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Inner Magic
Magic powered by the will of the caster. While this is
the most difficult of three types it is also the most flexible
Required Limitations
Incantations(Note: 50+ active point spells; these can occur during play but are typically out of the reach of PCs)
Extra Time; 1 Phase for spells 10 active points or less, 1 Turn for spells 11 - 50 active points, and +1 level for every 10 points over 50 active points
Expendable Focus (at a monetary cost of the active points x soldie)
Gestures
Increased Mana cost: as is for spells less that 10 active points, 2x for Spells 11-50 points, +1 level to the multiplier for every 10 points over 50. All spells must cost a minimum of 1 MANA.
Concentration
Knowledge Skill Required
Side Effects (note: spell fumble chart is considered the side effect)
Variable Power Pool
Hermetic Magicuser Character must purchase a Variable
Power Pool with the following limitations;
-1/2 Only changes between adventuresStarting Spells
-1/2 Pool is restricted to only spells the Character knows
-1/2 Needs bulky spell book to change spells
Researching Spells
Cost (in grossen) = Active PointsCharacter Kits
Research Time (days) = Active x 1/5 Magic Knowledge Skill
Success = Magic Knowledge Skill
Gnostic Mystic
"The world was created by a false God and but threw meditation and asceticism one can achieve enlightenment and connect to the true God. "
This form of magic may have been around since the Ancient era and in fact may be rather common. It is just rather hard to tell since by definition its' practitioners are solitary hermits. This art is heavily steeped in personal mediation and religious mysticism (a fact that makes them very unpopular with the church). Not the ideal kit for an adventurer but it is included for completeness. Gnostic Mystics are more likely to talk the monster to death than cut it down with magic.
Use the Hermit Wizard Kit using the Dreamer Magic School
added the following limitations to their spells
0DCV while concentratingAdd the following advantage to their spells
Gradual Effect; 1 turn for 0-10 active point spells, 1 Minute for 11-50 active points, and +1 level for every 10 active points over 50.
Reduced MANA cost: 1/2 for 0-10 active points, x1 for 11-50 active points, +1 per 10 points over 50.add the following disadvantages:
Hunted: by Church (Gnosticism has been considered a heresy sense ancient times) -10 pointsKabalistic
"God intended Adam to finish the act of creation but the fall from grace prevent this. Adam's divine powers were scattered among his children and a wise person may unlock them. This wisdom is in a secret numeric code in the bible which gives the secrets to control all things."
Simply put the Kabala is a combination of Jewish mysticism and numerology. It has been around since the late ancient period at lest. Well when you get down to it is not really Hermetic but it is similar enough. To be Kabalist requires the character to be Jewish which is a 5 points disadvantage in the Campaign due prevailing social attitudes (on the other hand with much stranger things running around the Campaign Jews do not get dump on as much as in real life).
Added the following Limitation to character's spells;
-1/2 Spell only works on animate objects
The Namer Magic User School is recommended
Change Language: Maldaric to Language: Hebrew
Neo-Platonic Sorcerer
"Humans are made in Gods image thus have his divine powers latent in them. They can achieve perfection in the here and now and remake the word. "
This fashionable practice is very posh with the humanist Anoboran nobility and the Neo-Platonics have stepped on many a well established sorcerous toe. Unlike most other practices Neo-Platonics are very much in the open, in your face types and are noted for their bravado, flashy dress, and flashy spell casting. Pretty much the baseline for Player Character Magicuser in the Campaign.
Use the Thaumeturge Kit
Change Disadvantage: Watched by other Thaumeturges to Watched by ChurchPathergerian
"There are five perfect shapes that control creation (pyramid, square, circle, hexagon, and the secret dodecahedron) how things fit into these shapes determines who they act and the wise can manipulate them this way."
Very trendy and at the occult cutting edge with the republication of Pathegerous' Geometry. Being a Pathergerian is very much an open book and the practical applications for this art's theories can make a man rich without ever casting a spell. Tends to attract number freaks.
add the following Limitation to their spells
-1/2 Spell only works on inanimate objectsCharacter needs learn Ancient Botheian language with reading and writing
Ophitc
"All creation is a harmony and threw singing the wise can shape it."
The Orphecitcs are the bold bleeding edge of occult theory, claims to be a revile of an ancient tradition. Then again it may be just a revival of the old bardic tradition and many scholars feel this art stands a good chance of dying. If anything Ophetic's are even more flashy and extroverted than the Neo-Platonics.
Added the following Limitation to the Character Power Pool
1/2 Must use a Musical Instrument to access poolAdd the Following Limitations
-1/2 requires Incantation throughoutthe Bardic Magic Collage is recommend
Some non humans can cast spells easily. These characters
buy their spells as normal powers with the following limitations:
Incantations
Gestures
Side Effects (note: spell fumble chart is considered the side effect)
Elves
Elvish characters may use the Collage of Fairy magic with
the following limitation:
Physical Vulnerability: Cold Iron (uncommon), x2 damage
Otherwise elves do not cast spells