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From powerful healers and flame-hurling battle mages to canny summoners and the creators of intricate scrolls and wands, magicians wield powers beyond the ken of mortal folk. |
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Spellcasters, enchanters, summoners and necromancers, ritualists and oracles – Magicians are scholars who channel magic and work miracles. |
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Spellcasting skill paths include the three spheres: |
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:*'''Corporeal Magicians''' that heal and harm, |
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:*'''Elemental Magicians''' that change, move and destroy, |
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:*'''Spiritual Magicians''' that govern spirits and influence minds, |
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And the three conjunctional magics: |
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:*Dealing with elemental and oathbound creatures via '''Demonology''', |
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:*The undead via '''Necromancy''', or |
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:*Soulless constructs via '''Thaumaturgy'''. |
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Beyond these are two disciplines concerned with weaving subtler, more enduring enchantments, creating charged charms and talismans via [[Invocation]] or channelling the vast powers of the leylines via [[Ritual Magic]]. |
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====Advice for Magician Characters==== |
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Almost every magician learns some spellcasting, and most will pursue at least one sphere to greater level. Many magicians pick up one level of [[Ritual Magic]], to enable them to contribute to rituals. [[Extra Magic Points]] are essential. |
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Combat spellcasters can conserve magic by taking [[Iron Will]] or [[Resist Magic]] to save them from having to counter enemy spells. |
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[[Invocation|Invokers]] may dip into crafting skills including [[Artisan]] for scrolls and trinkets or [[Alchemist]] for inks, although it’s generally more effective to collaborate with dedicated creators. |
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==Skills== |
==Skills== |
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No character can learn more than '''one''' exalted spellcasting skill (all marked with a * below). |
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All characters automatically gain the following skills: |
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* Bulleted list item |
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Note that most of these skills cost (and provide) [[Magic#Magic Points|'''magic points''']]. |
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{{Magician Skills}} |
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==Magician Study Paths== |
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Each of the eight magician '''[[Research#Study Paths|study paths]]''' relates to one of the core magical discplines: the three spheres of [[Spellcasting|spellcasting]], the three [[Conjunctional Magic|conjunctional magics]], [[Invocation|invocation]] and [[Rituals|ritual magic]]. |
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Much study as a magician entails researching new [[Rites|rites]] or improved versions of spells, but other routes are possible, including building on the various magical gifts (such as [[Oracle]] or [[Gift of Fire]]). |
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For the purposes of assigning experience points to researched abilities, each path is divided into two or more '''sub-paths'''. |
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Study paths include the following: |
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====Corporeal Sorcery Path==== |
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Corporeal magic holds in its two hands the twin powers of life and death. Healers can investigate faster, more powerful and more versatile treatments for the wounded and heal even the most terrible diseases' venoms. Corporeal magic also allows transformations and enhancements of the living form, or explorations of the natures of plants or other life forms. Some attempt to create new herbs or other things for alchemy to use. Some seek even to create life (although no-one yet has succeeded in reversing death). |
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More combative Corporealists can inflict terrible harm on their foes, overcoming magical defences, twisting their enemies' bodies away from their natures – or just killing them outright. |
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:'''Sub-Paths''' |
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:Corporeal research falls under two sub-paths: |
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:* Healing & Harming |
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:* Corporeal Manipulation |
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====Elemental Sorcery Path==== |
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Elemental magic is the power of the natural world, the substance of which all things are made and the natural forces – light, heat, movement – that govern them. It is also the magic of change and transformation. Elementalists can learn to charge, power or modify objects or materials, to manipulate their environment or to snatch energy away, bringing cold, darkness and stillness. Elemental magic excels on the battlefield, hurling fire, lightning or cold about to destroy opponents and objects. |
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Many Elemental Magicians specialise by '''element''', focusing on fire (and on harmful spells, or spells that control energy), earth (and spells that strengthen and defend), air (and spells that create movement, or that repel attacks) or water (and spells that transform and change). |
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:'''Sub-Paths''' |
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:The four elemental sub-paths relate to the four elements, and to the physical properties associated with them: |
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:* Air/Movement |
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:* Earth/Substance |
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:* Fire/Energy |
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:* Water/Transformation |
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====Spiritual Sorcery Path==== |
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Spiritual magic governs minds, emotions and feelings; sorcerers on this path look to magics that control others – or free or protect them from control. It also influences fate and destiny, including the powers of chance. This is a risky proposition, as the forces of fate dislike being controlled, and those who proceed incautiously may find their enchantments turning against them. |
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Most importantly, spiritual magic governs spirits themselves, especially '''free spirits''', neither undead nor demons: the ancestors, the spirits of nature, of place, of trades and mortal endeavour; the spirits of stories, even the gods themselves. Starting by researching the ''[[Call Spirit]]'' rite, spiritual sorcerers can attempt to make relationships with these prickly, proud beings. |
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:'''Sub-Paths''' |
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:The three sub-paths of spiritual sorcery relate to the three things governed by spiritual magic: |
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:* Chance |
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:* Mind |
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:* Spirits |
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====Demonology Path==== |
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The powers of Demonologists all relate to the denizens of the [[Other Worlds#The Demonic Place|Demonic Plane]], which tends to influence the nature of the practice. Anyone can deal with demons, but a Demonologist excels at it, commanding and dominating elementals or bargaining and trading with the oathbound. This often means summoning demons (starting with researching the ''[[Summon Demon]]'' rite) and usually building on summoning, warding against and controlling progressively more powerful creatures. This requires more specialised rites with greater magical and material costs. |
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The scope for power moves far beyond that, including learning to bind demons into people or physical objects, enhance or weaken them or change their natures, or to travel to and from the Demon Plane. |
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It is also possible to make dealing with demons more reliable or controllable: this includes researching '''Pacts''', formulaic transactions with fixed costs and standard outcomes, or learning to create, remove or manipulate '''Demonic Marks''' – or to use them for the Demonologist’s own ends. |
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:'''Sub-Paths''' |
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:The three sub-paths of demonology relate to dealing with demons directly, binding them into objects and binding them into people: |
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:* Core Rites |
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:* Object Investment |
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:* Mortal Investment |
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====Necromancy Path==== |
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The powers of Necromancy straddle the line between life and death, and this influences the approach of those who study it. Those who wish to command the dead will need to learn to raise (per the [[Raise Dead]] rite) or summon them, as well as focusing on strengthening their powers to summon and control, requiring more specialised rites with greater magical and material costs. |
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From there, the Necromancer can learn to enhance or alter their servants. Some, conversely, study this path specifically to combat the undead, learning powerful banishment and protection rites, and powers to weaken the undead or remove their powers. |
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Beyond the study of the creatures, necromancers can learn to channel the powers of the Plane of Undeath directly, with '''maledictions''' that inflict a taste of undeath on their victims, or '''emulations''' that allow the caster to adopt some of their powers themselves. The final goal for many necromancers is to seek undeath themselves. |
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:'''Sub-Paths''' |
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:The three sub-paths of necromancy relate to dealing with the undead directly, protecting mortals against them or channelling their powers: |
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:* Core Rites |
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:* Protection |
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:* Emulation |
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====Thaumaturgy Path==== |
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Thaumaturgy is the miracle of creation, giving life to the lifeless. Most Thaumaturges research a range of '''devices''', weapons or tools fuelled by the magics of the Plane of Constructs to grant them extraordinary powers and qualities, but the ultimate expression of this is the creation, control and programming of '''simulacra''', animate but soulless beings with the semblance of life. Thaumaturges are also masters of materials, learning to shape, alter or enhance the properties of mundane things. |
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There ''are'' things native to the Plane of Constructs; while most Thaumaturges concern themselves with creating their own constructs, some learn to conjure them from their own world, or travel there themselves. They hold that there is vast power there to be tapped, although the creatures of that world can be dangerous and unpredictable. |
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:'''Sub-Paths''' |
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:The two sub-paths of thaumaturgy relate to dealing with constructs, and creating them: |
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:* Core Rites |
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:* Constructs |
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====Invocation Path==== |
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Invocation is the investment of mundane things with magic, to be called forth at the will of the bearer. With research, Invokers can invest charms and talismans with more power, or create items in forms other than wands, brands and amulets, investing clothing, tools or musical instruments with power. |
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But the true power of Invocation is unlocked through the sigils, the ancient language of magic. With the right combination of sigils, the invoker can express their will in a host of more complex ways, even capturing effects beyond the standard spell lists. |
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:'''Sub-Paths''' |
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:The two sub-paths of invocation research involve either improving on or modifying the standard charged items, or unlocking the greater potential of sigils. |
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:* Charms and Talismans |
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:* Sigilism |
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====Ritual Magic Path==== |
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To be a Ritualist is to govern powers akin to the gods – the potential for power is greater than any other path, as are the risks. Many Ritualists specialise in certain types of ritual – divinations, summonings, the enchantment of objects, the enchantment of people, the magic of one sphere or another – but there are many other routes. |
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Some learn to better channel (or briefly boost) the magic of the circle, or to manipulate the '''wards''', expanding them or changing their shape or properties. Some learn to draw power from an audience, inviting spectators to cheer, play music or support the ritual through chanting and response. Some embrace '''wild magic''', finding power in unpredictability, or learn to manipulate [[Rituals#Ether Spheres|ether spheres]]. |
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Some eschew the circle altogether, finding ways to more safely (although never entirely safely!) tap the powers of the [[Rituals#Leylines|Leylines]]. Some expand their knowledge to accessing places of power such as holy shrines or trees of life. |
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:'''Sub-Paths''' |
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:The three sub-paths of ritual research relate to controlling the power of the circle, wielding its powers against others, or embracing the powers of the wild: |
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:* Power Control |
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:* Offensive Magics |
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:* Wild Magic |
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{| class="wikitable" id="Priest Characters" style="background-color: #ECE2FF" |
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|- |
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| '''Priest Characters''' |
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There’s no “religious” archetype, covering priests and paladins who channel the powers of the gods. This is mostly because the gods themselves choose to whom they grant their boons; it’s not up to mortals to train for these powers, so much as to make themselves worthy of them. |
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That said, players interested in this type of character have a number of routes open to them to seek out the approval of the gods. |
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:*'''Spiritual Sorcery:''' Spiritual spellcasters can research rites allowing them to call out to powerful spirits, dedicate shrines to them and make offerings to them, creating a connection through which a spirit may grant blessings. |
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:*'''Ritual Magic:''' Ritual magicians can learn how to access '''places of power''' such as holy shrines, in the same way they can open and draw on ritual circles, praying to the gods to grant them miracles in the name of their flocks. |
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:*'''Faction Specials:''' Every faction offers tests and trials to become [[Character Progression#Special Characters|special characters]] with powers granted by the gods, or by the beliefs of the community. |
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All of these paths require the character to demonstrate strong and persistent faith; in many cases the gods may require the character to adhere to particular moral values. |
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|} |
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==Example Magician Characters== |
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====Cosmologist==== |
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Add free skills here with links to the details |
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Showing promise in the village school, the cosmologist was chosen as an apprentice by a powerful sorcerer, but after a few frustrating years struck out on their own: the world is far too interesting to get bogged down in great enchantments. They just want to study and understand the universe, and apply their arts to cracking its mysteries. |
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They can also access any of the General Skills (link) which include: |
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* Combat skills (link) |
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* Magical skills (link) |
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* Crafting skills (link) |
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* Lore skills (link) |
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* Personal skills (link) |
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'''Skills:''' [[Elemental Spellcasting]] (6), [[Intuition]] (5), [[Sense Magic]] (5), 4 unspent points |
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Magician builds are then created through the Magician Archetype Skills (link) |
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'''Description:''' Blue and black makeup around the eyes, speckled with stars; a worn, patched robe festooned with pockets and pouches full of notepaper, pens, eyeglasses and jars for collecting things to study. |
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==Types of Magician== |
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====Hierophant==== |
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There are a number of different types of Magician you can create. |
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* Spellcaster (how do we want to talk about this?) |
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* Necromancer |
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* Demonologist |
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* Thaumaturgist |
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* Invoker |
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* Ritualist |
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A dedicated servant of the gods, the hierophant has spent years as a novice in a holy order, learning the ceremonies and observances of their church. Beyond learning mere ritual, though, they have learned to open their souls to the other world, speaking to the spirits of holy places – and listening to their answers. |
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Some detail on how these can be put together and any limitations we want to put in place. |
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'''Skills:''' [[Greater Spiritual Spellcasting]] (8), [[Ritual Magic]] (6), [[Spiritual Spellcasting]] (6) |
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==Magic Points== |
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Magician skills use magic points. |
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'''Description:''' A sparkly white stripe across the eyes; heavy robes and a stole decorated with the symbols of their faith. |
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Explain here… |
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== |
====Summoner==== |
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On deciding to follow the Magician Archetype, these skills then become available to you: |
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Not all factions see demonology as evil, of course; the summoner is from a kingdom with a proud tradition in the art, and went to a college and studied under a master as did their forebears before them. But summoning and bargaining with demons isn’t for the faint-hearted – they must combine magical knowledge with ironclad resolve. |
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* List with links |
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'''Skills:''' [[Demonology]] (8), [[Elemental Spellcasting]] (6), [[Spiritual Spellcasting]] (6) |
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==Higher Magician Skills== |
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Take one of these skills you must have taken the relevant pre-requisites. |
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'''Description:''' Purple skin with red highlights; long, immaculate robes dressed with mystical sigils. |
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* List with links |
Latest revision as of 16:37, 16 November 2024
From powerful healers and flame-hurling battle mages to canny summoners and the creators of intricate scrolls and wands, magicians wield powers beyond the ken of mortal folk.
Spellcasting skill paths include the three spheres:
- Corporeal Magicians that heal and harm,
- Elemental Magicians that change, move and destroy,
- Spiritual Magicians that govern spirits and influence minds,
And the three conjunctional magics:
- Dealing with elemental and oathbound creatures via Demonology,
- The undead via Necromancy, or
- Soulless constructs via Thaumaturgy.
Beyond these are two disciplines concerned with weaving subtler, more enduring enchantments, creating charged charms and talismans via Invocation or channelling the vast powers of the leylines via Ritual Magic.
Advice for Magician Characters
Almost every magician learns some spellcasting, and most will pursue at least one sphere to greater level. Many magicians pick up one level of Ritual Magic, to enable them to contribute to rituals. Extra Magic Points are essential.
Combat spellcasters can conserve magic by taking Iron Will or Resist Magic to save them from having to counter enemy spells.
Invokers may dip into crafting skills including Artisan for scrolls and trinkets or Alchemist for inks, although it’s generally more effective to collaborate with dedicated creators.
Skills
No character can learn more than one exalted spellcasting skill (all marked with a * below).
Note that most of these skills cost (and provide) magic points.
Corporeal Sorcery
Skill Name | Points Cost | Prerequisite | Use |
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Greater Corporeal Spellcasting | 8 | Corporeal Spellcasting | Magic points |
Corporeal Resistance | 8 | Magician Archetype and Greater Corporeal Spellcasting | Magic points |
Diamond Body | 8 | Magician Archetype and Greater Corporeal Spellcasting | Magic points |
Exalted Corporeal Spellcasting* | 12 | Magician Archetype and Greater Corporeal Spellcasting | Magic points |
Fast Healing | 8 | Magician Archetype and Greater Corporeal Spellcasting | Permanent |
Elemental Sorcery
Skill Name | Points Cost | Prerequisite | Use |
---|---|---|---|
Greater Elemental Spellcasting | 8 | Elemental Spellcasting | Magic points |
Exalted Elemental Spellcasting* | 12 | Magician Archetype and Greater Elemental Spellcasting | Magic points |
Gift of Air | 8 | Magician Archetype and Greater Elemental Spellcasting | Magic points |
Gift of Earth | 8 | Magician Archetype and Greater Elemental Spellcasting | Magic points |
Gift of Fire | 8 | Magician Archetype and Greater Elemental Spellcasting | Magic points |
Gift of Water | 8 | Magician Archetype and Greater Elemental Spellcasting | Magic points |
Spiritual Sorcery
Skill Name | Points Cost | Prerequisite | Use |
---|---|---|---|
Greater Spiritual Spellcasting | 8 | Spiritual Spellcasting | Magic points |
Blessing of Chance | 8 | Magician Archetype and Greater Spiritual Spellcasting | Magic points |
Exalted Spiritual Spellcasting* | 12 | Magician Archetype and Greater Spiritual Spellcasting | Magic points |
Unbreakable Will | 8 | Magician Archetype and Greater Spiritual Spellcasting | Magic points |
Oracle | 4 | Spiritual Spellcasting | Magic points |
Demonology
Skill Name | Points Cost | Prerequisite | Use |
---|---|---|---|
Demonology | 8 | Elemental Spellcasting and Spiritual Spellcasting | Magic points |
Demonic Insight | 5 | Magician Archetype and Demonology | Twice per day |
Exalted Demonology* | 12 | Magician Archetype and Demonology | Magic points |
Necromancy
Skill Name | Points Cost | Prerequisite | Use |
---|---|---|---|
Necromancy | 8 | Corporeal Spellcasting and Spiritual Spellcasting | Magic points |
Exalted Necromancy* | 12 | Magician Archetype and Necromancy | Magic points |
Thaumaturgy
Skill Name | Points Cost | Prerequisite | Use |
---|---|---|---|
Thaumaturgy | 8 | Corporeal Spellcasting and Elemental Spellcasting | Magic points |
Exalted Thaumaturgy* | 12 | Magician Archetype and Thaumaturgy | Magic points |
Invocation
Skill Name | Points Cost | Prerequisite | Use |
---|---|---|---|
Charm Invocation | 5 | Any spellcasting skill | Magic points |
Talisman Invocation | 5 | Magician Archetype and Charm Invocation | Magic points |
Ritual Magic
Skill Name | Points Cost | Prerequisite | Use |
---|---|---|---|
Greater Ritual Magic | 6 | Ritual Magic | At will |
Higher Ritual Magic | 8 | Magician Archetype and Greater Ritual Magic | At will |
Extra Magic Points
Skill Name | Points Cost | Prerequisite | Use |
---|---|---|---|
Extra Magic Points | 1-10 | Magician Archetype | Permanent |
Note: Maximum of 10 Extra Magic Points.
Resistences
Skill Name | Points Cost | Prerequisite | Use |
---|---|---|---|
Immune to [Mind Effect] | 6 | Iron Will | Permanent |
Resist Exalted Magic | 8 | Resist Magic | Once per day |
Note: Any character may have a maximum of 3 immunities in total.
Magician Study Paths
Each of the eight magician study paths relates to one of the core magical discplines: the three spheres of spellcasting, the three conjunctional magics, invocation and ritual magic.
Much study as a magician entails researching new rites or improved versions of spells, but other routes are possible, including building on the various magical gifts (such as Oracle or Gift of Fire).
For the purposes of assigning experience points to researched abilities, each path is divided into two or more sub-paths.
Study paths include the following:
Corporeal Sorcery Path
Corporeal magic holds in its two hands the twin powers of life and death. Healers can investigate faster, more powerful and more versatile treatments for the wounded and heal even the most terrible diseases' venoms. Corporeal magic also allows transformations and enhancements of the living form, or explorations of the natures of plants or other life forms. Some attempt to create new herbs or other things for alchemy to use. Some seek even to create life (although no-one yet has succeeded in reversing death).
More combative Corporealists can inflict terrible harm on their foes, overcoming magical defences, twisting their enemies' bodies away from their natures – or just killing them outright.
- Sub-Paths
- Corporeal research falls under two sub-paths:
- Healing & Harming
- Corporeal Manipulation
Elemental Sorcery Path
Elemental magic is the power of the natural world, the substance of which all things are made and the natural forces – light, heat, movement – that govern them. It is also the magic of change and transformation. Elementalists can learn to charge, power or modify objects or materials, to manipulate their environment or to snatch energy away, bringing cold, darkness and stillness. Elemental magic excels on the battlefield, hurling fire, lightning or cold about to destroy opponents and objects.
Many Elemental Magicians specialise by element, focusing on fire (and on harmful spells, or spells that control energy), earth (and spells that strengthen and defend), air (and spells that create movement, or that repel attacks) or water (and spells that transform and change).
- Sub-Paths
- The four elemental sub-paths relate to the four elements, and to the physical properties associated with them:
- Air/Movement
- Earth/Substance
- Fire/Energy
- Water/Transformation
Spiritual Sorcery Path
Spiritual magic governs minds, emotions and feelings; sorcerers on this path look to magics that control others – or free or protect them from control. It also influences fate and destiny, including the powers of chance. This is a risky proposition, as the forces of fate dislike being controlled, and those who proceed incautiously may find their enchantments turning against them.
Most importantly, spiritual magic governs spirits themselves, especially free spirits, neither undead nor demons: the ancestors, the spirits of nature, of place, of trades and mortal endeavour; the spirits of stories, even the gods themselves. Starting by researching the Call Spirit rite, spiritual sorcerers can attempt to make relationships with these prickly, proud beings.
- Sub-Paths
- The three sub-paths of spiritual sorcery relate to the three things governed by spiritual magic:
- Chance
- Mind
- Spirits
Demonology Path
The powers of Demonologists all relate to the denizens of the Demonic Plane, which tends to influence the nature of the practice. Anyone can deal with demons, but a Demonologist excels at it, commanding and dominating elementals or bargaining and trading with the oathbound. This often means summoning demons (starting with researching the Summon Demon rite) and usually building on summoning, warding against and controlling progressively more powerful creatures. This requires more specialised rites with greater magical and material costs.
The scope for power moves far beyond that, including learning to bind demons into people or physical objects, enhance or weaken them or change their natures, or to travel to and from the Demon Plane.
It is also possible to make dealing with demons more reliable or controllable: this includes researching Pacts, formulaic transactions with fixed costs and standard outcomes, or learning to create, remove or manipulate Demonic Marks – or to use them for the Demonologist’s own ends.
- Sub-Paths
- The three sub-paths of demonology relate to dealing with demons directly, binding them into objects and binding them into people:
- Core Rites
- Object Investment
- Mortal Investment
Necromancy Path
The powers of Necromancy straddle the line between life and death, and this influences the approach of those who study it. Those who wish to command the dead will need to learn to raise (per the Raise Dead rite) or summon them, as well as focusing on strengthening their powers to summon and control, requiring more specialised rites with greater magical and material costs.
From there, the Necromancer can learn to enhance or alter their servants. Some, conversely, study this path specifically to combat the undead, learning powerful banishment and protection rites, and powers to weaken the undead or remove their powers.
Beyond the study of the creatures, necromancers can learn to channel the powers of the Plane of Undeath directly, with maledictions that inflict a taste of undeath on their victims, or emulations that allow the caster to adopt some of their powers themselves. The final goal for many necromancers is to seek undeath themselves.
- Sub-Paths
- The three sub-paths of necromancy relate to dealing with the undead directly, protecting mortals against them or channelling their powers:
- Core Rites
- Protection
- Emulation
Thaumaturgy Path
Thaumaturgy is the miracle of creation, giving life to the lifeless. Most Thaumaturges research a range of devices, weapons or tools fuelled by the magics of the Plane of Constructs to grant them extraordinary powers and qualities, but the ultimate expression of this is the creation, control and programming of simulacra, animate but soulless beings with the semblance of life. Thaumaturges are also masters of materials, learning to shape, alter or enhance the properties of mundane things.
There are things native to the Plane of Constructs; while most Thaumaturges concern themselves with creating their own constructs, some learn to conjure them from their own world, or travel there themselves. They hold that there is vast power there to be tapped, although the creatures of that world can be dangerous and unpredictable.
- Sub-Paths
- The two sub-paths of thaumaturgy relate to dealing with constructs, and creating them:
- Core Rites
- Constructs
Invocation Path
Invocation is the investment of mundane things with magic, to be called forth at the will of the bearer. With research, Invokers can invest charms and talismans with more power, or create items in forms other than wands, brands and amulets, investing clothing, tools or musical instruments with power.
But the true power of Invocation is unlocked through the sigils, the ancient language of magic. With the right combination of sigils, the invoker can express their will in a host of more complex ways, even capturing effects beyond the standard spell lists.
- Sub-Paths
- The two sub-paths of invocation research involve either improving on or modifying the standard charged items, or unlocking the greater potential of sigils.
- Charms and Talismans
- Sigilism
Ritual Magic Path
To be a Ritualist is to govern powers akin to the gods – the potential for power is greater than any other path, as are the risks. Many Ritualists specialise in certain types of ritual – divinations, summonings, the enchantment of objects, the enchantment of people, the magic of one sphere or another – but there are many other routes.
Some learn to better channel (or briefly boost) the magic of the circle, or to manipulate the wards, expanding them or changing their shape or properties. Some learn to draw power from an audience, inviting spectators to cheer, play music or support the ritual through chanting and response. Some embrace wild magic, finding power in unpredictability, or learn to manipulate ether spheres.
Some eschew the circle altogether, finding ways to more safely (although never entirely safely!) tap the powers of the Leylines. Some expand their knowledge to accessing places of power such as holy shrines or trees of life.
- Sub-Paths
- The three sub-paths of ritual research relate to controlling the power of the circle, wielding its powers against others, or embracing the powers of the wild:
- Power Control
- Offensive Magics
- Wild Magic
Priest Characters
There’s no “religious” archetype, covering priests and paladins who channel the powers of the gods. This is mostly because the gods themselves choose to whom they grant their boons; it’s not up to mortals to train for these powers, so much as to make themselves worthy of them. That said, players interested in this type of character have a number of routes open to them to seek out the approval of the gods.
All of these paths require the character to demonstrate strong and persistent faith; in many cases the gods may require the character to adhere to particular moral values. |
Example Magician Characters
Cosmologist
Showing promise in the village school, the cosmologist was chosen as an apprentice by a powerful sorcerer, but after a few frustrating years struck out on their own: the world is far too interesting to get bogged down in great enchantments. They just want to study and understand the universe, and apply their arts to cracking its mysteries.
Skills: Elemental Spellcasting (6), Intuition (5), Sense Magic (5), 4 unspent points
Description: Blue and black makeup around the eyes, speckled with stars; a worn, patched robe festooned with pockets and pouches full of notepaper, pens, eyeglasses and jars for collecting things to study.
Hierophant
A dedicated servant of the gods, the hierophant has spent years as a novice in a holy order, learning the ceremonies and observances of their church. Beyond learning mere ritual, though, they have learned to open their souls to the other world, speaking to the spirits of holy places – and listening to their answers.
Skills: Greater Spiritual Spellcasting (8), Ritual Magic (6), Spiritual Spellcasting (6)
Description: A sparkly white stripe across the eyes; heavy robes and a stole decorated with the symbols of their faith.
Summoner
Not all factions see demonology as evil, of course; the summoner is from a kingdom with a proud tradition in the art, and went to a college and studied under a master as did their forebears before them. But summoning and bargaining with demons isn’t for the faint-hearted – they must combine magical knowledge with ironclad resolve.
Skills: Demonology (8), Elemental Spellcasting (6), Spiritual Spellcasting (6)
Description: Purple skin with red highlights; long, immaculate robes dressed with mystical sigils.