Conjurer

This Package Deals represent a typical spellcaster, call him what you will (wizard, mage, magician, sorcerer, spellslinger, warlock…). It reflects extensive learning and practice with a craft that’s part Arcane Art, part Secret Science. Some hide themselves in their towers and laboratories, increasing their magical powers through experimentation and study; others are adventurers, travelling through the wide world to defeat danger with their magic and reap the rewards due to the bold.

A wizard whose magic primarily focuses on summoning beings and beasts (often demons and other mystical creatures) is a Conjurer. If Character usually summons something other than Demons, re-define the KS: Demons to fit whatever is normally summoned (such as KS: Spirits, KS: Birds, or the like).

Cost Ability
40 40 points’ worth of spells and magical abilities
13 Magic (INT + 5)
3 KS: Arcane And Occult Lore (INT)
3 KS: Conjuration (INT)
3 KS: Demons (INT)
9 KSs (9 points’ worth)
1 Literacy
3 Spell Research
6 6 points’ worth of Skills from the following list: Acting, Analyze Magic, Animal Handler, Bureaucratics, Concealment, Conversation, Cramming, Cryptography, Deduction, Demolitions (if appropriate to setting), Embalming, Forgery, Gambling, Healing, Courtier, Inventor, Oratory, Persuasion, Sleight Of Hand, Stealth, Weapon Familiarity, any Background Skill

Total Cost Of Package: 81

Options

Cost Option
+ 58 Adept: Increase to 80 points’ worth of spells and abilities and add + 3 to Magic, and the three defined KSs
- 57 Apprentice: Reduce spells and powers to 10 points, Magic to INT, the defined KSs to 8 -, the undefined KSs to 2 points’ worth, Spell Research to 8 -, and the Skill choice list to 3 points’ worth
+ 15 Familiar: Add one Follower of 75 Base Points (an appropriate familiar of the wizard’s design)
+ 12 Warrior-Mage: Add + 3 STR, WF: Common Melee Weapons, WF: Common Missile Weapons, and + 1 HTH

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Conjurer

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