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DnD Secret Crafts Elvenologist

Dungeons and Dragons – Mystara Secret Crafts

Secret Craft of Elven High Magic

aka Elven High Magic, Elvenologist or Master of Elven Magic

They are known as a Elvenologist in the library of the Great School of Magic in Glantri. They started out (and can still be found) as the Elven High Magic or Master of Elven Magic of the Elves. This is an expansion of the Secret Crafts inspired by Gazetteer 3.

0e-gaz-05 Alfheim
0e-gaz-05 gaz5 D&D BECMI Alfheim

Brought into this world by the elves as well as those who have a deep connection with the nature, an elven immortal or the Sphere of Energy and seek the knowledge of the natural world.

  • Activation Costs: 1 point per circle for Manifestation, Power and Downtime Activity unless otherwise specified.
  • Source Material: This secret craft was built from material gained from various editions of the game. Deep Magic – High Elven Magic (DM11), Encyclopaedia Arcane – Fey Magic (Dreaming the Reverie – MGP1007), Ultimate Prestige Classes (Silver Hearts, Arcane Delver, Keeper of Songs, Elven Noble Warrior).

List of Elvenologists

  • Initiate
  • 1st Circle – Chewyn (Tue), Llewell (Tue), Lord John Beaumarys-Moorkroft (Glantri)
  • 2nd Circle – Riah (Wed)
  • 3rd Circle
  • 4th Circle – Dona Leontina de Belcadiz (Glantri)

Craft Magical Items

Ranks of the Elvenologist

Elvenologist Initiate

To become an initiate, one must be part of either from the Alfheim (or another elven nation) or a follower of an elven god.

  • Attribute – Secret Craft – Elvenologist – Initiate
    • Craft Bonus = Proficiency + Int + circle +2 (elves)
    • Bonus Language – Elven (High)
    • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved +2 (elves).

Craft Expanded Traits:

  • Craft Skill: You gain proficiency with this secret craft and use Intelligence as your ability score.
  • Racial Bonus: Elves have a +2 to the craft skill.
  • Patron: A patron of the elven gods usually from the sphere of energy.
  • Additional Craft Mishap: In addition to the critical failure effect you hear the song of the ancients in your mind which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Elven until you finish a long rest and have disadvantage on rolls using the language.
  • Additional Craft Boon: In addition to the base critical success effect you hear the song of the ancients in your mind but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Elven language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.
  • Bonus Language: Elven
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. You can do this once at initiation or advancement of the craft gaining a spell within your capabilities. You may gain this option again during other secret craft downtime subject to Dungeon Master approval. A prepared caster gains them as spells to be learned in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.

Associated Classes:

  • Barbarian: Path of the Harrier
  • Bard: College of Fey Magic (fkcc2), College of Glamour (xge14), Greenleaf College (mhh34)
  • Cleric: Elven Pantheon
  • Druid: Circle of Dreams, Circle of the Forest Kingdom (fkcc5), Circle of the Shepherd (xge23), Circle of the Tree of Life (br191), Feyfriend Circle (fkcc7)
  • Fighter: Arcane Archer (xge28), Eldritch Knight (ph74), Woodlands Cavalier (fkcc9)
  • Monk: Way of the Sun Soul (xge35)
  • Paladin: Oath of the Ancients (ph86), Oath of the Eagle (br195)
  • Ranger: Fey Hunter (fkcc11), Horizon Walker (xge42), Unicorn Charger (fkcc12)
  • Rogue: Arcane Trickster (ph97)
  • Sorcerer: Dryad Bloodline (fkcc12), Nereid Bloodline (fkcc14), Norn Bloodline (fkcc14), Nymph Bloodline (fkcc15), Satyr Bloodline (fkcc16)
  • Warlock: Pact of the Archfey (ph108), Pact of the Black Woods (fkcc16)
  • Wizard: Bladesinging (swcag141), Geomancy (mhh88), School of Elven High Magic (mhh84)

Available Feats: Ley Initiate (mhh97), Ley-Bound (mhh97).

  • Spell List – Secret CraftElvenologist
    • Cantrip Booming Blade (scag142), Green-Flame Blade (scag143), Lightning Lure (scag143), Sword Burst (scag143)
    • 1st Level – Extract Foyson – R (mhh166), Guest of Honour – R (mhh172), Land Bond (mhh178), Tree Ladder (bls119)
    • 2nd Level – Black Swan Storm (mhh152), Clearing the Field – R (mhh158), Heartache (mhh172), Ley Disruption (mhh179), Shadows Brought to Light – R (mhh192), Vine Trestle – R (mhh201)
    • 3rd Level – Ley Energy Bolt (mhh179), Ley Sense (mhh179), Song of the Forest – R (mhh193)
    • 4th Level – Ray of Life Suppression (mhh188), Shadow Retribution – R (mhh192)
    • 5th Level – Amplify Ley Field (mhh149), Energy Absorption (mhh165), Lesser Ley Pulse (mhh178), Ley Leech (mhh179), Spell Legs (bls112), Tongue Tied (mhh199)
    • 6th Level – Encroaching Shadows – R (mhh165), Ley Whip (mhh180)
    • 7th Level – Celebration – R (mhh156), Greater Ley Pulse (mhh171), Volley Shield (mhh201)
    • 8th Level – Bloom – R (mhh154), Desolation – R (mhh162), Disruptive Aura (mhh163), Harsh Light of Summer’s Glare (mhh172), Ley Surge (mhh180)
    • 9th Level – Afflict Line – R (mhh148), Cosmic Alignment – R (mhh160), Ley Storm (mhh180)

* details to come. R – Ritual Spells.

Elvenologist 1st Circle (Apprentice)
  • Attributes – Secret Crafts – Elvenologist – 1st Circle
    • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.
      • Converse with Nature (Enhancement SB 1 DC 16): As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
      • Mount Synergy (Enhancement SB 1 DC 16): As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
      • Shape Spell (Power SB 1 DC 16): As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
      • Elven Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
      • Treesong (Power SB 1 DC 16): As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.
  • Downtime Activities: require 1 or more points to activate and maintain. You do not require you to have the manifestation active to use.
    • Apprentice Treekeeper (SB 1): You can activate the apprentice power of your Clan’s Tree of Life or another Clan’s Tree with a DC 16 craft check after also paying the activation cost.
    • Beast or Fey Familiar or Companion (SB 1+): You can choose to summon a beast or fey companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the familiar or companion.
    • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells.
    • Special Mount (SB 1+): Spending a week in communion you gain a beast or fey mount of your choosing that is available from your clan. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the mount.
Elvenologist 2nd Circle (Journeyman)
  • Attributes – Secret Crafts – Elvenologist – 2nd Circle
    • Elvenologist Journeyman (Enhancement SB 2 DC 18): Your manifestation increases by 5 ft radius.
      • Aura of Virtue (Enhancement SB 2 DC 18): As a standard action, you can activate this enhancement. You are a beacon of elven culture and virtue and you shine with a radiant light and gain your Charisma bonus to your armour class.
      • Distant Healing (Power SB 2 DC 18): While on your special mount or in your Clan forest, you can increase your cure wounds by 60 ft range.
      • Reactive Spell (Enhancement SB 2 DC 18): As a free action, you can link a spell with your manifestation. This delays the effect to release as a Reaction at a later time. You can have one reaction spell linked to your manifestation at a time.
      • Spellchanting (Power SB 2 DC 18): As a bonus action before casting a spell, you add a complementing chant to the spell. This adds your Charisma modifier to the existing spell DC. This increases the casting time of the spell to include a bonus action in the round. If you spell DC already includes Charisma, you can stack it from this bonus action.
    • Downtime Activities: require 2 or more points to activate and do not require you to have the manifestation active to use.
      • Journeyman Treekeeper (SB 2): You can activate the journeyman power of your Clan’s Tree of Life or another Clan’s Tree with a DC 18 craft check after also paying the activation cost.
      • Celestial or Monstrous Familiar or Companion (SB 2+): You can choose to summon a celestial or monstrous companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the familiar or companion.
      • Special Mount (SB 2+): Spending a week in communion you gain a celestial or monstrous mount of your choosing that is available from your clan. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the mount.
Elvenologist 3rd Circle (Adept)
  • Attributes – Secret Crafts – Elvenologist – 3rd Circle
    • Elvenologist Adept (Enhancement SB 3 DC 20) Your manifestation increases by 5 ft radius.
      • Ancient Music (Power SB 3 DC 20) As an action you can invoke a song of power. An ancient elven warrior per level appears and attacks a foe within 60 ft of you causing 1d6 radiant damage. They can make a Dexterity save for half damage. They appear singing the music and last while you concentrate and continue to sing. Each warrior can only attack a different target.
      • Authority (Enhancement SB 3 DC 20) You can activate this as an action. While you are in charge, you provide advantage on saving throws vs enchantment and fear effects.
      • Summon Mount (Power SB 3 DC 20) As a bonus action, you can bring your special mount to you with a Teleportation effect to appear next to you or as close to you as it can safely appear.
      • Undying Loyalty (Enhancement SB 3 DC 20) Elves of your clan see you as a beacon of hope and will start as helpful while this power is in effect.
    • Downtime Activities: require 3 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Adept Treekeeper (SB 3): You can activate the journeyman power of your Clan’s Tree of Life or another Clan’s Tree with a DC 20 craft check after also paying the activation cost.
      • Elven Artifice (SB 3) As an short rest activity, you can place a spell into an object, allowing another to cast it, lasting until you have a long rest. It takes an appropriate spellcasting check DC 15 (Religion for clerical spells) to cast the spell out of an item. This loss is permanent while you have the artifice.
Elvenologist 4th Circle (Master)
  • Attributes – Secret Crafts – Elvenologist – 4th Circle
    • Elvenologist Master (Enhancement SB 4 DC 22): Your manifestation increases by 5 ft radius.
      • Elven Denial (Power SB 4 DC 22) You can counter a spell as a reaction as if you cast Dispel Magic.
      • Elven Nobility (Enhancement SB 4 DC 22) You are immune to fear effects, and your allies have advantage on saves vs fear.
      • Battlefield Domination (Power SB 4 DC 22) You and your special mount can teleport to another ally in the battle as a bonus action.
      • Commanding Voice (Enhancement SB 4 DC 22) You use elven words of power to command others as per suggestion, except those you use it against have disadvantage and lose any racial bonuses due to your words of power.
    • Downtime Activities: require 4 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Master Treekeeper (SB 4): You can activate the journeyman power of your Clan’s Tree of Life or another Clan’s Tree with a DC 22 craft check after also paying the activation cost.
Elvenologist 5th Circle (Grand Master)
  • Attributes – Secret Crafts – Elvenologist – 5th Circle
    • Elvenologist Grand Master (Enhancement SB 5 DC 24) Your manifestation increases by 5 ft radius.
      • Elven Magic Mastery (Enchancement SB 5 DC 24) You can suppress and reactivate a spell you have cast with a duration other than instantaneous or concentration as a bonus action, when it re-activates, targets in the area of effect must make new saving throws. This can extend the duration of the spell for every round it was suppressed for.
      • Inspire Heroics (Enchancement SB 5 DC 24) You provide all within 120 ft of you with the Second Wind and Action Surge class features of a fighter. If they already possess those, they gain an extra activation.
      • Judgement of the Forefathers (Power SB 5 DC 24) While reciting ancient verses, you project a zone 30 ft from you effecting several targets up to your level plus charisma modifier. It effects the lowest HD first and they must succeed at a Wisdom saving throw or be forced to keep away as you concentrate and maintain the verses for the duration.
      • Radiant Light (Enchancement SB 5 DC 24) You give off a bright radiant light 30 ft and all who look upon you must make a wisdom saving throw or become enthralled. Creatures susceptible to bright light make the save at disadvantage. Once the effect ends non-evil characters must make a saving throw or shift their attitude one step for the better. Those who are helpful can fall in love at the GM’s discretion.
    • Downtime Activities: require 5 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Grand Master Treekeeper (SB 5): You can activate the journeyman power of your Clan’s Tree of Life or another Clan’s Tree with a DC 22 craft check after also paying the activation cost.

Secret Craft References

  • Activation Costs: 1 SB point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
  • Secret Craft Attempt = d20 + Prof + Abi mod + circle achieved.
  • Craft Check: The craft check is a d20 plus your proficiency and the associated attribute modifier. This craft check must use the language associated with the craft as part of the check. You add your circle level to the roll with Initiates being +0. For every 5 points you exceed the target number you reduce the Soul Burn cost by 1. For every point you fail the roll by, you can choose to succeed by adding those point to the soul burn cost as long as it was not a critical failure.
    • Base Critical Failure: A roll of a 1 on the craft check is a curse from your patron, and you suffer a mishap. The standard thing that happens is that you increase your soul burn by the Crit Effect Modifier, then it reduces your hit point maximum by the Crit Effect Modifier, and lastly it causes hit point damage equal to the Crit Effect Modifier. Check each of the crafts for what additional effect happen during a mishap.
    • Base Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. The standard thing is that you reduce your Soul Burn by the Crit Effect Modifier, then it can restore damage to your maximum hit points by the Crit Effect Modifier, and lastly it refreshes you repairing hit points equal to the Crit Effect Modifier . Check each of the crafts for what happens during a boon.
    • Crit Effect Modifier: This is 1 + circle ability level + character level.
      • So a 8th level character using a 2nd circle ability would have a crit effect modifier of 11.
      • A 4th level character with a 1st circle ability would have a modifier of 6.
      • A 12th level character with s 3rd circle ability would have a modifier of 16.
      • A 16th level character with a 4th circle ability would have a modifier of 21.
      • A 20th level character with a 5th circle ability would have a modifier of 25.
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved.
  • Manifestation – Lasts until the end of a long rest, you expend it, or you dismiss it as a free action. You can extend a craft manifestation for 1 soul burn after a long rest to last until your next long rest without the need for a craft check. Manifestations gives you access to Manifestation Aspects, Enhancements and Powers.
  • Manifestation Aspect – Selected as the version of the manifestation used when you activate the Manifestation.
  • Enhancement – Lasts as long as the manifestation is active.
  • Power – Has a limited duration, but needs the manifestation active to use.
  • SB – Soul Burn. Each point of Soul Burn is a reduction to your maximum hit points. If your Soul Burn ever reduces your hit point total to zero your character is destroyed based in the craft and sponsor. Soul Burn can be recovered via downtime or other methods all with GM approval.

Content Updates

  • 2021-08-04 – Updated the downtime activities.
  • 2021-07-21 – Updated the magical item section.
  • 2021-04-28 – Added in associated magical item book on Elvenology.
  • 2021-04-25 – Updated with Circle 3rd to 5th information.
  • 2021-03-25 – Clean up for easy copying.
  • 2020-06-22 – 2nd Circle and other enhancements.
  • 2020-03-28 – Structure.
  • 2020-03-06 – Structure and content update.
Secret Crafts

Overview, Downtime: Secret Crafts, Spellcasters

Elemental Crafts: (6) Airologist, Darkologist, Earthologist, Fireologist, Waterologist – Combining Craft – Elementologist

Necromancy Crafts: (6) Bloodologist, Devourologist, Graveologist, Reanimatologist, Shadeologist – Combining Craft – Necrologist (tba)

Racial Crafts: (17) Bureauologist, Celestologist, Chaosologist, Craftologist, Cryptologist, Dragonologist, Elvenologist, Entertainologist, Healologist, Mechologist, Mentologist, Musicologist, Naturologist, Protectologist, Sailologist, Spiritologist, Weaponologist

These secret crafts are at player request: (16) Alchemologist (tba), Chronologist (tba), Diplomatologist (tba), Divinologist (tba), Fiendologist (tba), Portologist (tba), Preservologist (tba), Radologist (tba), Shapeologist (tba), Skaldologist (tba), Skyologist (tba), Spyologist (tba), Starologist (tba), Voidologist (tba), Wagonologist (tba), Witchologist (tba)

D&D 5E in Mystara

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WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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