Scholar - Subclass
Focused on the meta-principle surround sorcerous energies and their elemental ties, this profession seeks to finely articulate nuances of spellcasting. Scholars are typically academy researchers, professors, archaeologists, and antiquarians.
Mnemonic Spells
Memorizing spells is rigorous work. However, there are techniques to more easily memorize the large volumes of information necessary to cast sorcery.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- You can memorize any number of Spells with the Simple Trait in a single downtime action.
- Spells with the Simple Trait do not increase the number of downtime actions you need to memorize other spells.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- You can Memorize spells with the complex trait as if they didn’t have that trait.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- Spell memorization costs one less downtime than normal, to a minimum of 1.
- Note: Normally memorizing a spell costs one Downtime to memorize for the first, two for the second, et cetera.
Speed Reading
The act of reading requires the fovea to stop at a fixation point. By increasing the rate of the saccade, we can gather more information quickly. With but a few jumps we are able to assemble all the information gathered at twice the speed.
- Referencing a spell is a free action instead of a minor action.
Psychic Incantation
Your focus is so sharp and perfected you can cast Sorcery spells without incantation or gesturing.
- By Spending a minor action, you can cast without gesturing or speaking.
- To those simply observing you, you appear to be doing nothing, though you must still be looking at your intended target and referencing the spell formula that you are using.
- Spells cast this way lose a die.
Linguistics
Learn additional languages spoken by the various inhabitants of Hexenritter.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- Pick two languages from the list below:
- Hekadian Trade Tongue - Merchants from Hekad dominate commerce along every major trade route. To have a voice at the negotiation table is to first speak their language.
- Nafgal - Nafgalla is a magocratic, military police state but many sorcerous texts and mechanical manuals are in Nafgal, their spoken tongue.
- Dumahim - Although there are orders of priesthoods in all the major cities, the last remaining theocracy resides in Duma and it is there that sacred texts are preserved and translated as well as most old-world knowledge and history.
- Thalla’Dir (Elven) - The language spoken by all Elves from Thalla’Dune, including the Dishonored Elven Great Houses.
- Bhauir (Dwarven) - Clan Bhoridan, the last dwarven clan, speak this dwarven dialect.
- Daemonic - for lack of a better name, the deceptive travelers from other worlds speak a peculiar language rife with double and triple meanings.
- Gøll - A language of the Gølder (pron. GUL-der), a series of nomadic wanderers from a long disbanded nation. They make their survival as hucksters and entertainers, traveling in caravans and leaving before local law enforcement has a chance to arrest them.
- Åesin (AW-sin), spoken by the Åesling a large tribe in the western Wälder. Many tribal tongues are dialects of their language and encountering an Auslander village will require being able to speak this tongue.
- Gripp - Spoken by the nomads of Grippa wastelands, descendants of the ruined Geros Empire. Mostly scavengers, there are some peaceful caravans that travel the far reaches of the Wälder on foot.
- Wart - Language of Schrätlein, Waldschrat and Scratti, the dangerous inhuman denizens of the Wälder.
- Balüg - language of the Balür, a bellicose settlement ruled by a machine cult called the Orthodoxy.
- Huldersprache - Hulderfolk are tribes of cannibals in the Wälder. Pockets of humans that have survived the Dämmerung but have become so isolated and desperate, they exist purely in violent tribes.
- Trog - Primitve language spoken by Trow. Carnivorous sub-humans that live underground. They are known to surface only to scavenge and hunt humans.
- Xiar - The Xian are long dead, but many of the old world machinery they used to defend themselves still half-function as do many of the oldest texts on ancient technology.
- Ossifain - The language of the Ossifae, an empire of warrior priests dedicated to an opposing pantheon of gods that lost to Aeia and her sisters.
- On rolls involving deciphering/reading, writing, or speaking unknown languages, you gain one die
- Pidgin: On a Apprentice Rationale Roll, you can gesture and use a single word from an unknown language to communicate.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- Pick two additional languages from the list above.
- In all instances, gain two dice instead of one.
- Ursprache: On an Apprentice Rationale Roll, you can piece together a very simple sentence in an unknown language using your holistic understanding of language, or pick up a very basic idea of what is trying to be conveyed either in word or writing.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
- Pick two additional Languages from the list above.
- Polyglot: You can drop all study of a language to pick up a different language instead. Remove a learned language from your list and replace it with another in between sessions once per interim.
- DEVNOTE - INSTEAD MAKE POLYGLOT A POWER TO KEEP PURCHASING NEW LANGUAGES AT 2XP PER?
Academics
You have studied various sciences and arts.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- Choose two fields of knowledge from the below list
- Post-Dämmerung History
- Old World Lore
- Geography
- Modern Religions
- Politics
- Concordat Sorcery
- Mechanical Theory
- Alchemical Theory
- A field approved by the Judge.
- DEVNOTE: ADD MORE FIELDS
- On rolls involving knowledge of your selected fields, you gain one die
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- Gain an additional field of study and gain two dice instead of one.
- Erudition: On rolls involving knowledge of your non-selected fields, you gain one die.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- Gain an additional field of study and gain three dice instead of two.
- True Academic: You can drop all study of a field to focus on a different one instead. Remove a learned field from your list and replace it with another between sessions, once per interim.
Intensity
Through sheer force of will, you are able to force a spell to higher performance.
- Spend an extra Action Point to add 1 more die to a spell, once per spell.
Failsafe
You use a more complex and far more reliable casting method but with limited results.
- Spells of of your choice gain two dice when cast, but you cannot Spend more than one Set on this Roll.
- Spend a free action before you roll to use this ability.
Othermind
You are able to split your attention between sorcery and the real world, almost working autonomously as you focus on your magic.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- Gain an additional free action that you can only use to maintain spells.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- Gain an additional free action that you can only use to maintain spells, again.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- Gain an additional minor action that you can only use to maintain spells.
Magisteria Study
The school of magic involved in studying the Ström itself, it's response to our own psychic stimuli, and the manfestation of Sorcery. Considered one of the first schools of magic, it is the basis for all sorcerous theory.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- Gain a die when casting a spell from the Magisteria School.
- Choose a theory from the below list; you can cast spells that require this theory.
- Exfluentia- The theory on projecting one’s own will into the Ström and using it as a medium to affect the real world.
- Dissimilation - The theory of passively changing the mental meaning of the senses by altering the immediate Ström to affect others. Sometimes mistakenly called Dissimulation.
- Hermeneutics - The theory of using the Ström as a means of detection and carefully observing the changes in how it moves.
- Journeyman Rank - This ability can be purchased a second time to gain the Journeyman Rank.
- Choose another theory from the above list.
- Instead, gain two dice when casting a spell from the Magisteria School.
- Master Rank - This ability can be purchased a third time to gain the Master Rank.
- Choose another theory from the above list.
- Instead, gain three dice when casting a spell from the Magisteria School.