Editing
Age of Dragons: Scholar-Sage
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Suspires== The ''Scholar-Sage'' studies magic in all its forms. A Dragon who selects a Suspire as a Scholar-Sage Lifepath Edge may, if he chooses, instead choose a Suspire from another Lifepath he is already following. For example, a Scholar-Sage who is already on the Ambassador-Courtier Lifepath could choose the Lore of Words as one of his Scholar-Sage suspires. <br><br><br> ===The Lore of Alchemy=== The Lore of Alchemy sees that Pneuma is the building block of reality, and that through the shaping lense of visualisation and the direction of will, anything can be created from the raw stuff of magic itself. With the lesser Lores it is possible to create only the simplest of constructions, however. With increasing mastery the creation process is taken to the next level, breaking the limitations of what lesser magicians consider possible. Anything can be formed from pneuma, and anything is possible. * '''Arete 1+: Perception and Protection''' The dragon can now use his suspires to sense objects which have been alchemically shaped or created, and can also recognise the "maker's signature" on items. The dragon can also exhale an alchemical aegis that shields items against the alchemy of others. * '''Arete 11+: Conjuration''' The dragon can exhale glowing mist, which then coalesces into solid material. This material can be almost any simple homogenous material that the dragon has previously encountered and studied. Each casting will create about ten kilos of stuff, be it gold, mud, water or whatever else. With conjured materials, stability depends on the law of sympathy - if there is a lot of the same material in the vicinity of the new material, then it will tend to manifest permanently, whereas if the creation is unique to its environment (for example creating diamonds in the middle of mud) then it will last less time, perhaps a minute or two, or even just seconds. * '''Arete 21+: Transmutation''' The dragon can transmute raw materials within sight, with each casting changing around ten kilos of stuff. This material can be almost any simple homogenous material that the dragon has previously encountered and studied. As with conjuration, the stability of the transmutation depends on the law of sympathy. Also, no material that has pneuma or sophis can be transmuted, so sentient creatures and the like cannot easily be harmed through this spell. The dragon can also shape raw materials into different shapes and forms, though nothing can be crafted that the dragon would not normally be able to craft with just his claws, or which he would not normally have ths skill to craft. Regardless, a mage can get quite creative with this, using the magic to save time on arduous tasks. For example, he might craft a block on ink into a mass of text, or instantly turn a lump of rock into a makeshift weapon-spike. * '''Arete 31+: Craft and Complexity''' The dragon breathes into something he has created, imbuing it with movement or complex function. His transmutations grow more complex too, so he can now deal not only with base materials but can also create flesh and bone, etc. For example, he could turn a stone sculpture of a clock into a working machine, or a paper bird into one that flutters and flies. He can even give these automata orders to carry out simple repetitive tasks. However, he cannot imbue mind into his creations. The law of sympathy applies in that if form is ill suited to function, the magic will soon end. * '''Arete 51+: Breath of Divinity''' The dragon can bring his creations to life, though usually with no more intelligence than that of a small animal. The law of sympathy applies in that if the creation is not in the appearance of a sentient creature, the created life will soon fade. In contrast though, if the dragon emulates higher forms of life in form (for example crafting something that looks like a man or a dragon) he can achieve higher levels of intelligence and independence than he might otherwise. <br><br> ===The Lore of Thaumaturgy=== Thaumaturgy is the magic that deals with magic, examining the fundamental nature of arcane energy and pneuma. The lesser lores are concerned primarily with perception and self protection. With the greater lores, the thaumaturgist becomes the master of arcane duels, able to dictate the nature and activity of the field of magical battle. * '''Arete 1+: Perception and Protection''' When this spell is cast, the Dragon becomes aware of the flow and presence of arcane energy. He can immediately detect how much arcane energy everyone present has remaining, can detect all magical effects int he area, and identify all magical items, objects and creatures. He can even identify the lore of magic responsible for a given magical effect. He can now also shield himself or others from the effects of thaumaturgy, intercepting attempts to interfere with the core strands of his magic. * '''Arete 11+: Ebb and Flow''' The Dragon can strengthen or weaken the flow of magic in particular areas, for example causing arcane power to flow into a caster's hands, or weakening them by denying them magic. Magics of this sort can directly enhance the arcane power of the dragon or of other casters, adding or subtracting puissance from their efforts. What this magic can't do is grant knowledge or arete - there are no shortcuts to wisdom or mastery. * '''Arete 21+: Negation and Unweaving''' The dragon can counterspell magics as they are cast, or pick apart magical effects already in existence. The most potent enhanted artifact can be unwoven by a master of thaumaturgy. * '''Arete 31+: Nullify/Surge''' The dragon can create null-zones where no magic can be cast, or surge zones where magic is multiplied. He can even permanently "turn off" the spellcasting ability of individual casters, though doing so usually requires an arcane battle. * '''Arete 51+: Control and Alter''' The dragon can use his Thaumaturgy to alter the castings of other sorcerers. When magic is cast in his vicinity he can use thaumaturgy to manipulate the desired effect of the magic, for example redirecting an offensive spell so it strikes a new target. <br><br>
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information