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====Magicians of Diaphane==== Only magicians skilled in pellucid magic are licensed in Diaphane – barbarous magics such as chromatic or shadow magic are not prohibited per se, but working them for-hire is against the law. Most licensed magicians hold degrees from one of the schools of the eikonic arts (though rarely at the level of magister or doctor of the eikonic arts). Professions such as lens-wrights or glass-wrights need not be licensed (they create for sale, but are not for-hire). '''Cryptomancers''', licensed magicians of Diaphane Cryptomancers see invisible things, and are hired to deal with the Invisible World – particularly, for negotiations with the invisible Neighbors. They are diplomats, negotiators, and go-betweens, and occasionally exorcists if all else fails. Cryptomancers also deal with other invisible spirits than just the Neighbors, as well as other odd invisible phenomena that occasionaly occur in Diaphane. They mediate between the city’s human and invisible citizens, and arrange trades with the Neighbors (as for glass cats, or other wonders of the invisible world). Most cryptomancers are quite odd and strange, suffering from invisible afflictions acquired by annoying the Neighbors or being cursed by other invisible spirits. Advantages: Pellucid Magic 2 (20 pts) Disadvantages: Disciplines (ritual purification, -5 pts) Backgrounds: Licensed (social status 1, 5 pts), Comfortable (wealth, 10 pts) Skills: Forbidden Lore (Invisibles), Thaumatology (pellucid magic), Carousing, Diplomacy, Savoir-Faire Spells: See Unseen '''Optomancers''', licensed magicians of Diaphane Optomancers see hidden things, and are hired to discern unknown flaws and ailments. They are able to see past the surface of things, to see the truth within. They are hired to look over newly engineered buildings or the works of glass-wrights, to find any hidden flaws which might compromise them (hidden flaws are common in glass, and can be devastating if not discovered). They are also hired to look into people and beasts, to determine what ails them. In this way the medicine of Diaphane excels at finding broken bones, tumors, and other internal injuries (diagnosticians such as this are also known as “iatrists”). Advantages: Pellucid Magic 2 (20 pts) Disadvantages: Disciplines (ritual purification, -5 pts) Backgrounds: Licensed (social status 1, 5 pts), Average (wealth, 0 pts) Skills: Thaumatology (pellucid magic), Diagnosis, Observation, Engineer or Physiology Spells: See Through Objects, See Small Things '''Telemancers''', licensed magicians of Diaphane Telemancers see distant things, and are hired for a variety of purposes that require crystal-grazing. To a telemancer, distance is only another barrier to perception that may be overcome by pellucid magic. They can convey messages, by reading what is written for them to watch for at distant places, or writing messages for distant telemancers to read. They can learn news from distant places, by watching what occurs there. They watch the weather, as it approaches Diaphane from afar. The Worshipful Archons employ many telemancers to spy on the hegemony’s subject nations, and to keep watch on the city’s ships at sea. Advantages: Pellucid Magic 1 (10 pts) Disadvantages: Disciplines (ritual purification, -5 pts) Backgrounds: Licensed (social status 1, 5 pts), Average (wealth, 0 pts) Skills: Thaumatology (pellucid magic), Observation, Search, Intelligence Analysis or Meteorology Spells: See Clearly, See Distant Things '''Archiatrists''', licensed doctors of Diaphane Archiatrists are highly-trained optomancers who specialize in not only diagnosing, but also treating internal injuries and ailments. They are more strictly licensed than mere optomancers, for in addition to looking into people to determine what ails them, they will also reach into people to fix them. They must be skilled enough in pellucid magic to ignore solidity so they may pass through barriers as light through glass. Being licensed as an archiatrist requires a degree of magistry in the eikonic arts from one of the schools of Diaphane, so they are usually referred to as “doctor.” Advantages: Pellucid Magic 3 (30 pts) Disadvantages: Disciplines (ritual purification, -5 pts) Backgrounds: Licensed (social status 2, 10 pts), Comfortable (wealth, 10 pts) Skills: Thaumatology (pellucid magic), Diagnosis, First Aid, Observation, Philosophy, Physiology Spells: See Through Objects, See Small Things, Allow Danger To Pass Through, Pass Through Obstacles '''Glass-Watchers''', civic magicians of Diaphane Since the Second Shattering the City of Glass has employed magicians to watch for problems and enemies, from within or without. They spend their days peering into their scrying glasses, crystal balls and lenses, watching and reporting what they witness to the Worshipful Archons. Although they use optomancy and telemancy in their work, they need not be as formally trained as licensed magicians must – often the failed students of the eikonic schools are recruited as Glass-Watchers. Advantages: Pellucid Magic 1 (10 pts), Contact (archons group, var.) Disadvantages: Duty (almost all the time, -15 pts) Backgrounds: Glass-Watcher (civic rank 1, 5 pts), Comfortable (wealth, 10 pts) Skills: Thaumatology (pellucid magic), Observation, Intelligence Analysis Spells: See Clearly, See Distant Things, See Through Objects '''the Undraped''', naked madmen of Diaphane The Undraped are thought of as enlightened madmen in Diaphane, although they are more akin to urbanized shamans. They wear no clothes, and live all year sky-clad. Their asceticism of abandoning clothing allows them to interact with the naked spirit-world around them – they are able to see the invisible Neighbors, and other invisible spirits. If citizens of Diaphane cannot afford to hire a licensed magician to deal with invisible woes, they must seek out one of the Undraped. Although generally disapproved of, the Worshipful Archons do not care to deal with the Undraped, or with the other madmen driven insane from living all their lives under scrutiny in the City of Windows (for there is little difference between the two, sometimes). Advantages: Shaman Magic 1 (10 pts), See Invisible (access while naked, 12 pts) Disadvantages: Delusions (severe, mitgator while clothed, -9 pts) Skills: Occult (spirit-world), Exorcism, Forbidden Lore (Invisibles), Observation Spells: See Clearly, Fade, Block Perception, others Note: Undraped shamans do not really use pellucid magic at all, but apparently the way they access their magic causes no dissonance with the translucent theme of Diaphane and its spirit world. -- by Kakita Kojiro
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