Loremaster

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 Loremaster lacks the magical power of more adventuresome wizards, but he more than makes up for it through his deep learning and wisdom. He’s as much a sage or scholar with some minor spells as he is a true wizard.

Cost Ability
20 20 points’ worth of spells and magical abilities
3 Magic (INT)
3 KS: Arcane And Occult Lore (INT)
3 KS: History (INT)
22 KSs (22 points’ worth)
7 + 3 with all Intellect Skills and KSs (Only When Character Has Access To His Library (-1))
1 Literacy
9 9 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, Spell Research, Oratory, Persuasion, Sleight Of Hand, Stealth, Weapon Familiarity, any Background Skill

Total Cost Of Package: 68

Options

Cost Option
+ 58 Adept: Increase to 60 points’ worth of spells and abilities and add + 3 to Magic, the two defined KSs, and Spell Research
- 57 Apprentice: Remove spells and powers, reduce Magic to INT, the two defined KSs to 8 -, the undefined KSs by 8 points, 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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Loremaster

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