Expanding the Spellcraft Proficiency


This comes as something of a follow up to a recent post where newly forged Wizards and their ilk need some sort of old man teaching them all the right moves until they “get” it. The idea that you’re going to spend a LOT of time learning wizardly things really delves into the territory of Proficiencies as far as time and effort required to learn them. Spellcraft exists as-is, the vanilla 2e description is as follows.

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. 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 magical or magically endowed constructs for what they are.

Versus my own definition

Spellcraft:

Gives the ability to recognize when a spell is being cast, and a general knowledge of most common spells. A character with spellcraft lore can also identify materials used in spells, various symbols and identifying marks. They are familiar with all the different schools of magic and would know where to find someone that could train potential magic users. A second rank in Spellcraft allows a Wizard to teach from his known schools of magic.

My descriptions are a bit more vague as I enjoy players finding ways to leverage proficiencies into odd situations. Spellcraft however is getting some friends! The following covers the schools of magic and adds a layer of required proficiency for arcane classes. It doesn’t make sense to me how a Wizard would have time to rack up as many proficiencies as they’re given when they’re so dedicated to studying magic and doing research. 8 schools of magic means 8 additional (and required) proficiencies if they want to learn spells from each of the schools. It’s not a complete nerf however, as each proficiency aslso comes with an at-will cantrip, which aren’t terribly powerful, but all useful in their own way and do a lot more than the vanilla 2e “Cantrip” descriptor of uselessness.

These new proficiencies means finding new spells in a book can easily become finding new scrolls if you’re not willing to delve into that school. It also focuses the spell selection of low level wizards, with an expansion of power into later levels. Players can certainly dump additional proficiencies into more schools at low levels, but the payoff wouldn’t necessarily be worth it since they only cast a few spells per day as is.

Spellcraft – Abjuration

Grants access to learn spells from the Abjuration school. Can only be taught by a Wizard with a second rank in the base Spellcraft proficiency. This proficiency also grants the following Cantrip that can be used as a minor action at-will.

  • Minor Shield – Blocks the next 3+1/lv points of damage to self or touched target.

 

Spellcraft – Conjuration

Grants access to learn spells from the Conjuration school. Can only be taught by a Wizard with a second rank in the base Spellcraft proficiency. This proficiency also grants the following Cantrip that can be used as a minor action at-will.

  • Summon Minor Elemental – Creates a 1/2 HD elemental which will follow a single command and blink out of existence in two rounds.

 

Spellcraft – Divination

Grants access to learn spells from the Divination school. Can only be taught by a Wizard with a second rank in the base Spellcraft proficiency. This proficiency also grants the following Cantrip that can be used as a minor action at-will.

  • Shift Fate – Re-roll the next immediate skill check, attack, or saving throw if desired.

 

Spellcraft – Enchantment

Grants access to learn spells from the Enchantment school. Can only be taught by a Wizard with a second rank in the base Spellcraft proficiency. This proficiency also grants the following Cantrip that can be used as a minor action at-will.

  • Arcane Touch – Grant a +1 magical bonus to an item for 4 rounds.

 

Spellcraft – Illusion

Grants access to learn spells from the Illusion school. Can only be taught by a Wizard with a second rank in the base Spellcraft proficiency. This proficiency also grants the following Cantrip that can be used as a minor action at-will.

  • Animate Image – Add movement to an existing image while concentrating.

 

Spellcraft – Invocation

Grants access to learn spells from the Invocation school. Can only be taught by a Wizard with a second rank in the base Spellcraft proficiency. This proficiency also grants the following Cantrip that can be used as a minor action at-will.

  • Minor Missile – Small bolt of arcane energy hits a target within 60’ for 1d3 +1/2lv

 

Spellcraft – Necromancy

Grants access to learn spells from the Necromancy school. Can only be taught by a Wizard with a second rank in the base Spellcraft proficiency. This proficiency also grants the following Cantrip that can be used as a minor action at-will.

  • Rotten Wound – Cause a wound on a target within 20’ to become unhealable (1 HD) until dispelled.

 

Spellcraft – Alteration

Grants access to learn spells from the Alteration school. Can only be taught by a Wizard with a second rank in the base Spellcraft proficiency. This proficiency also grants the following Cantrip that can be used as a minor action at-will.

  • Natural Enhancement – Grant a temporary +2 bonus to an ability score for 4 rounds, cannot exceed 18, does not stack. One enhancement can be active per target.

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