The Dracomancer is part of a cult are not only respected but also accepted by dragons and live together with them in their hidden community. Only a chosen few are granted the honour of being instructed by the dragons for training in the ancient dragon magic. Only the most powerful who complete this training are capable of using the concentrated power of dragon magic.
| Step 1: Attributes | ||
| Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +4, +4 per level. | ||
| Step 2: Skills | ||
| Choose skills in
the normal manner but also gain the following free ones; Knowledge Artifacts Knowledge Astral Knowledge Demons Knowledge Geomancy Knowledge Magic Knowledge Planar |
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| Step 3: Abilities | ||
| Dracomancers must choose
one species of dragon to devote themselves to. As a result of this they gain
all the following free; Spellcast - The first sphere the mancer learns from is free and must be from Dragon, 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 any sphere of magic and in any combination (except Divine). This is one of the few mages who can learn nearly any spell. Mancers can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Sanity save at levels 2, 5, 9, 11, 13 and 17. +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20. +1 Spell Bonus at levels 7, 11, 15 and 19. Pick 1 extra spell at levels 3, 6, 9, 12, 15 and 18. Additionally Dracomancers start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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| Ability | Cost | Notes |
| Assistance | 5 |
The character may ask a dragon to help him accomplish a specific task (politely, mind you) and
if they feel like helping or feel that your goal is worthy, they might. The
best route is to try to earn their favour and stay on their good side. And
remember just because they don't help you one time, it doesn't mean they won't
the next. They have a very strong sense of justice, propriety, and right and
wrong. Explain your goals very clearly and honestly. You can't deceive them,
and it would be dangerous to try.
Can try to summon 1 dragon at a time. It will then remain for as long as it feels like (GM's decision). |
| Astralwalk | 5 | The ability to shift one's soul into the astral plane. The character's spirit is intangible and invisible while in this plane but he can see and hear others. He can instantly appear at a known location or fly to an unknown one at 2.997925 x108 metres per second. He can remain in the astral plane for 1 minute per WIS, +1 minute per level. While in this form he can still use all his abilities and cast any of his spells. |
| Communicate | 5 | The character can telepathically speak with any dragon he can see. |
| 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. |
| Extend Duration | 10 | Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Familiar Link | 5 | The character may summon and permanently psionically link with a Dragonet. At any point he may see through its eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact. It can also telepathically link with the dragon elders at any time and pass messages on. |
| Meditate | 5 | Once per day per 5 INT per level the Arcanist can meditate for one hour and recover all his mana. |
| Range Boost | 10 | +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Resistance to Breath Weapon | 5 | Half damage and effects from any breath attacks from one dragon type, and +1 per 5 WIS to save vs that attack. |
| True Sight | 5 | 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; Librarian, Antique seller, Archaeologist, Museum representative, Historian, Stage Magician and Academic Researcher (specialising for instance in Demonology, etc). | ||