Studies

Studies are what the character has learned about before their adventures. Mages generally study arcane, priests study religion, and so on. However you could be a warrior who is fascinated by magic, or a thief fascinated by warfare.

Studies
Warfare Dungeoneering Diplomacy
 * Buffs:  +1 STR
 * Abilities:
 * Weapon Lore: Roll a 20D, depending on your roll and the item you will learn things about the weapon.
 * Buffs:  +1 VIT
 * Abilities:
 * Dungeoneer:  Roll a 20D, depending on your roll and the dungeon you may notice a trap, hidden item, or something else about the room you are in.
 * Buffs:  +1 CHA
 * Abilities:
 * Settlement:  Roll a 20D, depending on your roll and the characters you can settle petty fights with your words. (1 use)

Arcane
 * Buffs:  +1 INT
 * Abilities:
 * Magical Lore:  Roll a 20D, depending on your roll and the spell you may learn something about it.

Arcane II


 * Buffs:  +1 INT
 * Abilities:
 * Detect Magic:  Roll a 20D to detect any creatures or characters with high mana in the area, this can also be used to detect magical seals or enchanted items.

Enchantments
 * Buffs:
 * Abilities:
 * Enchantment Lore:  Roll a 20D, depending on your roll and the item you will learn things about the item's enchantment.

Religion
 * Buffs: +1 WIS
 * Abilities:
 * Religious Lore:  Roll a 20D, depending on your roll and the thing you are rolling you may learn something about it. This works particularly well on temples, races, and symbols.

Crime
 * Buffs: +1 LUK
 * Abilities:
 * Thieves Lore:  Roll a 20D to detect someone, depending on your roll and the character the outcome will be different. You can also roll to make yourself harder to detect.

Hunting


 * Buffs: +1 AGL
 * Abilities:
 * Beastiary:  Roll a 20D to learn about different enemies like Goblins and Giants, or animals like Mammoths.

History
 * Buffs:  +1 WIS, +1 INT
 * Abilities:
 * Dungeoneer:  Roll a 20D, depending on your roll and the target you may learn something about a race, place, or item's history.