Dweomercraefters: Mag 9+
+1 DM for every previous career
You must possess Magic 0 to start this career.
Magic powers reality and you can tap into that power.
• Wizard: You can change the world with a thought, a word, and a gesture.
• Priest: You pray to the divine and channel their power through you.
• Philosopher: You express the higher orders of reality that lie beyond the understanding of the wizard and priest.
Dweomercraefters must choose their particular Dweomercraft specialty and Magical Talent specialty during their first term If dweomercraefting is not your first career, you gain *both* of those skill specialties as opposed to choosing a single Service Skill.
If during character creation, you gain a level of Magical Talent that would put your skill level in that Talent higher than your Magic skill, instead increase your Magic skill by one level.
Career Progress:
Assignment | Survival | Advancement |
Wizard | Edu 6+ | Mag 7+ |
Priest | End 5+ | Mag 7+ |
Philosopher | Int 6+ | Int 8+ |
Mustering-Out
Roll | Cash | Benefits |
1 | 500 sp | Voyager Ship Share |
2 | 1,000 sp | Magic Item (any) |
3 | 1,500 sp | +1 Mag |
4 | 2,000 sp | +1 End |
5 | 2,500 sp | Magic Item (any) |
6 | 3,000 sp | Private Passage |
7 | 4,000 sp | +1 Str, +1 Soc |
Skills and Training
Roll | Personal Development | Service Skills | Advanced Education (Minimum Edu 8) |
1 | +1 Edu | Magic 1 | Advocate |
2 | +1 Int | Dweomercraeft 1 (specialty) | Art (any) |
3 | +1 End | Magical Talent (specialty) | Diplomat |
4 | +1 Soc | Magical Talent (any human) | Magical Talent (specialty) |
5 | +1 Mag | Magical Talent (any human) | Magical Talent (any human) |
6 | +1 Str | Strength Burn | Any Science (any) |
Roll | Assignment: Wizard | Assignment: Priest | Assignment: Philosopher |
1 | Art (any) | Advocate | Advocate |
2 | Leadership | Diplomat | Investigate |
3 | Magical Language (any) | Leadership | Magical Language (any) |
4 | Magical Talent (any human) | Magical Language (any) | Magical Talent (any human) |
5 | Magical Talent (any human) | Magical Talent (any human) | Medic |
6 | Persuade | Steward | Any Science (any) |
Ranks and Skills
Rank | Title | Skill or Benefit |
0 | Apprentice | Magical Language (any) |
1 | Dweomercraefter | Agriculture (any) 1 or Language (any) 1 |
2 | Any Science (any) | |
3 | Master Dweomercraefter | Dweomercraeft 2 (specialty) |
4 | High Dweomercraefter | Leadership 1 |
5 | Grand Dweomercraefter | Dweomercraeft 3 (specialty) |
6 |
Mishaps
1d6 | Mishap |
1 | Severely injured in action. (This is the same as a result of 2 on the Injury table.) |
2 | Something there is that does not want you alive and healthy. Something that resides within you. When you sleep, roll Magical Strength 3+ to avoid losing 1 point of Endurance from the insubstantial and amorphous shadow that dwells within. Once a fortnight, roll Magical Strength 5+ to avoid the black touch. |
3 | You accidentally contact a long-dead spirit and it temporarily possesses you. During the possession, you commit a terrible crime, but you manage to push out the spirit and flee the scene before being caught. You gain 2 enemies: one of the family you wronged and one of the spirit that still haunts this earth, searching for you. |
4 | Something terrible happens during the casting of spell, backfiring the magical energy upon you. Unfortunately, your failure was witnessed by many people. Lose 1 point of Social Standing. |
5 | You get caught in the middle of a massive peasant revolt and subsequent Reign of Terror. You manage to get out with your life, but you take a -1 DM to every Mustering-Out roll for this career. |
6 | Injured. Roll on the Injury table. |
Events
2d6 | Events |
2 | Disaster! Roll on the mishap table, but you are not ejected from this career. |
3 | You’re taken by one particular type of Art. Gain Art 1 (any). Additionally, if you have another term in this career, roll Art 8+ during that next term. If you succeed, you’ve unlocked a new connection between art and magic and gain +1 Magical Strength. |
4 | You find a lucrative way to practice your dweomercraeft. Gain +2 DM to one Cash Mustering-Out roll. |
5 | You present a lecture concerning magical theory before a conclave of peers. Gain 1d3 contacts. |
6 | You have a vivid and powerful dream in which you gain new understanding. Throw Education 8+ to increase a Magical Talent you already possess by 1 level. |
7 | Life Event. Roll on the Life Events table. |
8 | You make a pact with a non-human spell caster who covertly provides you knowledge concerning the race’s magic in In exchange for a service to him in the future. Gain Dweomercraeft (any non-human race) 1. |
9 | You gain a mentor who pushes you to new heights. Gain one level in a Magical Talent you already possess or gain a new Magical Talent. |
10 | During a long day of mediation and magic, you stumble with your final worlds. A bright flash of nacreous light fills the area. You wake up to find your eyes absorbed the light and now radiate a soft glow of a similar color (as bright as a candle). Your vision is in no way reduced. If you possess Magical Talent (enchantment), you gain a +1DM to all your rolls when activating that talent. |
11 | An influential noble takes interest in you, inviting you into her social circles. Either gain +1 Social Standing or a +4 DM to your next Advancement roll. |
12 | After weeks of intense study and contemplation, your knowledge grows. You are automatically promoted. |
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