Studying Magic
As I have already explained, Guildmaster, each person's experience of magic seems
to be unique to that individual. This makes it difficult to strictly measure an
individual's level of skill, since the user's focus or area of interest may encourage
them to excell at some effects over others. That is, if one tends to
use a particular effect one will gain proficiency in that effect rather than the
talent as a whole.
For instance, a Sentient Mentalist I met in Maston found his ability to sense the
thoughts of others most disturbing, and consequently became highly proficient in
screening out those emanations, even finding that he could extend that protection
to others (an ability I would consider a Mage level skill). This same person,
however, could read no more than surface thoughts from others, and was completely
unable to employ unspoken communication. These skills remained entirely undeveloped.
Likewise, a certain Misharr Sorceress in Tahnn was able to command the winds (an
Adept level ability), but had absolutely no skill with water-based effects.
Despite these difficulties, I have tried to arrange magical skils into a number
of levels or stages of learning and controlling magic which may be generally understood
and accepted among the guilds. I hope that you will find these
descriptions useful for guild training and as a guide to understanding the potential
of various abilities.
DORMANT: Magic begins with its potential. An individual
cannot learn magic without first possessing the talent for that type of magic.
Talents begin in a dormant, "unawakened" stage. An individual with unawakened
talents has no knowledge of their magical potential. Their magical abilities
have never been used or tested. They do not control their magic; neither does
it create uncontrolled effects.
Starting with a TALENT costs 1 skill point per talent.
AWAKENED: Before an individual can begin learning
to control and use magic, their magical talents must be awakened. This may happen
accidentally or it may occur as the result of magical testing. Having awakened magic,
however, does not mean that a person can use it. At this stage, the individual's magic is active,
but remains beyond their ability to control and manipulate. This is a most dangerous level
of magical ability, and such "wild mages" as we call them are soon dead or brought into
a guild for training.
Starting with AWAKENED magic costs 2 skill points per talent.
INITIATE: At this stage, an individual has learned
enough control over their magic to prevent it from creating unintentional effects
most of the time. Mentalists have learned to shield themselves from most
background resonance, and Sorcerers have learned about using foci to prevent
surge effects. The invididual can now use magic to sense or detect things within
the scope of their talent. However, they still cannot create effects or manipulate
the world around them using magic.
Starting with INITIATE magic costs 3 skill points per talent. Delfae, Ixit and Minotauri ONLY.
APPRENTICE: At this stage, the individual is
beginning to use magic to manipulate the world around them. Sorcerers can affect
the natural forces their magic allows them to perceive. Mentalists can communicate
with and gain information from the minds, spirits or objects their magic touches.
Starting with APPRENTICE magic costs 4 skill points per talent. Delfae and Ixit ONLY.
MAGE: This is the highest level most magic users
will ever reach. At this stage, mentalists can affect and change the minds and
impressions they come into contact with. Sorcerers can create with their magic,
adding to or subtracting from the natural forces they have learned to manipulate.
No character may start at this level.
ADEPT: A few magic users are able to raise their
abilities to a higher level. These adepts have learned true control over their
magical talents, and can achieve powerful, complicated and difficult effects.
WIZARD (lost abilities): There are things described
in legends and stories that have not been achieved since the time of the Scourge,
if they were even true then. The wizards of old may have known secrets that have
been long since lost. But one can always dream...
Click on the Talent links in the overhead image for an idea of how these levels apply to each talent.
Continue to Resonance 
Overview ||
Talents ||
Levels ||
Resonance ||
Surges ||
Notes
|