In
most societies, sorcerers rise through definite degrees, and are ranked
according to their achievements.
APPRENTICE – an apprentice is attached to
an older sorcerer, normally at least a Journeyman, depending on local custom
(when sorcerers are common, typically only Adepts take apprentices). The
apprentice first devotes himself to the mastery of a particular Art, normally
Intensity. Once he has learned the Art, he takes the High Vow at a formal
celebration. A good master will insist that his apprentice learn several
different spells. A master may or may not cast Apprentice Bonding on a new
apprentice.
Apprentice
Requirements
·
Magic Bonus of 10+.
STUDENT – once an apprentice has learned
the three basic Arts, he is permitted to take the Vessel in another celebration.
At this time, he is considered to have risen to the rank of Student, and is
given extra privileges. Technically, a student is still an Apprentice –but a
more important one. A Student may choose to become a specialist, if his master
is one. The master must be a specialist in the field chosen. Most sects require
a master to perform Apprentice Bonding by the time his apprentice becomes a full
student.
Student
Requirements
·
Knowledge of all basic Arts
·
Ceremony, Enchant, and Summon skills of 01 or more.
JOURNEYMAN – once an apprentice learns enough, most sects permit him to
leave his master. However, he is not required to do so, and for some time will
be considered second-rate in any case. Income may be significantly straitened
until he improves his skills. This is normally the level at which a
player-character becomes an adventurer.
Journeyman Requirements
·
Knowledge of all Basic Arts and at least one
secondary art
·
Ceremony, Enchant, and Summon skills of 25+
·
Mastery of at least one spell at 90+
ADEPT – adepts are considered competent in
all aspects of sorcery. An Adept must meet specific requirements, and are
respected or feared everywhere. In civilized lands, adepts are licensed by the
authorities, and usually permitted certain privileges. For instance, in most
Malkioni lands, only Adepts are permitted to wear all-white robes. Adepts are
able to learn spells normally restricted to specialists, because their lore and
knowledge has grown until they can comprehend such.
Adept
Requirements
·
Knowledge of all Arts
·
Skill in at least five non-ritual spells at 90+.
·
Ceremony, Enchant, and Summon skills of 50+
·
Possession of a familiar.
·
(Malkioni only) at least three Patron saints.
Iconoclasts or non-Malkioni must have accomplished something similarly
impressive, varying with the sect.
MAGUS – at some point, an Adept can
proclaim himself a Magus. Generally, this is not done until most people who know
of him have begun to consider him such (or he risks mockery). There are no
specific conditions, but being called a Magus normally implies at least the
following minimum;
Commonly
Recognized Magus Qualifications
·
Ceremony, Enchant, and Summon skills of 90+
·
Skill in at least a dozen non-ritual spells at 90+
·
Having invented at least one new spell
·
Presence of 50+
Copyright © 1998, Sandy Petersen