Ariamancers are skilled in the arts of songs, story-telling, dramatics and music. They are powerful public speakers and have the ability to move an audience to action with the power of their word. With their instruments they are able to weave songs of great potency and enchantments of lasting moment.

Step 1: Attributes
Roll attributes as normal but raise INT to 15 and CHA to 14, or if already over add +1 to each one which is over. Hit points = CON +4, +4 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Charm
Knowledge Geomancy
Knowledge Magic
Sing
Choose 2 of the following; Music Keyboards, Percussion, String or Wind
Step 3: Abilities
Ariamancers gain all the following free;

Spellcast - The first sphere the Ariamancer learns from is free and must be from Aria, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from Aria, Illusion, Tantric, Common and Urbain. Arias can tap into the world’s natural mana at a rate of INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.  +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 2, 5, 9, 11, 13, 17 and 20. +1 Sanity save at levels 1, 4, 7, 10, 14 and 19. +1 Willpower save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Spell Bonus at levels 8, 11, 16 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19.

Additionally Ariamancers start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Damage Bonus 10 +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere.
Determined 5 Gain +1 save per level against any Aria magic and any forms of vocal charm or persuasion.
Enhanced Hearing 5 Hearing increases by x1 normal range per 4 WIS with an additional x1 per level (eg. WIS 15 = x4 range). At 25% of radius hear as low as 1 decibel, at 50% of radius 10 decibels, at 75% 20 decibels, and at 100% cant hear below 39 decibels. +6 Initiative, +2 AC.
Extend Duration 10 Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere.
HP Bonus 10 CON +6 HP instead of 4, +4 per level.
Pleasant Voice 5 When speaking the character gains +1 CHA, especially when trying to manipulate others into seeing things his way. Victims must roll to save versus mind control or wind up completely agreeing with him. 
Project Voice 5 The character's normal voice range is doubled. Once per round the character can convey a speech of up to 10 words per level to a targeted person or creature in a single melodic shout lasting a second or two (counts as an attack).
Range Boost 10 +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere.
True Hearing 5 Can hear whether someone is lying or attempting to conceal something.
True Sight 10 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Step 4: Careers
Possible related careers include; Poet, Rock Star, Choral, Opera Singer, Country and Western Star, Music Teacher, Concert Player and Academic Researcher (specialising for instance in English or Music).

 

 

Modern Classes