Specialist: Difference between revisions

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The opposite of a specialist is a [[Generalist|generalist]].
The opposite of a specialist is a [[Generalist|generalist]].


====  Specialists in Your Saga ====
==  Specialists in Your Saga ==


The [[Troupe]] should consider the power and availability of specialists in its [[Saga|saga]]. These depend on the saga's assumptions, and can vary the power-level of the setting widely.  
The [[Troupe]] should consider the power and availability of specialists in its [[Saga|saga]]. These depend on the saga's assumptions, and can vary the power-level of the setting widely.  
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* Magic Items: Usually Verditius magi. Crafting magic items with specific kinds of effects will require specific specializations, so no single magus will just make 'magic items' in general - magi will specialize in creating magic items with speific kinds of effects.
* Magic Items: Usually Verditius magi. Crafting magic items with specific kinds of effects will require specific specializations, so no single magus will just make 'magic items' in general - magi will specialize in creating magic items with speific kinds of effects.


Specialists may also be devoted to particular areas, such as [[Magic Theory]] or the [[Faerie Realm]].
Specialists may also be devoted to particular areas, such as [[Magic Theory (Ability)|Magic Theory]] or the [[Faerie Realm]].


The level of power of specialists is heavily dependant on the resources and virtues available to them, as well the acceptable social practices. At the low end of the specturm, the guidelines for elder magi indicate a Lab Total of about 90 (two Arts at 40, plus aura, intelligence, and so on). At the high-end, specialists may reach far, far higher lab totals. Here are some considerations:
The level of power of specialists is heavily dependant on the resources and virtues available to them, as well the acceptable social practices. At the low end of the specturm, the guidelines for elder magi indicate a Lab Total of about 90 (two Arts at 40, plus aura, intelligence, and so on). At the high-end, specialists may reach far, far higher lab totals. Here are some considerations:
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[[Category:Hermetic Magic]]
[[Category:Hermetic Magic]]
[[Category:Fan created]]

Revision as of 04:35, 28 April 2013

In the context of Hermetic Magic, a specialist is someone who, unsurprisingly, is specialized in a narrow field of expertise. As the proficiency of a magus in terms of creating a certain magical effect is based on his score in the corresponding Arts, a specialist tends to focus on one or two Form/Technique-combinations at which he is very (often excessively) good, while his other Arts, lower prioritized interests at best, are kept low.

Under normal circumstances, it takes a specialist in a certain field to create a really powerful magical effect. Only specialists have Form/Technique-combinations high enough to casts a high level spell, develop such a spell in a reasonable amount of time, or likewise create a magical item with considerable power. Specialists are often sought-after by other members of the Order for reasons that are as varied as there are Form/Technique-combinations. The blasting CrIg-Flambeau springs to mind, as does the CrCo-animist, the latter of which can be a life safer when it comes to Longevity rituals. Many a Quaesitor has at least some competence in InMe.

The opposite of a specialist is a generalist.

Specialists in Your Saga

The Troupe should consider the power and availability of specialists in its saga. These depend on the saga's assumptions, and can vary the power-level of the setting widely.

The availability of specialists relates to the social structure and traditions of the Order. In most sagas, for example, a Tremere magus can likely procure the aid of many specialists through his House, while an House Ex Miscellenea magus will need to resort to the "general market". It is also possible that some specializations are available, while others are rare or nonexistant. Some specializations to consider include:

  • Longevity: Creo Corpus specialists to fashion longevity rituals. Longevity specialists are generally assumed to be available in the canon.
  • Healing: Creo Corpus specialists, which naturally leads to an interest in longevity and in corporeal necromancy as well. Since Hermetic magic finds healing somewhat difficult (requiring Raw Vis and rituals), non-Hermetic traditions can be of great use here. Healing traditions mentioned in canon include the Leper Magi of House Tytalus, and the Pharmacopoeians of House Ex Miscellanea.
  • Investigation: Intellego specialists, possibly augmented by non-Hermetic traditions and Virtues, such as Divination or Astrology. Investigators are particularly valued in House Guernicus, for their capability of uncovering Hermetic crimes.
  • Combat: There are various combat specializations, mainly include fire magic (Creo Ignem), destructive magic (Perdo Corpus), and earth-magic (Rego Terram). Combat-focused magi are associated with House Flambeau, but capable specialists may be found in any House.
  • Magic Items: Usually Verditius magi. Crafting magic items with specific kinds of effects will require specific specializations, so no single magus will just make 'magic items' in general - magi will specialize in creating magic items with speific kinds of effects.

Specialists may also be devoted to particular areas, such as Magic Theory or the Faerie Realm.

The level of power of specialists is heavily dependant on the resources and virtues available to them, as well the acceptable social practices. At the low end of the specturm, the guidelines for elder magi indicate a Lab Total of about 90 (two Arts at 40, plus aura, intelligence, and so on). At the high-end, specialists may reach far, far higher lab totals. Here are some considerations:

  • How high are their Arts? The guidelines indicate an Art score of 40 as the practical maximum, but does this include the effect of Affinities and other virtues?
  • How many assistants? The base Lab Total may very reasonably be increased by a familiar and apprentice. It is also fair to expect the aid of the commisioning magus, and perhaps that of his own familiar and possibly even his own apprentice. The addition of other magi to the broth, even at the expense of less effective contributers, can greatly increase the final Lab Total.
  • What Intelligence? A few rituals and a modest investment of Raw Vis can increase the intelligence of any magus, his familiar, and apprentice to +5. Do all involved share this intelligence score, or are intelligence scores lower? Who has what Intelligence score?
  • Are the lab specialization rules for Covenants applied?
  • How common and available are certain virtues, like Magical Focus, to NPC magi?

Depending on the options that are allowed, magi can reach very high lab totals. For example, here are three cooperating magi:

[begin:.quote] 40 Technique