Magic Based Skill Clusters

The differences between each of the six Magical Skill Clusters is primarily one of Method. The practitioner of any of these clusters could certainly learn to use other methods, in fact is encouraged to do so. But, the primary method utilized should be of the cluster's preferred method.


Primative Talent

Age: +0 years
Blessed (or cursed) with the gift of innate spell casting ability. A lot of talent and very little training yields some pretty mundane spells. The character can really be of any profession, just ostracized from the community when these mysterious powers become manifest, or at least difficult to ignore. The Primative Talent may be bitter, thankful, resentful or just curious about society but there is always an element of fear. No one wants to be burned at the stake for being gifted.
Physical Combat Magic
Knife Weapons Hold Small Animal, coercive
Dodge Circle of Protection, protection
Detect Tracks
General Find Direction
Any One Craft Skill(2) Detect Magic
Charm Person, coercive
Stealth Skills Essence Method
Hide in Shadows Six (6) Additional Magical Spells of
the players choice at basic

Hex Master

Age: +5 years
A curious student of the mechanisms of magic and numbers and their relationships. Years of formal tutelage in mathematics and magic are required to begin even the simplest castings. Each success and even failure has a distinct, rational explanation, in the logic of the Magic Square. Society is viewed as a generally uneducated and ignorant lot, and probably better for it as the power behind magic is best left to those such as the Hex Master.
Physical Combat Magic
Knife Weapons Three (3) Coercive Spells at basic
Staff Weapons Two (2) Traumatic Spells at basic
Dodge Circle of Protection, protection
General Magic Square Method
Mathematics(2) Ritual Method
Ink and Paper Making(2)
Finance

Enchanter

Age: +4 years
A student and follower of the muse. A combination of training and talent with music and the tonal/rhythmic expressions of etheric power. Often these characters are professional troubadours or other performers unaccepted by polite society but in considerable demand for their entertainment skills. Social tendency to be loners or to keep to their own kind.
Physical Combat Magic
Knife Weapons Four (4) Coercive Spells at basic
Staff Weapons Circle of Protection, protection
Dodge Avert, protection
General Enchantment Method
Language: Music(2) Ritual Method
Instrument Playing(2)
Dance

Thaumaturgist

Age: +8 years
A student of tricks and slight of hand. Ardent study of the powers of illusion to deceive, empower and manipulate. Often professional jounglers or "fools" with a capricious edge. Tendency to be perceived as either ignorant or shifty and sly, social relations are problematic for most such practitioners.
Physical Combat Magic
Thrown Weapons Sight, illusive
Knife Weapons Sound, illusive
Dodge Smell, illusive
Touch, illusive
General Taste, illusive
Herbalism Change, illusive
Gemology Thaumaturgy Method
Chemistry
Juggling/Foolery Stealth
Metallurgy Acrobatics

Power Word

Age: +10 years
A student of words and language. Ardent study of arcane texts and languages and the relationships between these utterances and the etheric. Commonly hold positions of court or personal Sage or simple hermits. Socially aloof and unapproachable, often disappearing into a library or other arcane lab for weeks at a time, chasing down some elusive secret. Secretive to a fault, not even willing to share his own name or true identity with the best of friends.
Physical Combat Magic
Staff Weapons Four (4) Coercive Spells at basic
Dodge Two (2) Therapeutic Spells at basic
or Two (2) Healing Miracles at basic
General Circle of Protection, protection
Four (4) Languages at basic Word Method
Ink and Paper Making Ritual Method
Two (2) Arcane Languages at basic

Cabalist

Age: +7 years
A student of art and symbols. Ardent study of the painstaking detail of the relationships between pattern, art and the etheric. Many are professional artists - and make a paltry living at it. Socially aloof and often morally questionable, none-the-less often desirable "dangerous" members of some circles of the social elite. Some will find more stable employ in the services of weapon or armor smiths for their ability to impart "permanent" magical properties as well as artistic decoration.
Physical Combat Magic
Staff Weapons Four (4) Physical Spells at basic
Dodge Two (2) Traumatic Spells at basic
Circle of Protection, protection
General Fly, augury
Painting and Drawing Detect Life, augury
Ink and Paper Making Detect Magic, augury
Cabal Method
Ritual Method
 

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updated on:   11 Feb 1999