Monday, July 3, 2023

The Thaumatuge

Some artwork © (2023) John Latta, used with permission. All rights reserved. 

Back a little bit ago, I was discussing Sorcery with my podcast partner Bil on (and off) the air around this episode on cults. He is of the opinion that Sorcery is more of a system to build magic systems, and not really a magic system for players. I can see his point - it has a lot of moving parts, it is the least defined, not even deciding what rank in a cult spells are taught like Theism. It has the potential to radically shift a game.

The trick of it is that Sorcery is what people who want to play a non-theistic caster gravitate towards. That's good for folks who love to tweak the game ("power gamers" and arguably GMs), but not so good for folks just looking to be a wizard. Bil's solution to this was to just use Theism, and after some consideration, I thought it was a pretty good idea. And thus the Thaumaturge was born. 

First off, we rename the Devotion Pool to a Force Pool. It still requires some level of meditation to put points into it, but the Thaumaturge has with him a portable "shrine" - his wand, staff, or orb. Normally this is given to the Dedicated member as a gift at initiation, as it allows him to cast his spells. We also rename Devotion to Force and Exhort to Direction, giving him skills that map directly, but are flavored towards someone who might not get their power from a god. 

Folk magic is not required, but is often taught. You'll note that the skills do not include Folk Magic. The Common member is expected to learn it outside of the cult, but any spells a thaumaturge picks up may be, and often is, taught to other members. Force pool resources are tights and bringing Lightning when Disruption will do the job is desirable.

The spell selection I've chosen is designed to give the flavor of a "classic" wizard. His "theist" spells are utilitarian to an extend, allowing summoning, shapeshifting, necromancy, and even some attacks. But he cannot do these all day. His Force Pool must grow, just like a traditional theist's does. Most importantly, upon reaching the Proven level, the thaumaturge can make his own magical implements. This gives him strong resistance to its destruction or theft.

The passion in his restrictions is largely flavor that goes along with the backstory. Another restriction would work just as well - a Geas against wearing armor, force example, would fulfill a traditional role.

Setting

The Thaumaturge will fit well in any standard high fantasy game. It feels much like a 4th or 5th edition AD&D class, or perhaps a 13th Age class. However, there are few mechanical barriers to keep it from being ported into any setting that would support higher level magics.

Mythos and History

A thousand years ago, a boy was born under an auspicious sign to a desperate village. Plague and famine bedeviled them, and as he grew, he longed to be able to lift his people from the trials before them. 

One day, as he was searching the scrublands for food, he stumbled upon a unique stone. Perfectly spherical, smooth, and a bit bigger than a man’s fist, he knew that it had special meaning. So he took it with him home.

He was scolded by his family for this, as one cannot eat a stone, but he kept it near him, turning it over and over in his hands at night, learning every inch of its surface, channeling his every desire to help his people into it.

Then, one day, he was again out searching for food, and he stumbled upon a group of bandits stealing the food from another villager. At this moment, his heart broke, and he could bear it no more. All his anger and fear unleashed out of him, through his odd orb, forming a fulminous bolt, striking the ground near the bandits. They ran for their lives, dropping the food.

Since this day, thaumaturges have been found in those with the greatest passions.

Nature

All thaumaturgists have some sort of object to help them focus their will, known by several names, but colloquially called a focus. Most often this is a staff, orb, or wand, but others have been created. The focus becomes an important tool for them, allowing them to restore their Force Pool (treat as a Devotional Pool) and cast their spells more easily. Only the most experienced no longer need it to channel their will towards their magic.

Organization

Thaumaturgists most often operate as master and apprentice. The master teaches the apprentice how to harness their passion, harnessing their will to create magical effects, and furnishes them with their first focus. In fact, the learning of the Consecrate spell is a marker that someone is ready to take on an apprentice.

Membership

Standard. Most also have some experience with Folk Magic, though this is not a requirement.

Restrictions

The thaumaturge’s greatest Passion acts as a cap to their Focus and Direction skills. Because of this, they cannot use this passion for augmenting their Force or Direction skills. 
In addition, their focus facilitates casting of their spells, and casting their theist spells without holding it is done at a one difficulty grade penalty.

Skills

Force (as Devotion), Direction (as exhort), Insight, Lore (any), Perception

Magic

  • Common - Common members of this cult can be anyone the Thaumaturge has a related passion for, whether friend, community, or countryman. Thaumaturges who are skilled in folk magic often teach it to those members. Starting members of this cult can have folk magic spells up to 1/10th their folk magic skill in number for free as a starting character.
  • Dedicated - Breath Water, Conjure Elemental (several are available, each requiring 5xp to learn), Lightning
  • Proven - Beast Form (several are available, each requiring 5xp to learn), Consecrate, Leeching, Raise Undead
  • Overseer - Earthquake, Resurrect, Sever Spirit

Gifts

Leaders no longer suffer a penalty for casting without their focus, though they still require it to recover their Force Pool.


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