Date:         Sun, 20 Mar 1994 13:41:00 BST
From: "John R. Troy (JRT--Mad Demiurge of Vargaard)"              <[j troy] at [genie.geis.com]>
Subject:      JRT-ART:  Vocation
X-To:         [mythus l] at [brownvm.brown.edu]

Submission:       Mythus Masters Magazine
Author:           John R. Troy
Feature:          IN VOCATIONS
Author's Notes:  Here's another vocation for you guys.  It's a good one for
adventuring purposes, and I think it fills a gap in the vocations
presented in Mythus.  I've always felt that Conjurers should have their own
vocation, and I've classified it as part of the Dweomercraefter category.
I hope it fits your needs.
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CONJURER VOCATION:
    The Conjurer is a specialized form of dweomercraefter.  Rather than
taking the "standard" magickal courses of his or her peers, he or she
learns how to invoke and control beings and spirits from other planes and
spheres, such as elementals, shadow-creatures, spirits, animals, undead,
Phaeree-kind, and outer-planar beings of Cthonic, Supernial, and Pandemonic
nature, as other-planar forces and effects.  They use such powers to
perform services and tasks for others.  When designing this persona, think
of oracluar knowledge, demands of service, invocations, feats of wonder,
pentacles, receptive circles, tools of power, entertaining tricks,
exaction, abjuration, spiritual entrapment, the structure of the
multiverse, the outer planes, Preternatural and Supernatural servants,
other-planar activity, and the like.
    For persona development, this vocation is best used as the base for the
true Conjurer, as well as Enchanters, Invocators, and Thaumaturges (if of
Full Practice).  Sorcerors and Demonurgists too could be created via this
vocation.  One could also use this as the base for an Adept or Hermaturge--
although the alchemy portions would be overshadowed by the Conjuring in
these cases.
    N.B.  This is a MENTAL vocation, even though the actual K/S area of
Conjuration is a Spiritual one.  As the practioner is considered to have
specialized in Dweomercraeft, with related skills in that area, it makes
sense to classify this vocation as Mental...otherwise, it would lean more
towards what's already covered in the game system by the Theurgist
vocation.
Vocation Category:  Dweomercraeft
Vocation:  Conjurer
Trait:  Mental
SEC Range:  3-9
SEC at Start: 6
Conjurer (Physical TRAIT Vocation)
K/S Areas                         Base STEEP     ATTRIBUTE
Aportropism*                            12       (MMCap + MRCap) x 0.5|
Cryptography                            12       (MMCap + MRCap) x 0.5
Demonology*                             16       MMCap|
Dweomercraeft(1)*                       24       MMCap|s
Foreign Language, Arcane Magickal       12       MMCap|
Foreign Language, Hiero-AEgyptian       12       MMCap|
Influence                               12       MRCap s
Mathematics                             8        MMCap
Combat, Hand Weapons                    4        (PMCap + PNCap) x 0.5
Handicrafts/Handiwork                   8        PNCap
Survival                                4        PMCap|
Alchemy*                                8        SMCap|
Astrology*                              12       SMCap|
Conjuration*                            24       (SMPow + SPPow) x 0.5|
Divination*                             8        SPCap|s
Exorcism*                               12       SMCap|
Metaphysics*                            16       SMCap|
Multiversal Planes/Spheres              16       SPCap s
Occultism*                              16       SMCap|
Pantheology*                            12       SMCap|s
Religion*                               8        SMCap|

Total                                   248
s This K/S area has sub-areas
| <Frank, turn this "|" into a bullet>  This K/S area works differently
than "standard" ones.  See the individual K/S area description for details.
    (1)  The persona, in addition to getting knowledge in the general
castings, gets a choice of one of the schools (sub-areas),  as the conjurer
is considered to have formal Dweomercraeft training.  This school will
usually determine what types of beings the conjurer will specialize in.
Note that most on AErth choose the elemental school, with the gray school
being a close second for the more "hedge-conjurer" showman types.  Note
that the user has the standard chance of gaining Full Practice ability--
such Conjurers are usually dubbed Thaumaturges.
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