Magicians specialize and focus on one aspect of Mancery. To better understand, control, and utilize that field of Manc. The magician is a Mancer that feels Manc is a chaotic thing, a collection of chance and mischance, that needs to be contained to be secure and safe for all to use. Magicians see the art of casting spells as foolhardy and dangerous, allowing the Manc to as much affecrt the Mancer, as the Mancer affect the Manc. They view Mancers who do cast spells as toying with powers they do not understand. They claim that by imbuing ittems and creating objects with Manc, and using those instead of channelling it through the Mancer, it gives greater depth and allows more boundaries to be opened.
Magicians have a point! Magicians can create far more potent Manc than any other Mancer in conjunction with an item. They find the creation process simpler and are great in their knowledge of cauldron, ingredients, and Manc formulae. They gain an innate ability to sense Manc in items and can often decipher the item's qualities just from handling them.
Magicians need a well-stocked laboratory, and here is their downfall. The cost to be a magician is great. They therefore rely on other means to supply their needs. Often becoming the advisor or court official to nobles, monarchs, or anyone willing to financetheir research and creations. A few magicians follow the open road to seek ingredients or new forms of Manc items abroad, but most reside deep within towers, lairs, palaces, or in towns or cities. Rare is the hermit magician who brews potions and the like on hillsides and mountaintops, but they are not unheard of.
TITLE | LEVEL | XP | ABV/DBV | INT | DEX | STR | END | BONUSES |
Acolyte | 1 | 0 | +0/+0 | +30 | +10 | +15 | +30 | Skills: Marketwise +20 |
Acolyte | 2 | 2,900 | +0/+0 | 0 |
0 | +2 | +1 | Skills: Artistry +20 |
Imbuer | 3 | 6,000 | +0/+1 | +3 | +5 | +2 | +1 | Skills: Cook +10, Artistry +5 Special Ability: Sense Manc in items in Level x2 range |
Imbuer | 4 | 10,000 | +0/+2 | 0 | 0 | +1 | 0 |
Skills: Marketwise +5, Timekeeping +6, Herbalism +6 |
Cauldron Magician | 5 | 18,000 | +1/+1 | +6 | +1 | +1 | +10 | Skills: Marketwise +3, Timekeeping +2, Animal Lore +5 |
Cauldron Magician |
6 |
22,000 |
+0/+0 |
0 |
0 |
+1 |
+1 |
Skills: Marketwise +2, Cook +1, Streetwise +4 |
Magician |
7 |
35,000 |
+1/+1 |
+3 |
-1 |
+1 |
+10 |
Skills: Folklore +5, Occult +5, Oratory +5, Timekeeping +2 Special Ability: Determine Manc in items (up to Level) |
Magician |
8 |
40,000 |
+0/+0 |
0 |
0 |
0 |
0 |
Skills: Memorising +5, Meditation +5, Timekeeping +2 |
Magician |
9 |
45,000 |
+0/+0 |
0 |
0 |
0 |
0 |
Skills: Carpentry +8, Cook +3, Artistry +3 |
High Magician |
10 |
65,000 |
-1/-1 |
+6 |
-5 |
-1 |
+5 |
Skills: Smith (sp) +10, Tailor +5, Artistry +1 Special Ability: Sense Manc item use within Level x 10 feet |
High Magician |
11 |
75,000 |
+0/+0 |
0 |
0 |
-1 |
0 |
Skills: Geography +6, Memorising +2, Marketwise +5, Folklore +2 |
Primogenator |
12 |
90,000 |
-1/+0 |
+8 |
-15 |
-1 |
+1 |
Skills: Language (sp) x3, Lore: Local Area (sp) +10, Memorising +2 Manc: Charges x1.5 Special Ability: Sense Manc item use within Level x 100 feet |
Primogenator |
13 |
100,000 |
+0/+0 |
0 |
-5 |
-1 |
0 |
Skills: Oratory +4, Folklore +1, Marketwise +5, Lore: Local Area +5 |
Magi |
14 |
200,000 |
+0/+0 |
+10 |
-10 |
-2 |
-5 |
Skills: Timekeeping +5, Memorising +5 Manc: Time to create halved, Charges x2 Special Ability: Sense Manc item use within Level miles |
Magi |
15 |
800,000 |
-1/-1 |
+10 |
-10 |
-5 |
-10 |
Skills: Timekeeping +10, Memorising +10 Special Ability: Create Magician's Cauldron |
Note: All bonuses/penalties are
cumulative |
Magician Specialist Manc List |
Assunter's Emollient |
Magician's Cauldron |
Lawner | Classes | Roleplaying