level as described on Table 5.4.12 below.
The cryptographer may create and break codes and ciphers of any
level up to the maximum allowed by his skill score. For example,
a character with a skill score of 91% could attempt to create
or break codes of level one through four. He could only create
or break a code of level five or six by rolling a critical success
on his skill check.
Table 5.4.12: Cryptography Skill Level
Code Level |
Minimum Cryptography Skill |
Base Breaking Time |
Check Modifier |
1 |
Below 50% |
10 minutes |
+5% |
2 |
50-74% |
1 day |
0 |
3 |
75-89% |
1 week |
-5% |
4 |
90-99% |
1 month |
-10% |
5 |
100-105% |
8 months |
-25% |
6 |
106%+ |
1 year |
-50%
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- The base breaking time is the amount of time a person must spend
to have any chance of breaking the code. Each day of code breaking
requires eight hours of uninterrupted work or the days work is
wasted. The check modifier is a bonus or penalty based on the
complexity of the code which is applied to the cryptographer's
skill score when a skill check is rolled after the base code breaking
time is met.
- The DM may choose to add more modifiers because of the length
of the text or successive failures. Codes and ciphers can only
be broken by a person familiar with the language that the normal
text is written in. (Codes may take other forms, but most are
written).
- If encrypted documents are to be used for general communications,
both the sender and recipient must know the key. The impracticality
of changing keys frequently is the only thing that tends to keep
codes in use long enough to make breaking them worthwhile.
- In order to change codes, the cryptographer must merely decide
to do so. It is a very quick job to create a code (of the type
usable without super computers), generally taking four hours per
difficulty level. Codes should be referenced (code A, code B,
etc.) so that the DM and players can keep track of which ones
are in use.
- Engineering: The character is familiar with the science of building devices,
engines and structures. The character can specialize in small
machines, large machines (water wheels, etc.), siege engineering,
fortifications, bridges and roads or buildings.
- Sage Knowledge of engineering provides a +10% bonus to the characters
Engineering skill score.
- Folklore: The sage studies legends and folk tales. By spending additional
skill points, he can specialize in the folklore of a particular
culture or region.
- Genealogy: This is the study of lines of descent. A sage with this skill
knows research techniques and sources for tracing family trees
and is also familiar with the histories of the important royal
and noble families.
- Geography: A sage with this knowledge has learned about the lands and cultures
of his world. He knows general principles of cartography, topography,
climatology, and sociology, and can identify individuals or artifacts
from other lands.
- A sage with knowledge in this area can add a +10% bonus to his
Ancient Geography and Geography skills.
- Geology: Geology is the study of theory and physical evidence concerning
the creation of landforms, rock and the physical makeup of the
earth. A sage with knowledge in this area can add a +10% bonus
to his rating in the Mining and Geology nonweapon skills and can attempt a skill check to identify special
properties of various sorts of gemstones or precious minerals.
- Heraldry: Coats of arms, banners, flags and standards are all emblazoned
with heraldic designs. A sage with this skill is familiar with
the evolution of heraldry and the significance of various symbols
and colors. He can identify common coats of arms on sight and
knows where to research obscure or unknown devices.
- This area of knowledge adds a +10% bonus to a characters Heraldry nonweapon skill score.
- History: A sage with this skill has an excellent grasp of history and
the historical methods. Unlike a character with the Ancient or Local History skills, a sage with this skill is a generalist, but he can be
considered an expert on a particular era or culture by using additional
skill points to specialize. Whether or not the historian knows
something off the top of his head doesnt matter he knows exactly
where to look when he needs to find out the details of a persons
life or an important event.
- Skill in this field of knowledge provides a +10% bonus to the
characters skill score in Ancient History and Local History.
- Languages: A character with a Modern Language skill knows how to speak a second language and a character with
an Ancient Languages skill knows how to read a second language, but a sage who specializes
in languages is concerned with the study of the language itself
grammar, syntax and constructs, and vocabulary and word origin.
His expertise is limited to one particular tongue, but for every
additional 25 skill points allocated to this skill, the linguist
may add another language to his field of expertise. This knowledge
adds a +10% bonus to the linguists rating in any Modern or Ancient Language skill (including Linguistics) he possesses.
- Law: A sage with this field of study is an expert on matters of law.
He is familiar with national constitutions or charters, the origin
and history of the law, and important matters of precedent. He
can examine contracts, warrants, orders or decrees and determine
if there is a way to enforce or avoid them.
- A character with Sage Knowledge of law receives a +10% bonus to
his Law nonweapon skill.
- Mathematics: The study of abstract or theoretical mathematics may seem unusual
in a fantasy setting, but it dates back thousands of years in
our own world; the ancient Greeks laid the groundwork for geometry,
while algebra was a pastime of Islamic scholars and nobles before
the European Renaissance.
- A dimensionalist gains a +10% bonus to his skill rating in this
area of study. A character with this skill also receives a +15%
bonus to his Numeracy skill.
- Medicine: A sage with this skill studies both the history and development
of medicine, as well as current methods and treatments. This provides
the character with a +10% bonus to his Anatomy, Diagnostics, Healing and Chirurgery nonweapon skill scores. In addition, the character may be able
to come up with treatments for nonmagical diseases or injuries.
- Metaphysical Theory: This is the study of the theory of how physical laws and magical
laws interact. A character with Sage Knowledge in this field can
predict with some accuracy how manipulation or varience of these
laws will affect magic.
- On a successful skill check, the character can predict how magic
will work on another world or plane, given some basic facts about
the plane. (Spellcasters traveling to another world or plane often
use this knowledge to decide what spells to memorize or what items
to bring with them.)
- While on another world or plane, the sage preparing to cast a
spell or use a magical item may make a skill check at -40% to
compensate for the effects of differing physical laws. This use
of the skill requires 1d10 rounds of intense thought and concentration
prior to the attempt and if successful, allows the sage to use
magic normally (as if he were on his home plane) for one round.
During the preparation time, the character cannot cast spells
or perform strenuous actions. This bending of the rules is quite
tiring and the sage must save vs. death magic or lose one point
of Constitution/Health for a full day.
- A character with knowledge of Metaphysical Theory gains a +10%
bonus to his Spellcraft skill checks and receives a +5% bonus to his chance to learn
a spell.
- Meteorology: This is the study of weather and weather patterns. A sage with
this skill knows historical records and prediction methods.
- In the field, his knowledge of weather provides a +10% bonus to
any Weather Sense skill checks the sage makes.
- Music: The sage knows the theory and notation systems of music and
has studied the works of the great masters. He can attempt to
identify unknown pieces or decipher musical puzzles.
- Myconology: Myconology is the study of fungi. A myconologist can identify
samples of fungus, mold or spores. He is familiar with dangerous
or monstrous varieties as well and may be able to spot these in
the wild before he or his companions come to harm.
- This sage's knowledge of mushrooms and molds gives him a +10%
bonus to his Fungi Recognition skill score.
- Oceanography: A sage with this skill studies the ocean, including weather,
marine biology, navigation and charting and undersea topography.
An oceanographer may be able to explain unusual phenomena at sea
or discover the location of wrecks or other sites of interest.
- Philosophy: The study of philosophy is the study of logic, ethics, aesthetics
and metaphysics (for game purposes, anyway), and a sage with expertise
in this field is conversant with the great thinkers and apologists
of his race or culture (or another race or culture).
- Physics: In Fälgorna, the study of physics centers around mechanics and
thermodynamics; some of the more advanced fields of study simply
havent been invented yet.
- Planes, Inner: Most individuals in a campaign have little to no knowledge of
worlds beyond the one in which they live, but a sage with expertise
in this field is familiar with the characteristics and properties
of the Ethereal Plane and the various Elemental Planes. He understands
how the Inner Planes are aligned and how the multiverse is put
together. If he spends additional skill points to specialize,
he can be an expert on a particular plane, capable of answering
exacting questions on the topic.
- Planes, Outer: The great religions of a campaign tend to disseminate a very
limited view of the multiverse, centering on the home of their
deity and that of their deitys principal foes. A sage who studies
this field has a general understanding of the general arrangement
of all the Outer Planes and the characteristics of the Astral
Plane. For 25 additional skill points, he can specialize in a
particular plane, learning the general properties of its layers,
its chief inhabitants and domains, and other important details.
- Without actually visiting the planes the best possible skill score
a character can have in this skill is 50%. A character who wishes
to learn this skill must have access to a sizable library or another
reasonable source of information (for example, an imprisoned planar
native). It will take at least six months of study to achieve
any competence in this skill and planar specialization is impossible
without actually visiting the plane for which the user hopes to
gain specialized knowledge.
- A character who has at least a 75% skill score in Netherworld Knowledge and who has previously determined that his studies would focus
on a specific plane is considered to have specialized planar knowledge.
A character with specialized planar knowledge may default to half
his Direction Sense and Weather Sense skills on the plane in question
and may increase those skills with reference to the plane in question
at normal cost. A character with specialized knowledge may also
learn Survival specific to the specialized plane at normal cost. (If the planes
terrain is similar to a prime material plane terrain that the
character has a Survival skill in he may default to that skill
at half skill score as described in the Survival skill).
- Any skill check which results in a roll more than double the characters
skill score will result in a wildly inaccurate answer to a query
about the planes.
- At best the application of this skill only gives general information
about the outer planar denizens (i.e., information found in the
Monstrous Compendium). When used in combination with skills such as Creature Lore:
Fiend Lore, the sage can uncover more specific information such
as that found in Van Richtens Guide to Fiends, the Planescape setting accessories, and the Demons accessories, et al.
- The sage who specializes in study of one of the lowe planes risks
insanity in the same way as a character who studies Creature Lore: Fiend Lore. Study of fiends and the lower planes takes a toll on the mortal
mind. For every five skill points a character acquires in specialized
Sage Knowledge of a lower plane, his Sanity score is permanently
reduced by one percentile point. This reduction cannot be avoided
by any means (including wish, limited wish, and alter reality).
- School of Magic: A sage with expertise in a particular school of magic is familiar
with the important theories, works and great mages of that field.
(The school of magical specialty must be selected when this skill
is first taken.) By engaging in research and passing a skill check,
the sage could identify spells or magical items belonging to the
school by the general effects or appearance of the item or spell.
- For example, if he was a student of the school of force, he could
identify a wand of force or beads of force as if he were trying
to answer a specific question.
- If the sage is also a wizard, he gains a +5% bonus to his chance
to learn spells from the school in question. A specialist wizard
gains a +10% to his score in this skill if the school of magic
is his own specialty.
- Sociology: This is the study of social structures, customs, mores and ways
of life. The sage is also acquainted with past societies and their
customs.
- Theology: A sage with expertise in this area is conversant with the tenets
and beliefs of most major religions, gaining a +10% bonus to his
Religion nonweapon skill check. In addition, he studies the theories and
lore surrounding the powers and boundaries of the gods themselves.
With research, a theologian can determine what a particular god
might or might not be capable of doing.
- Toxicology: This is the study of poisons, both natural and artificial. A
sage with expertise in toxicology can identify poisons both from
samples and from examining the symptoms of a poisoned victim.
- A sage with knowledge of toxicology gains a +10% bonus to his
Poison Lore nonweapon skill. By using toxicology, a sage can also gain a
+5% to any Healing skill check dealing with poisons.
- Zoology: Zoology is the study of animals. A sage who acquires knowledge
in this area has a good overall grasp of the science of zoology,
and in addition, he is considered a specialist in one general
class of animals or monsters. Every additional 25 skill points
he spends on this skill adds one more type or class to his expertise.
- Classes of animals allowed for study include birds, reptiles,
mammals, fish, amphibians, insects, amorphous monsters (slimes,
jellies, and molds), aquatic monsters, insectile monsters, reptilian
monsters, mammalian monsters, hybrid monsters (griffins, perytons,
etc.), and any other reasonable class or grouping the DM allows.
- A zoologist can identify common species in the field with a successful
skill check and may be able to predict behavior or capabilities
based on his knowledge of the creature in question.
- A character with the Creature Lore skill who has Sage Knowledge in the same class of creature gains
a +10% bonus to his Creature Lore skill score. A character who specializes in a general class of
natural animals gains a +10% bonus to his Animal Lore skill.
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