Friday, July 1, 2011

The Dweomercraefter - Worlds Apart Spell Users

Below are the Dweomercraefters. They are the primary human spell using careers, gaining their power through the three major different sources of magic.

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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