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Wiki+ page: Professions



Profession is what your character does for a living. Your character's profession is initially decided upon during the Character Origins part of Character Creation and shows the job that your character is currently doing when you have started actually playing your character. If you have chosen not to make use of Character Origins then you do not need to worry about using Professions, unless of course you wish to do so. If you have used Character Origins to help create your character, then you need to read this page to better understand how your character's profession affects your character's growth and development.

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What all does Profession affect?

You already know from character origins that your character's profession gives your character a weekly salary. It might have also given your character some other bonuses. That's not all that your character's profession affects though. Your character's profession also affects the following:
 
  • The rate and which your character learns and masters skills: skills that fall into your character's profession will be easier for your character to learn and master while others may be more difficult
  • The effectiveness of the skills your character uses: skills that fall in your character's profession might be more effective while others might be less effective
  • How effective your character is with certain weapons: your profession might make your character better with daggers than other characters not sharing your profession, for example
  • How effective your character is with certain armor: perhaps that heavy armor doesn't slow your character down as much because of your character's profession
Since your character's profession is chosen during creation, it is treated as a life profession. This means that you cannot change your character's profession later on, so you should carefully consider the benefits and negatives of your character's profession. Luckily your character's profession doesn't prevent you from using other skills or equipment. Instead, it may make them more difficult to use or master.

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The Different Professions

Here are the different professions so you can better understand what they are.

Self Employed or Freelance: This is basically an open profession. You have no real profession so your character gets none of the benefits or penalties associated with any profession. Basically this would be playing the game as it is with no profession guidelines or restrictions.

Professional Bum: You are unemployed and homeless. Despite sounding like its not a profession, it actually can be as you learn quickly how to survive on the streets and in the wilds and know how to do what it is necessary to survive. Professional Bums excel with character and mercantile skills as well as basic survival skills but have a hard time fitting in with society and with the more educated skills. They can easily use what they have on them or around them as a weapon, which usually is just their fists, but will be awkward at using anything that would have to be purchased.

Merchant: You excel at trade and can always get a good deal. You know the worth of an item far better than a layperson. You would however find it difficult to fight and to survive out in the wilderness. You prefer light armor and flashy clothes to anything heavy.

Mechanic or Smith: You excel at making and repairing things.  You can easily tell what something is made of and easily deal with traps. You aren't a warrior but you aren't completely clumsy in a fight either. You would leave the talking and spell casting to others though.

Law Enforcement or Guard: Being a noble guard, member of the city watch, or patrolman (depending upon your campaign and setting) means that you belong to a group of dedicated servants to society. You are there to protect the peace and are rightly equipped to do so. You know how to defend yourself and others, are decent in a fight, and have great investigative abilities. You can't tolerate thievery and have no stomach for policy making and backroom deals.

Military Professional or Warrior: You may be a solider in the King's Army or you may be a gladiator. Perhaps you are a sell-sword. The point is, you know how to fight and fight well. You handle the great swords and battle axes with ease and heavy armor is nothing to you. You are the tank, plain and simple. What you are not is a master of magic or light on your feet.

Thief: Thief, rogue, conman - they are all basically the same thing. You excel at stealth, lifting and stealing things, and getting into locked places. You might be noble in your pursuits but your skill-set causes others to find you hard to trust. Knives, daggers, and other small weapons that you can easily conceal are your tools of the trade and you can move around in light armor as if you were never even there. Don't try to wear heavy armor though and stay clear of the heavy great sword.

Bureaucrat or Noble: Or perhaps even simply a rich kid to a wealthy and important family, or maybe you have inherited a family business. You don't fight, you hire others to fight for you. You are good with words and charm, and you know how to make money. Many may regard you as a psychopath and heartless but why should you care, you own them. You just better treat them right because you need them to defend you since you are basically useless in a fight.

Researcher or Alchemist: You deal with research, and in most cases this is in the field of alchemistry though depending on your setting and campaign it could be different. You are great at making things and are great in the role of support. You might even be the healer of the group with your like-magic potions.

Magician: You have spent your whole life focusing on magic. You can cast spells faster than most and with greater effect. You however have a hard time dealing with heavy weapons and armor, but your spells more than make up for it.

Farmer or Hunter: You know how to live off of the land. You excel at tracking, can tell what is edible and is not, and can identify that strange creature with ease. Piercing weapons, throwing weapons, and projectile weapons are your tools of trade and you can easily become a part of the environment you are in - as long as that environment isn't a city. You leave the heavy armor and the heavy weapons to others.

Scholar: You have made it a career to know things. You learn skills well but you have a hard time with combat and violence. You approach everything academically.

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The Professions

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Wiki+ page: Professional Bum

You are unemployed and homeless. Despite sounding like its not a profession, it actually can be as you learn quickly how to survive on the streets and in the wilds and know how to do what it is necessary to survive. Professional Bums excel with character and mercantile skills as well as basic survival skills but have a hard time fitting in with society and with the more educated skills. They can easily use what they have on them or around them as a weapon, which usually is just their fists, but will be awkward at using anything that would have to be purchased.

The Professional Bum Profession is all about survival and surviving without having to get a real job. Basically, they are professionally lazy.

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1. Bonuses and Penalties

You already know that playing as a professional bum allows you to gain 1d% worth of shillings per day that you are in a town from pan-handling. However these are not the only benefits a professional bum receives.

  • A professional bum gains +2 success rate and +1 failure rate for character skills, as well as a +1 success rate for any skill that deals with survival.

  • A professional bum knows what it is like to do without and therefore does not receive any penalties for not eating or drinking for up to 3 game days.

  • Professional bums do not gain failure rate for magic skills or any knowledge based skill. They also cannot acquire Study Habits.

  • Professional bums can easily disguise themselves, giving others a penalty equal to the bum's mental stat of seeing past their disguise.

  • A professional bum can exchange skill points for shillings at a rate of 1 skill point = 10 shillings. This is explained by the bum receiving charity.
  • Professional bums have their Influence % always decreased by 25%.
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2. Effects on Weapon Usage

Being survivors, professional bums have learned how to effectively use ordinary objects lying around as weapons. Doing so, they are able to inflict double damage with ordinary items, as well as crude bashing weapons. All other weapons require the use of a support action as well as an attack action to use as they are clumsy with them.

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3. Effects on Armor Usage

Bums cannot use heavy or expensive armor, however they can spend their SA to temporarily boost their PR or MR at a rate of 2 SA = 1 PR or MR for that instance. This would be a free defensive action.

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Wiki+ page: Merchant

You excel at trade and can always get a good deal. You know the worth of an item far better than a layperson. You would however find it difficult to fight and to survive out in the wilderness. You prefer light armor and flashy clothes to anything heavy.

The Merchant Profession is all about making a quick shilling. They can sell ice to an Eskimo but they aren't so good with a sword.

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1. Bonuses and Penalties

You already know that playing as a merchant grants you 100 skill points during character creation and a 100 shillings per week salary. However these are not the only benefits a merchant receives.

  • A merchant can take out a loan for their Luck x 10 worth of shillings. Once the loan is accepted, the merchant will lose 10% of his or her shillings each game week until the loan + 10% interest is paid. The merchant cannot take out another load until the loan is paid.

  • A merchant also gains a +1 to Success Rate and Failure Rate when using character skills and an additional +1 Success Rate if the skill is related to buying and selling.

  • A merchant starts with the Trade ability and the Haggle skill mastered.

  • Merchants do not gain a Failure Rate for combat skills.

  • Merchants can use haggle to increase the character point reward, any combat spoils, and any currency found by 25%.
  • Merchants can use haggle to give themselves a 10 point bonus to Influence %, which they can use to talk their way out of a battle.
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2. Effects on Weapon Usage

Merchants are regrettably cowards and are not skilled in combat. For this reason, merchants can only use light and small weapons like knives and daggers, small swords, throwing weapons, projectile weapons, and whips.

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3. Effects on Armor Usage

Merchants only wear cloth armor, which often times is made to look elaborate, and can not use any shields larger than bucklers.

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Wiki+ page: Mechanic or Smith

You excel at making and repairing things.  You can easily tell what something is made of and easily deal with traps. You aren't a warrior but you aren't completely clumsy in a fight either. You would leave the talking and spell casting to others though.

The Mechanic or Smith Profession, depending upon your campaign setting, is a laborer who specializes in crafting and repairing. Which profession you are depends upon your campaign, for here on they will be referred to as smiths.

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1. Bonuses and Penalties

You already know that playing as a mechanic or smith grants you a 100 shillings per week salary and 100 skill points during character creation. However these are not the only benefits a mechanic or smith receives.

  • A smith has a +2 to Success Rate and +1 to Failure Rate for any skills that deal with crafting, smithing, and repair.

  • A smith also starts out with the basic metal smithing and basic crafting abilities.

  • Smith's can repair item in half the time needed by doubling the stat cost of the repair ability.

  • Since they know all about armor, smiths do double damage to a target's PR.

  • Smiths receive no failure points for magic spells or character skills.
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2. Effects on Weapon Usage

Smiths are not warriors. They can't use heavy swords or axes. They are however more effective with war hammers and mallets, dealing 25% more damage with those weapons. They also always do double the amount of PR damage to a target's armor.

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3. Effects on Armor Usage

Smiths can wear light to medium armor but can't use shields.

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Wiki+ page: Law Enforcement or Guard

Being a noble guard, member of the city watch, or patrolman (depending upon your campaign and setting) means that you belong to a group of dedicated servants to society. You are there to protect the peace and are rightly equipped to do so. You know how to defend yourself and others, are decent in a fight, and have great investigative abilities. You can't tolerate thievery and have no stomach for policy making and backroom deals.

The Guard Profession is all about defending others.It is the profession of the City Watch, the Kings' Guard, and other related professions. The Guard makes a great tank character.

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1. Bonuses and Penalties

You already know that playing as a guard grants you company issued equipment (type depends on GM and campaign but usually is a basic set of iron armor with a short sword), 25 stat points during character creation, and a 100 shillings per week salary. However these are not the only benefits a guard receives.

  • A guard has an extra defense action.

  • A guard is regarded well by society and typically receives a small reduction in prices, typically 10%.

  • A guard gains an extra success and failure rate for defense skills.

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2. Effects on Skill Learning

A guard gains an extra success and failure rate for defense skills. A guard does not gain failure rate for skills that deal with thievery of persuasion. Guards also start with the Parry ability and the Block skill mastered.

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3. Effects on Weapon Usage

Guards are defenders, not warriors. Therefore while they can use all kinds of weapons, tye typically use only weapons that have a block value.

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4. Effects on Armor Usage

Guards can use any armor or shield.

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Wiki+ page: Military Professional or Warrior

You may be a solider in the King's Army or you may be a gladiator. Perhaps you are a sell-sword. The point is, you know how to fight and fight well. You handle the great swords and battle axes with ease and heavy armor is nothing to you. You are the tank, plain and simple. What you are not is a master of magic or light on your feet.

The Warrior Profession is all about combat. They serve in armies, are knights, gladiators, sell-swords, or any other profession that deals with combat. If you want to be the warrior or the tank, this is the profession for you.

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1. Bonuses and Penalties

You already know that playing as a warrior grants you Company or Guild issued equipment, 25 stat points at character creation, and 100 shillings per week salary. However these are not the only benefit a warrior receives.

  • A warrior receives an extra attack action for doing those more complex offensive skills.

  • A warrior doubles his melee power when using two-handed weapons.

  • Warriors can make a speed check to make an extra attack, assuming they have enough attack actions left to do so.

  • Warriors start with a Weapon Mastery ability of their choice, and have no limit to how many weapon mastery abilities they may possess.

  • Warriors get a +1 to success rate when using offensive skills. They gain a +1 to failure rate if they are using a skill for a weapon they have a mastery ability for.
  • Warriors spells are 25% less effective.
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2. Effects on Skill Learning

Warriors get a +1 to success rate when using offensive skills. They gain a +1 to failure rate if they are using a skill for a weapon they have a mastery ability for. Warriors do not get a failure rate for magic spells.

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3. Effects on Weapon Usage

Warriors can use any weapon they so desire. When using a two-handed weapon, they double their melee power, allowing them to effectively do 4 x melee power with two-handed weapons.

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4. Effects on Armor Usage

Warriors can wear any armor type and use any shields.

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Wiki+ page: Thief

Thief, rogue, conman - they are all basically the same thing. You excel at stealth, lifting and stealing things, and getting into locked places. You might be noble in your pursuits but your skill-set causes others to find you hard to trust. Knives, daggers, and other small weapons that you can easily conceal are your tools of the trade and you can move around in light armor as if you were never even there. Don't try to wear heavy armor though and stay clear of the heavy great sword.

The classic thief. This is a profession about speed and stealth, and taking what is rightly yours. This profession also covers Rogues and Assassins. Basically anyone that would do their work in the shadows, whether their work be for good or for ill.

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1. Bonuses and Penalties

You already know that playing as a thief grants you a salary of 80 shillings per week, though we won't say what nefarious method you used to obtain a weekly salary. You also already know that you get 50 skill points and 25 stat points at character creation and that you have a fence in each city that you can sell stolen goods to. Basically you are part of the thieves guild, an elaborate yet secret organization of stealthy professionals, for simply being a part of the thief profession. However these are not the only benefits a thief receives.

  • A thief has an extra attack action when wielding knives and daggers, which the thief can dual-wield with ease. This means the thief can attack twice with both hands per round, due to the thief's quickness and comfort with such small weapons, helping to remove the glaring damage loss the thief would otherwise be able to cause.

  • A thief is a natural DPS (damage per second) character, as the thief can trade in 1 magic action for 1 attack action at a cost of 20 SA.

  • Thieves gain an extra success and failure rate when using skills that are related to their profession. Ask a GM for clarification as the GM will rightly decide which skills fit.

  • Thieves don't care about initiative. They can make a speed check to go first, though a penalty may apply depending upon the situation.

  • Unfortunately no one really trust thieves, which makes the thief have a harder time dealing with others and can increase their costs by 20%.
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2. Effects on Skill Learning

Thieves gain an extra success and failure rate when using skills that are related to their profession. Ask a GM for clarification as the GM will rightly decide which skills fit.

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3. Effects on Weapon Usage

Thieves are best suited for small, light weapons. Daggers and Knives are the weapons that they are best at, which they can dual wield easily and have a free extra attack action when using them. They do not handle large weapons, heavy weapons, or noisy weapons well.

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4. Effects on Armor Usage

Thieves are unable to wear heavy armor. They must stick with cloth armor. They also cannot use shields larger than bucklers.

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Wiki+ page: Bureaucrat or Noble

Or perhaps even simply a rich kid to a wealthy and important family, or maybe you have inherited a family business. You don't fight, you hire others to fight for you. You are good with words and charm, and you know how to make money. Many may regard you as a psychopath and heartless but why should you care, you own them. You just better treat them right because you need them to defend you since you are basically useless in a fight.

This is basically regarded as the Noble class in other games and could easily be viewed as such here. This profession is a profession of inheritance, not of choice. Your character grew up in a family of old money and prestige therefore your character really hasn't had to do anything for money. Your character may have even been given a business. Sure as a noble you would have had all sorts of lessons and a stellar education, but you really couldn't hold your own in combat. It is a good thing you are rich because you will need the money. Of course this could just be jealousy talking here. After all, you've rightly been given your station above all others, right?

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1. Bonuses and Penalties

You already know that playing as a noble gives you 300 shillings per week salary. However this is not the only benefit a noble receives.

  • A noble can exchange Character Points and Skill Points for shillings. The rate is 1 Character Point = 100 shillings or 1 skill point = 25 shillings.

  • A noble can start with a business. If the noble rolls a 3 on the wealth roll for currency, the noble will start with a business that pays an extra 200 shillings per game week.

  • Nobles gain an extra success rate and failure rate for any character skill type skill.

  • Depending upon the noble's character origins and GM discretion, the noble may be able to make a luck check once a week to tap into his or her family's massive fortune to make a purchase the noble can otherwise not afford.

  • Due to the noble's excellent education, the noble can roll a 1d10 during character creation; the number on the 1d10 signifies how many skills the noble starts with that are mastered. The skills have to all be Tier 1 skills.
  • Due to living a life of luxury, the noble will deal 20% less damage with melee and thrown weapons. However this does not apply to rapiers, after all what noble can't fence?
  • Due to living a life of luxury, the noble will require an extra meal and an extra half cycle worth of sleep when away from his life of comfort. This can change obviously, if the noble spends more than 2 months outside of his or her life of comfort this handicap will disappear. If the noble is a xodian or other like race with similar lack of need for food and rest, this does not apply.
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2. Effects on Skill Learning

Nobles have no real handicaps at learning skill. After all, they did receive the best education. However, they do gain an extra success and failure rate for character skills.

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3. Effects on Weapon Usage

Nobles are not warriors. Why be a warrior when you  can hire one? Therefore, nobles deal 20% less damage with any melee or thrown weapon.  They can use projectile weapons just fine, and may even see it as a sport. They can't use heavy weapons.

The melee penalty doesn't apply when using rapiers as all nobles have at least tried fencing.

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4. Effects on Armor Usage

Nobles are unable to wear heavy armor. They must stick with cloth armor. They also cannot use shields larger than bucklers.

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Wiki+ page: Researcher or Alchemist

You deal with research, and in most cases this is in the field of alchemistry though depending on your setting and campaign it could be different. You are great at making things and are great in the role of support. You might even be the healer of the group with your like-magic potions.

The Researcher or Alchemist Profession is all about research and discovery. In most campaigns and most settings, this would simply be an Alchemist profession, however, in some campaigns there could be other story-based research professions. In the Saga of Ablution campaign for example you could be a researcher in magicteck technology. It is not a profession that focuses on combat or making money. If you want to deal with potions or other campaign-specific research, this is the profession for you. For ease, we will simply call this the researcher profession.

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1. Initial Bonuses and Penalties

You already know that playing as a researcher grants you an additional 100 skill points at character creation as well as a salary of 100 shillings per week. However these are not the only a scholar receives.

  • A researcher gains a +1 to success rate for all support skills.

  • A researcher can make a free luck check each time he or see fails at a skill to double their failure rate for that instance.

  • Researchers always deal 25% less melee damage in battle, except for when using staffs or rods.

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2. Extra Bonuses

Researchers can receive an additional bonuses depending upon their field of research. A field of research must be chosen at the start and cannot be changed until all of the skills in that field are mastered and all related abilities are obtained. For most researchers, this will be their field of research for life.

The schools of study are:

  • Alchemistry: the researcher chooses to focus on alchemistry and as a result the cost to acquire for all alchemistry related skills and abilities is cut in half. This means that for example Create Basic Potions costs the researcher 25 skill points instead of 50, and if it is a skill their rate at mastering that skill is effectively doubled. Their potions are also 10% more effective.

  • Magic: the researcher chooses to focus on magic. They immediately decrease the magic spell's Skill Point to Skill Mastery conversion rate down one level so that a 1 skill points = 2 skill mastery becomes 1 skill points = 3 skill mastery and 5 skill points = 1 skill mastery becomes 4 skill points = 1 skill mastery. They also can acquire magic abilities at half their cost. Their spells are automatically 10% more effective.

  • History: the researcher chooses to focus on history. Any abilities that deal with lore and history can be acquired at half their cost, including any abilities that deal with translation. They also gain double their success rate and failure rate at any skills that deal with exploration and would help them with their historical research.

  • Campaign Related: this field of research would be specific to the campaign you are in and not usable in any other campaign. You would have to confer with your GM regarding your campaign. Saga of Ablution is the only official campaign currently released that this could apply to, and that would be Magicteck Research. Such would be treated the same as Magic research with the added bonus of acquiring crafting abilities at half cost for the construction of magical devices.

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3. Effects on Skill Learning

Unlike many other professions, researchers do not suffer any penalties on skills and skill types. Instead they gain a +1 to success rate for all support skills. They also can make a free luck check each time he or see fails at a skill to double their failure rate for that instance. due to their nature of learning through failure and research. They may gain other bonuses depending upon their field of research.

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4. Effects on Weapon Usage

Researchers are not warriors. They are less effective at any kind of weapon usage, including unarmed combat, and therefore automatically deal 25% less damage in melee combat than other characters would. This penalty only applies to melee weapons, not projectile or thrown weapons. This penalty also does not apply to staffs and rods. Therefore a researcher would be wise to wield either a staff, rod, a throwing weapon, or a projectile weapon.

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5. Effects on Armor Usage

Researchers are unable to wear heavy armor. They must stick with cloth armor. They also cannot use shields larger than bucklers.

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Wiki+ page: Magician

You have spent your whole life focusing on magic. You can cast spells faster than most and with greater effect. You however have a hard time dealing with heavy weapons and armor, but your spells more than make up for it.

The Magician Profession is all about learning and mastering magic as well as any skills and abilities that improve their ability to use magic. They also tend to focus on rune stone creation and spell crafting. It is not a profession that focuses on combat or making money. If you wish to play the all powerful wizard, this is the profession for you.

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1. Bonuses and Penalties

You already know that playing as a magician grants you +50 SA and +1 Magic Action. However these are not the only a scholar receives.

  • A magician can spend accumulated skill points to restore his or her SA at a rate of 2 skill points per 1 stat point.

  • A magician gains +1 to success rate and failure rate for magic, but looses 1 from failure rate for all other skills.

  • Magicians always deal 25% less melee damage in battle, except for when using staffs or rods.

  • Magician's can spend 10 SA to learn what a target's runic element is.

  • A magician can sacrifice 1 attack action for an additional magic action at the cost of 20 EP.
  • A magician can spend SA to increase his or her magic power for that instant at a cost of 5 SA per 1 point of magic power increase.
  • Magicians take a penalty of 5 to Initiative.
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2. Effects on Skill Learning

A magician gains +1 to success rate and failure rate for magic, but looses 1 from failure rate for all other skills.

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3. Effects on Weapon Usage

Magicians always deal 25% less melee damage in battle, except for when using staffs or rods. Therefore staffs and rods would be the ideal weapon for a magician, besides of course his or her magic. They can't use heavy weapons like great swords and battle axes.

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4. Effects on Armor Usage

Magicians are unable to wear heavy armor. They must stick with cloth armor. They also cannot use shields larger than bucklers.

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