I've been mulling over how to diversify the Knowledge skill for my upcoming fantasy game.
So far, I was thinking (get it?):
Nature : geography, plants, animals, fey, elementals
Community : cities, towns, living nobility, customs, laws, humanoids
Mystic : magic (generally), identify a spell or magical effect, magical beasts, dragons, constructs, other inherently magical creatures
Lore : history, religion (Community would know prevalence of religions, but not specifics about them), deities, wars, deceased nobility, planes
I was thinking that I want one more that covers illicit knowledge: criminal activity and organizations, undead, aberrations, and cults, but I can't think of a name that feels right. Illicit? Forbidden? Dark?
I was also considering assigning each knowledge to particular spells for the "Gain x benefit for x ranks in 'Knowledge'".
Mystic: Attack, Barrier, Curse, Dispel
Nature: Augment, Conjure, Heal
If I add more spells...
Lore: Illusion
Dark?: Necromancy, Enchantment
Further consideration is being given to locking Additional Effects on spells behind ranks in the associated Knowledge skill: you can learn 1 Additional Effect for each spell you know (tied to ranks in the appropriate Magic skill) that's tied to that skill. For example, if I have 2 ranks in Magic (Arcana), and 2 ranks in Knowledge (Mystic), I could learn Attack and Curse, and could learn Burn and Deadly for Attack, and Enervate and Doom for Curse.
My concern is that I don't want to make one Knowledge skill much better than the rest (such as by having Mystic cover all spells), but even this distribution feels like it puts too much weight on a couple of Knowledge skills, and most careers will begin with only a single Knowledge skill, which may make Well Read much better than a tier 2 talent (I'm already changing it from 3 to 2 Knowledge skills), although I don't want to gate this too hard.
Thoughts?