Cunning Talents

These talents require ingenuity and intelligence to master.

## **Arcane Research**

Classes: Mage

Requirement: Requires at least 3 Cunning, and the Cunning (Arcane Lore) focus.

*You learn to push the boundaries of magic. With enough time and research, you can invent new spells.*

**Novice**: Gain the Cunning (Research) focus now, as well as the ***Data Collection ability*** (see below). Through collaboration with the GM, you can create new Novice-level spells and rituals based in schools of magic in which you have Talent (at least Journeyman level), by gathering materials and performing ***Advanced Research Tests*** (see below). Please note that more complex forms of Arcane Research, such as the study of Demon magic, the Blight, or inventing your own unique schools of magic will require the Arcanist Specialization. Novice-level spells are often utility spells or lower-level attack spells costing up to 3 MP.

**Journeyman**: You can invent new Journeyman-level spells and rituals, in schools of magic in which you have Talent. Journeyman-level spells are spells costing up to 7 MP.

**Master**: You can invent more complex Master-level spells and rituals, in schools of magic in which you have Talent. Master-level spells may cost up to 10 MP.

**Grandmaster**: As a grandmaster in your craft, you have learned to be more efficient with time and resources. Grandmaster-level spells may cost 20+ MP. It takes you less time and resources to create new spells. You can also learn how to cast all spells of all types for -1 mana points (down to a minimum of 1 MP; this ability stacks with other Talents).

***Data Collection***

You have learned how to collect data through observation. As a Major Action, you may perform a Cunning (Research) TN12 or Cunning (Arcane Lore) TN12 test when analyzing, speaking to, fighting with, reading about, or otherwise interacting with the subject of your research. You may only make one Data Collection test per hour. The value of the Dragon Die determines the amount of Data Points collected. These  points must be totalled together, until they reach the threshold to proceed to the next stage of analysis.

***Advanced Research Tests***

Research generally takes a lot of time and/or planning, but with time and effort comes great rewards. To perform research, you will analyze your gathered Data Points and perform a series of Cunning (Arcane Lore) and Cunning (Research) tests, each with a success threshold of 13. Each test represents an hour of time. Whenever a test is successful, the value of the Dragon Die is added to the Research Point total. When the The Advanced Research Test is complete when the total of the Dragon Dice from all successful tests is equal to or greater than the success threshold of 15 (please note that the DM may choose to raise the success threshold if the ability you are trying to master is more complex). Whenever you fail one of these research tests, your Dragon Dice sum is totalled together into a Research Challenge sum. Once you hit 5 Research Challenge points, you must roll on the table below:

 2
 3
 4-5
 6

## **Chirurgy**

**Classes**: Mage, Rogue, and Warrior.

**Requirement**: You need the Cunning (Healing) focus.

You can treat wounds and illnesses without magic.

**Novice**: Your medical aid is swift and sure. The Healing action is a Minor Action for you. You gain the ability to perform minor surgeries to repair Lingering Injuries (with a value of 11 or higher), as long as they do not require a Spirit Healer.

**Journeyman**: You have the hand of a healer. When you use the Healing action, your ally gets back an amount of Health equal to (Dragon Die × 2) + Cunning. You can attempt to perform major surgeries to repair Lingering Injuries of all levels.

**Master**: Your healing ability is legendary. When you use the Healing action, your ally gets back an amount of Health equal to (Dragon Die × 3) + Cunning. When using any level of Healing Poultice (on yourself or allies), they grant an additional +1d6 on top of their usual effect.

**Grandmaster**: Your healing ability is unrivaled. When you use the Healing action, your ally gets back an amount of Health equal to (Dragon Die × 4) + Cunning. When performing surgeries on lingering injuries, you can re-roll a failed roll but must keep the result of the second roll.

## **Herbalism**

**Classes**: Mage, Rogue, and Warrior.

**Requirement**: You must have at least 2 Cunning.

*You become proficient in making a variety of complex potions, poultices, salves, balms, elixirs, and so forth, whenever raw ingredients and a recipe are at hand. Some potions require magical ability to create, but not all of them.*

**Novice**: Gain the Cunning (Herbalism) focus now. If you have the Natural Lore focus, your Herbalism focus will give you a +3 bonus instead of the usual +2. You may use your Herbalism focus to craft Novice-tier potions (e.g. Lesser Health Poultices, Spirit Salve).

**Journeyman**: You gain the ability to craft more complex Journeyman-tier potions (e.g. Regeneration Potion, Swift Salve, etc).

**Master**: You gain the ability to craft  powerful Master-level potions (e.g. Lifeward Potions, Healing Mist, Injury Kits, etc.)

**Grandmaster**:  You gain the ability to craft the most powerful Grandmaster-level potions, and unlock the focus ***Alchemy***, which allows you to invent your own special potions and even distill spells into potions and grenades.

## **Linguistics**

**Classes**: Mage, Rogue, and Warrior.

**Requirement**: You must have Cunning 1 or better.

*You can learn new languages easily. Some of the listed languages are spoken in lands far from Ferelden and are not commonly heard there. When you learn a new language, you learn to both speak and read it, with two exceptions. Ancient Tevene is rarely, if ever, spoken outside Tevinter. Elven is only spoken because the Keepers keep it alive.*

**Novice**: You learn an additional language from the following list: Ancient Tevene, Ander, Antivan, Arcanum, Dwarven, Elven, Orlesian, Qunlat, Rivaini, Trade Tongue.

**Journeyman**: You learn an additional language from the previous list. You can also perfectly imitate a specific dialect with a successful Communication (Performance) test.

**Master**: You learn two more languages from the previous list. You can also pick any one language you know and speak it like a native—that is, without an accent.

**Grandmaster**: Due to your diligent study of the building blocks of language, you can piece together complex writing in any language, given enough time, by performing an advanced test using your Cunning. You can attempt to communicate in any language at a basic level, by making a Communication (Performance) test.

## **Lore**

**Classes**: Mage, Rogue, and Warrior.

**Requirement**: You must have Cunning 2 or higher.

*You have an inquisitive mind and absorb facts easily.*

**Novice**: You have studied hard. When you make a successful Cunning test with a lore focus, the GM should give you an extra piece of information on the topic. A lore focus is any Cunning focus with the word “lore” in it, such as Cultural Lore and Historical Lore. The GM determines the additional information and it may or may not be pertinent to the main question at hand.

**Journeyman**: You are an accomplished researcher. When making Cunning (Research) tests as part of an advanced test, you gain a +1 bonus to the result of each Dragon Die. This allows you to reach the success threshold faster. Advanced tests are detailed on page 213; ask your GM if you want to know more.

**Master**: While your knowledge is vast, you have two areas of particular specialization. Pick any two of your lore focuses. When making tests using those focuses, you can re-roll a failed test but you must keep the result of the second roll.

**Grandmaster**: Gain two new lore focuses now. Also, you can consume information much more quickly. Your reading speed is now doubled.

## **Poison-Making**

Classes: Mage, Rogue, and Warrior

Requirement: You must have the Cunning (Poison Lore) focus.

*You’ve managed to survive the dangerous training required to make and use poisons and other useful but dangerous compounds. See the The Art of Poisoning in Chapter 4: Weapons, Armor, & Gear for details on how to use this talent.*

**Novice**: You know how to prepare poisons, and how to use them without danger to yourself. Choose two Novice poisons you know how to make from memory. You can brew other Novice poisons as you find and learn their recipes.

**Journeyman**: You have learned how to prepare more effective—and more dangerous—poisons. You have also learned how to make grenades. Choose one Journeyman poison or one grenade you know how to make from memory. You can brew other Journeyman poisons, and make other grenades, as you find and learn their recipes.

**Master**: You have learned how to prepare the deadliest poisons known in Thedas. Choose one Master poison you know how to make from memory. You can brew other Master poisons as you find and learn their recipes.

**Grandmaster**: You gain the ability to craft unique Grandmaster-level poisons and grenades, and unlock the focus ***Alchemy***, which allows you to invent and craft special potions, poisons, and grenades of your own devising, and even distill certain spell effects into grenades.

## **Runecrafting**

**Classes**: Mage (Tranquil only), Rogue and Warrior

**Requirement**: Dwarf or Tranquil, Cunning 3 or higher.

*You are a trained enchanter, able to inscribe runes onto armor and weapons.*

**Novice**: Gain the Enchantment focus, or a +1 to it if you already have it. You can inscribe a Novice rune onto a suit of armor or a weapon. A Novice rune takes 2 hours to inscribe. You can do it faster with a successful TN 13 Cunning (Enchantment) test. Each degree of success reduces the time by 15 minutes. If your Dragon Die result was 3, for example, you’d do it 45 minutes faster.

**Journeyman**: You can inscribe a Journeyman rune onto a suit of armor or a weapon. A Journeyman rune takes 3 hours to inscribe. You can do it faster with a successful TN 15 Cunning (Enchantment) test. Each degree of success from the Dragon Die reduces the time by 15 minutes.

**Master**: You can inscribe a Masterwork rune onto a suit of armor or a weapon. A Master rune takes 4 hours to inscribe. You can do it faster with a successful TN 17 Cunning (Enchantment) test. Each degree of success from the Dragon Die now reduces the time of inscribing all runes by 30 minutes (down to a minimum of 15 minutes). For example, if your Dragon Die result was 3, for example, you’d now do it 1.5 hours faster.

**Grandmaster**: You can inscribe a Grandmaster rune onto a suit of armor or a weapon. A Grandmaster rune takes 5 hours to inscribe. You can do it faster with a successful TN 17 Cunning (Enchantment) test. Each degree of success from the Dragon Die now reduces the time of inscribing all runes by 1 hour (down to a minimum of 15 minutes). For example, if your Dragon Die result was 3, for example, you’d now do it 3 hours faster.

## **Street Smarts**

**Classes**: Mage, Rogue and Warrior

**Requirement**: Must have at least 2 Cunning, and must come from a big city or a criminal background.

**Novice**: Gain the Cunning (Street Smarts) focus. While in a city or major town, you can use this to quickly locate places of interest, underground powers, and various movers & shakers in the city. This focus will also help you passively detect danger while in cities. You can also use the Cunning (Street Smarts) focus to gain pertinent or helpful information when in trouble with the law. Target numbers are lower when in cities you’re more familiar with.

**Journeyman**: While in a major population center, your fight or flight drive is on high alert, adding +1d6 to all Initiative rolls.

**Master**: Saying the right thing can be the difference between life and death. While talking with people from criminal factions, you may re-roll up to two failed Communication rolls per encounter, but must keep the results of the second rolls.

**Grandmaster**: Choose one of the following focuses as your speciality: Communication (Street Smarts), Perception (Insight), Communication (Deception), or Dexterity (Initiative). You immediately gain +2 to your speciality, and may re-roll any rolls of your speciality focus, but must keep the result of your second roll.