Dabbler
In the modern world a Dabbler is anyone who has awakened to the flow of mana but only learnt minor magic through reading various books or scrolls. He has never been taught by a true mage and most likely never will.
| Step 1: Attributes | ||
| Roll attributes
as normal but an INT of at least 15 is necessary.
Hit points = CON +4, +4 per level. |
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| Step 2: Skills | ||
| Choose skills in
the normal manner but also gain the following free ones; Concentration Knowledge Ancient History Knowledge Artifacts Knowledge Geomancy Knowledge Magic Knowledge Mythology |
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| Step 3: Abilities | ||
| Dabblers gain all the
following bonuses free; +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 5, 9, 13 and 17. +1 Sanity save at levels 3, 7, 12, 15 and 19. +1 Willpower save at levels 1, 6, 12 and 18. +1 Spell Bonus at levels 7, 11, 15 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19. Additionally Dabblers start with 50 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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| Ability | Cost | Notes |
| Spellcast | 5 each | The cost is for learning from the
sphere of Common. He starts with one spell per INT point
over 9, he can learn an equal amount per level.
Thus INT 13 = 3 spells +3 per level. The Dabbler can never learn from any
other sphere than Common, he just doesnt have the aptitude for it.
Dabblers can tap into the world’s natural mana at a rate of INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. |
| Absolute Sense Of Direction | 10 | The character knows exactly where he is within an WIS x10 metre radius. The character perceives a mental map in front of him which perfectly details his current location as a map and his position on it. The map of course only covers the radius limit. |
| Absolute Sense of Time | 10 | The character always knows exactly what time it is in relation to his current time zone. He can adjust to new time zones with minimal effort. |
| Damage Bonus | 10 | +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Extend Duration | 10 | Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| HP Bonus | 10 | CON +6 HP instead of 4, +6 per level. |
| Meditate | 10 | Once per day per 5 INT per level the Dabbler can meditate for one hour and recover all his mana. |
| Range Boost | 10 | +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Save Bonus | 10 | This is the cost for each additional +1 added to the character's spell save. |
| True Sight | 10 | Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic. |
| Step 4: Careers | ||
| Possible related careers include; Librarian, Antique seller, Archaeologist, Museum representative, Historian, Stage Magician and Academic Researcher (specialising for instance in artifacts, etc). | ||