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
Mythos and History
Nature
Organization
Membership
Restrictions
Skills
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
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