Caelestis Ulterius RPG Information Databank

MAGICAL / RELIGIOUS SKILLS

Astrology: The study of the stars and other celestial bodies, their movements, positions, cycles, alignments and interrelations with the earth, each other and the effects on destinies of people and animals. Base Skill: 25+5% per level of experience.

Fasting: The ability to go for long periods of time without food. So long as the character has sufficient water, two weeks without food will be pretty easy. After that the character will have to roll under the skill to avoid becoming weakened or sick. Base Skill: 25+5% per level of experience.

Identify Runes: Runes are the written language of an ancient, long dead people. The symbols themselves (similar to wards) are magic. Rune symbols and power runes emit magic energies. Taking this skill teaches the character some idea of what runes look like, but they cannot read them. Base Skill: 25+5% per level of experience.

Identify Wards: This skill enables the character to recognize whether a symbol is a real magic ward, rune or warning. This does not give them the ability to read them. Only identify true symbols. Base Skill: 25+5% per level of experience.

Language: Mystic: This is the secret language of the mage. Only those versed in mystic knowledge ever learn this skill. This is the most common language that spell magic is cased in. This lets mage’s hide key words from common folk with ease. Be aware this is not the only language known to magic users, some are even rarer with only a few dozen mage’s in the Megaverse knowing it.[Man of Magic OCC] Base Skill: 25+5% per level of experience.

Literacy: Mystic: This is the ability to read and write the letters, numbers and symbols used in the mystic language.[Man of Magic OCC] Base Skill: 25+5% per level of experience.

Lore - Alchemy: Throughout human history, there have been legends about powerful magicians ‘turning lead into gold,’ or spending their lives trying. Though this may be the most famous, there are thousands of reports, stories, and myths about people using chemicals and strange combinations of plants to produce a powerful physical change in a substance. This skill includes hundreds of accounts, and volumes of stories about formulae and procedures for various elixirs and potions. To actually carry out the procedures in these myths is another affair, though. The master of this ancient art of manipulation has spent years learning which combinations of materials to use in accomplishing their goals. Characters with this skill have the knowledge and skill to change lead into gold and other strange, bizarre feats. (Frequently at substantial cost) Base Skill: 25+5% per level of experience.

Lore - Chinese Mythology - Buddhist: This skill is pretty much the same as the Taoist version, except that it deals with the equally crowded hordes of Chinese Buddhist entities. However, it is a different skill from the Taoist version. Base Skill: 35% + 5% per level of experience.

Lore - Chinese Mythology - Taoist: Includes extensive knowledge of the vast library of works on Chinese myths relating to gods, ghosts, demons, monsters, dragons, Immortals, and the undead. Since there are such a vast array of mythic entities (it is said, for example, that every star in the sky corresponds to a named deity in Chinese Mythology), character is very skilled at locating written references on any given subject. This is all further complicated by the legends of Immortals becoming gods, of gods becoming mortal, and of virtually any mythic figure dying and being reincarnated as some "other" mythic figure. Characters will, given a few hours of research time and access to a decent library, be able to come up with a variety of legends (unfortunately, often contradictory) on any given named mythic entity or related to any particular place or period of Chinese history. Base Skill: 35% + 5% per level of experience.

Lore - Cults and Sects: This skill is a comprehensive study of the phenomenon of cults, sects, and occult religion. This includes the techniques of indoctrination as well as the identifying marks of the major cults. Base Skill: 30% + 5% per level of experience.

Lore: Demons/Devils: This is the study of demonic creatures,supernatural fiends and known monsters throughout the ages andaround the world. It includes the beliefs of ancient and primitive cultures,demons, devils, gargoyles, their known habits, appearance, weaknesses,strengths, powers, and abilities, as well as possession, places of magic,places of reputed demonic habitation or attraction, and legends. Themaster of this lore may be able to identify a particular type of entityby hearing its description, or a description of its actions, seeing adrawing or footprint, or by how it acted, killed, or the exhibition of itspowers Base Skill: 20+5% per level of experience.

Lore - Dragon: This is the study of dragons, their history and lore over the ages and around the megaverse. It includes knowledge of all known species of Dragons as well as their performed habitat and the known natural abilities for each species. The character with this skill may be able to identify a particular species of dragon by hearing its description or a description of its actions, seeing a drawing or photograph or foot print, how it acted, killed or exhibited certain abilities. Base Skill: 30% + 5% per level of experience.

Lore - Monsters/Creatures: This is the study of supernatural monster lore throughout the ages and around the world. It includes the beliefs of ancient and primitive cultures, as well as documentation in the modern world regarding creatures, vampires, possession, places of magic, reputed places of supernatural habitation or attraction, and the study of legendary and known supernatural beings, including their know habits, appearance, weaknesses, strengths, powers and abilities. The master of monster lore may be able to identify a particular type of monster by hearing its description or a description of its actions, seeing a drawing or photograph or footprint, or by how it acted, killed, or exhibited certain abilities. Base Skill: 25% + 5% per level of experience.

Lore - Dimensions: This is the study of myths, legends, and accounts of other dimensions/planes of existence. The character gains a certain knowledge of famous dimensions, such as Wormwood, Hades, Dyval, Phase World, Uricos, Rifts Earth, the Elemental Planes, the Astral Plane, and other, less well known dimensions. The character may be able to surmise what dimension someone visited by listening to an account they give, but actually getting to other dimensions is an entirely different matter. The character will have heard the myths about rifts, teleport spells, and portals, as well as other means of traveling between dimensions, but will not actually be able to perform any magic himself. Base Skill: 25% + 5% per level of experience.

Lore - Dreamstream: This skill is helpful in understanding and identifying the features, dangers and inhabitants of the Dreamstream. Even a beginner will automatically know of such things as Dream Pools and other major concepts regarding the dream lands. Skill rolls are necessary to identify creatures and events/transformations of the Dreamstream. Base Skill: 25% + 5% per level of experience.

Lore - Faerie: This skill is effectively the same as the previous Demon and Monster lore skill, except that the emphasis of the lore is on the faerie folk. Since the coming of the rifts and magic, the fairies of ancient myths have proven to be quite real and often encountered in the wild, especially near ley lines and nexus points. Faerie folk include fairies, sprites, pixies, brownies, bogies, toad stools, pucks, kelpies, gnomes, ogres, and a host of other supernatural beings. Base Skill: 25% + 5% per level of experience.

Lore - Folklore and Mythology: This skill is a comprehensive study of folklore and mythology. The character will be able to identify the major players involved with a given region and can roll at half the skill level to be able to identify minor players in myth. These players include gods, heroes, monarchs, creatures, and tales. Base Skill: 30% + 5% per level of skill.

Lore: Geomancy/Ley Lines: A study of ley lines, burial mounds, places of power, megaliths, and geomancy beliefs that certain places on earth are polarized with an unknown energy or forces that can heal, cause paranormal phenomena, attract supernatural forces, open dimensional gateways, are magical or are places of evil. The study includes "known" locations of such places, such as Stonehenge and the Bermuda Triangle, as well as the many theories behind them and the legacy of legends, mysteries, disappearances and dangers linked to each. The skill will provide the character with insight about the areas and enable him/her to recognize specific, known, places of power, as well as recognize unknown megalithic markers of these revered or feared places. Base Skill: 25% + 5% per level of experience.

Lore - Ghosts: A study of reports, myths and legends regarding the supernatural, ghosts, apparitions, haunted houses and places, death cults, necromancy (rituals and purpose), mediums/seances, and near death experiences. This includes ghosts and spirits of all cultures around the world. Base Skill: 35% + 5% per level of experience.

Lore - Japanese Mythology: Includes extensive knowledge of the vast library of works on Japanese myths relating to ghosts, spirits, dead, elemental forces, supernatural animals and gods. Japanese mythology has so many gods and supernatural beings, including Buddhist and Shinto, That the phenomenon had been called by some 20th Century scholars, the "rush hour of the gods." Base Skill: 30% + 5% per level of experience. This skill also gives the character a fair understanding of Chinese Buddhist gods and demons (-10% skill penalty) and even Hindu and Brahmin gods (-20% skill penalty).

Lore - Magic: This area of study provides general information about magic, magic items of myth and legend, and creatures of magic (such as dragons, sphinxes, etc.) as well as the understanding of the principles of magic, to recognise ritual paraphernalia and symbols, utter incantations accurately, distinguish genuine esoteric items from fake, etc.
The character also knows/recognises the main types of magic being used on the world. Likewise, the character is likely to know about legendary and renowned magic items, weapons, places and legends.
Although the character cannot read runes or mystic symbols, he should be able to recognise whether the symbol is a real magic ward, rune, circle, or warning.
Anyone with this skill can learn to cast magic spells from either the Wizards spell list or the Wizards cantrip list (see the tables below for the amount of spells and the casting limits for non practitioners of magic). They do not start with any spell knowledge but may be taught spells. The chance to learn a spell is equal to the character's Lore:Magic skill percentage and must be successful for each spell or cantrip learned. Unless the character is a practitioner of magic there is a 0% chance of the character converting a scroll for spell knowledge. Non-Mage characters are limited as to the power level of the spell being learned (see table 1)[Literacy]Listed Bonuses: Recognise magic wards runes and circles: 15+5% per level of experiance. Recognise Enchantment: i.e. people under charms and curse, magic items, etc.: 10+5% per level of experiance.

Non-Practioner Limits Tables
Table 1Table 2
I.Q.# of spells (cantrip/spell)allowed to be learnedMaximum level of spell allowed to be learnedP.E.Number of spells (cantrips/spells) able to be cast per day
6 or less0/0none6 or less0/0
7-81/0cantrip7-81/0
9-102/1first9-102/1
11-134/2second11-134/2
14-176/3third14-176/3
18-228/4fourth18-228/4
23-2710/5fifth23-2710/5
28 or higher12/6sixth28 or higher12/6
Note: The numbers represent either cantrips or spells that can be learned NOT bothNote: The numbers represent either cantrips or spells that can be cast NOT both
Base Skill: 25+2% per level of experiance for Non-Practitioners of Magic, or 60+5% per level of experiance for Practitioners of Magic.

Lore: Old Ones/Cthulhu Mythos/Chaos: By personal observation or through a description of traits and combat the character can recognize the signs/presence of Chaos and Chaos infected organisms/area. The character also has a good understanding of the Old Ones and how they affected the world as well as how chaos is linked to the Old Ones. A success roll indicates whether the character accurately remembers the information about the subject. A failed roll means he is flustered and either can’t remember or recalls the wrong information.[Literacy] Base Skill: 10+5% per level of experience.

Lore - Nightbane: This is a comprehensive study of the Nightbane species, their powers, limitations, and the myths and beliefs associated with them. Very few non-Nightbane have the crucial pieces of evidence that would allow them to have this skill, and those fortunate few usually gained the knowledge from a Nightbane who was willing (or forced) to pass the knowledge on. Base Skill: 30% + 5% per level of experience.

Lore - Nightlands: The study of the shadowy parallel dimension ruled by the Ba'al. This skill includes knowledge about the inhabitants of the Nightlands, including the Nightlords, Dopplegangers, Hunters and Hounds, and others. This skill is most often found in the hands of mystics and psychics who have seen the Nightlands with their own eyes, but a number of occultists have also unearthed a few forbidden books discussing this mysterious plane of existence. Base Skill: 25% + 5% per level of experience.

Lore - Omens and Superstition: This skill lets the character identify all major forms of omen and superstition. The character will understand the meaning and what is implied by a given occurrence or happening. If the character also has Lore - Religion, the character will also be able to recognize the source of the omen or superstition. Base Skill: 30% + 5% per level of experience.

Lore - Psychic: Characters with this skill have knowledge in the way psychic abilities are believed to work, and what types of psionic abilities exist. This knowledge includes a good idea of the limitations of most psychics and psychic abilities, major known types of P.C.C.s/Psychic R.C.C.s, famous psychics, and similar data. The character does not have to be a psychic himself, but he must believe that such powers exist. Psychic lore is most commonly known by people who are psychic themselves, or involved in the PAB, Pandora Project or similar organizations that study paranormal phenomena. Base Skill: 30% + 5% per level of experience.

Lore - Read Aura: This skill gives the character the ability to distinguish between different species just by their aura. With repeated practice and time a character could id both the species and the individual character. Note: Do to some of the close distinctions between humanoid races (and some creatures and SN creatures for that matter) the skill level starts of low. Base Skill: 20% + 2% per level of experience. (very difficult to tell the small changes in an aura need to id someone/thing). Requires: The psionic ability of See Aura.

Lore - Religion: A comprehensive study of the world's religions, past and present, their beliefs, rituals, holy places, pantheons of deities and supernatural creatures (demons, spirits, angels), stories of creation, myths and legends. The skill will help the character recognize specific rituals, their purpose, the deity(s), icons, and similar information. Base Skill: 30% + 5% per level of experience.

Lore: Ritual: This skill enables a character to recognize and even construct rituals, of both Mystic and religious nature as well as more mundane nature. The character can identify the origins of given rituals and can speculate on the use of ritual paraphernalia and how it would pertain to any given ritual work. A success means positive identification. A failed roll means he is flustered and either can’t remember or recalls the wrong information.[Literacy] Base Skill: 25+5% per level of experience.

Lore: Undead/Darklife: By personal observation or through a description of traits and combat the character can recognize all types of undead and the signs/presence of necromancy. The character also knows the origins of most types of the undead, including automations, banshees, corpse creatures, dark life, ghouls/nasu, mares, maxpary, shamblers, mummies, specters, syvans, vampires, yema, and zombies. A success roll indicates whether the character accurately remembers the information about them. A failed roll means he is flustered and either can’t remember or recalls the wrong information. Base Skill: 20+5% per level of experience.

Lore - Vampires: The study of the undead, their habits, origins, powers and weaknesses. The skill will help a character determine if a person is under the sway or control of a vampire, or whether or not a victim has been killed by the undead. It will also aid in differentiating fact from superstition regarding the vampire's vulnerabilities and strength, the few ways to truly destroy them, and basic vampire-hunting tactics. At the higher levels of knowledge (65%+), the character may have some idea about vampire intelligences, the Wampyr sub-race, and other detailed information. Base Skill: 36% + 4% per level of experience.

Lore - Witches: This skill enables a character to recognize the handiwork, enchantment, rituals, and influence of witchcraft. He or she can also positively identify a witch by physical examination, recognize the evil familiar, and to tell whether it is an animal or demon. The character also knows about pacts, basic abilites, weaknesses and similar data about witches. Roll to recognize witches, familiars, rituals, or enchantment. A success means positive identification. A failed roll means inconclusive evidence, which may mean the suspect may be the innocent. Base Skill: 20+5% per level of experience.

Meditation: Involves engaging the mind and body so that the body remains motionless, but without fatigue or pain and the mind stays in a clear, calm and rested state. While meditating a character recovers ISP and other internal resources at an accelerated rate. Although it is not a substitute for sleeping, characters will usually feel alert and refreshed after any period of meditation. When in a meditative state the character is, at a subconscious level, well aware of what is happening in the environment and can instantly leave the meditation position with no combat penalties. Base Skill: 25+5% per level of experience.

Mystic Herbology: Ability to identify, produce and harvest useful or harmful plants, as pertaining to Magical and religious use and to use such materials in a proper fashion. Base Skill: 25+5% per level of experience.

Philosophy: The study of the processes governing thought and conduct. Areas can include aesthetics; ethics, logic, metaphysics and so on. Base Skill: 35+5% per level of experience.

Research: Training in the use of methods, techniques, and locations for finding information. This skill is helpful in locating information about people, places and things. The GM will ultimately regulate the availability of accessible, known information regarding a particular subject. In some cases, there may be a ton of history and information, while in others, very little or nothing at all (which may reveal something by its sheer lack of info.) The research skill simply gives characters access to available data. ANY CHARACTER CAN ASK QUESTIONS AND DO RESEARCH! However, the research skill will reduce the amount of time by half and the character is trained to notice relevant data that an untrained character is liable to overlook. Thus, for the truly mysterious, secret or difficult or hushed up bits of information, including addresses, obscure and suppressed data. Also note that having the Streetwise skill is strongly recommended, as it puts the character in touch with the appropriate people (+15% bonus with Streetwise)[Literacy] Base Skill: 60+5% per level of experience.