Enchanter
Almost everywhere across the continent of Talislanta magical creations are in demand. While examples of ancient arcane works can be found in tombs and abandoned ruins, they are hazardous to reach and occasionally hazardous to handle. Therefore, the crafting of magical items through the practice of enchantment is a widespread practice.
In cultures where magic is widely practiced, such as Cymril, enchanters often sell their wares in shops. In other cultures where magic is less common, enchanters produce just enough to support their fellow tribesmen who take care to protect them while they work. Since enchantment works in conjunction with magical Modes, there is always the possibility of mishap or danger while crafting magical devices, and therefore Enchantment is often first learned as a neophyte and later mastered by experienced magicians.
Each time this Path is taken ages the character 6 years.
Prerequisite
Alumnus or Neophyte Magician
Attribute Adjustments
- CR -1
- MR +2
- INT +1
Skill Ranks
12
Preferred Skills
- Arcane Lore
- Artificer (Handicraft)
- Astrology
- Cryptography
- Enchantment
- Haggle
- Merchant
- Mode (Enchantment)
- Mode (Any two)
Available Quirks
- Acute Sense
- Ambidextrous
- Benefactor
- Hobby
- Familiar
- Literate
- Magical Item
- Pet
- Rich
- Single Minded
- Strong Willed
Starting Equipment
- Spellbook or equivalent
- Belt pouch containing various spell components
- Small apartment or house
- 2 enchanted items of choice
- 150 gl in assorted currency