An
experienced student of Magecraft making his way in the world in pursuit of
earning recognition as a Master in his own right, the Journeyman Magician is
competant and capable but still has a long way to go and much to learn. Able
to lend the weight of his Magic to a fray and with the ability to cast a goodly
number of Spells before tiring, the Journeyman Magician is a key addition
to most adventuring groups. |
Magicians
are fun to play because their Magic System is simple, powerful, and
flexible. They are very effective adventuring spellcasters, particularly in
campaigns where multiple encounters per "game day" are common. Magecraft
also combines nicely with other ability sets for characters with multiple
careers or mixed concepts. |
NOTE:
What exactly indicates Master Magician status might vary from setting to
setting, or even from region to region within the same setting, and
Magecraft is difficult to measure to begin with. However, as a rule of thumb
a character that has at least 750 Active Points in Spells and an average
Skill Roll of at least 15- can be considered to definitely be a Master, and
characters approaching this threshold can probably pass as Masters in most
circumstances unless hard pressed. |
Cost |
Ability |
60 |
Apprentice Magician Package (upgrade +1
with All INT Rolls to +1 Overall) |
11 |
+11 Points more Spell
Skills |
10 |
Mana Pool: +50 END, +5 REC |
17 |
Combat Casting Package |
2 |
WF: Magician Group (Blades, Staff,
Thrown Daggers) |
100 |
Total Cost of Abilities |
Value |
Disadvantages |
0 |
None |
+100 |
Total Cost of Package |
The Magecraft Magic System is
detailed
here. |
Magicians
(or Mages) study a
practical and efficient type of Magic called Magecrafting. They are a breed
well adapted to the rigors of an adventuring lifestyle but also find reasons
to spend time in centers of learning. Tending to have a smaller complement
of flexible Spells rather than an array of very specific and narrowly
focused Spells, Magicians make up for their lack of breadth with the ability
to cast Spells as long as their fatigue level permits. |
Cost |
Ability |
25 |
Apprentice
Magician: 25 Points of Magecraft Spell Skills |
10 |
Mana Pool: Endurance Reserve (50
END, 5 REC) |
5 |
Magesight (FH pg 106) |
4 |
Bright: +4 INT |
10 |
Capable:
+1 Overall Level |
1 |
Literate:
Literacy w/ Native Language |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
6 |
Brilliant: +6 INT |
2 |
WF: Magician Group (Blades, Staff,
Thrown Daggers) |
var |
Long Lived: Longevity |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-10 |
Rivalry with
other Magic Users (More Powerful, Group, Professional, Unaware, Outdo) |
-5 |
Social Limitation: Disreputable Master (Master is generally scorned,
disrespected, or has a questionable past -- this colors peoples perception
of character) (Frequently; Minor;
Not Limiting In Some Cultures) |
-5 |
DF: Magician (Not Concealable;
Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses;
Not Distinctive In Some Cultures) Disadvantage Value: -5 points |