Chapter 3: Professions

Common Professions

Most professions I a fantasy setting are the mundane professions of the commoners. However, it can be important for roleplaying purposes to know where your character came from, and many of these more mundane skills can come in handy during adventures. A list of some common professions follows:

Alchemist, Animal Handler, Astrologer, Blacksmith, Brewer, Carpenter, Cobbler, Cook, Cryptographer, Dancer, Engineer, Farmer, Fisher, Forger, Gambler, Gem Cutter, Healer, Herbalist, Historian, Jester, Leather worker, Mason, Miner, Musician, Navigator, Painter, Potter, Priest, Sailor, Singer, Survivalist, Tailor, Thief, Tracker, Trapper

Magic

Paragon Magic

Paragon Magic is when some skill or art from is refined to the point where it bend and shape magic itself. The effects that can be created are often quite narrow in scope or flexibility, so each type of paragon magic is usually composed of only one skill.

Paragon Musician

The most common example of paragon magic in fantasy settings is the use of music to charm or discourage enemies and bolster allies.

Wizardry

Wizardry is the knowledge of how rituals, material components, and arcane runes can be used to manipulate magical energies. Most acts of wizardry are long rituals. Some of these rituals can be used to imbue an item or the wizard himself with special power that can be activated later.

There are three professions that represent knowledge and skill with wizardry. Some spells may require a level of proficiency in more than one field of magic to be effective. The three fields of wizardry are described below:

Conjuration

Summoning Extra-Planar Creatures, Teleportation, Elemental Magic (Inner Planes), Illusion (Conjuring from Imagination)

Invocation

Summoning Spirits, Binding Spirits and Summoned Creatures, Divination, Enchantment

Transmutation

Changing Shape or Size, Changing Physical Properties, Altering Energy, Converting Matter, Bending Time and Space

Psionic

Psionic magic is controlled by force of will and an intimate understanding of how to use that will to shape magic. A psion uses their power in the moment, shaping psionic effects on the fly.

There are five main fields of psionics, each of which is a separate skill.

Telekinesis

Moving objects

Telepathy

Observing and manipulating the thoughts of others

Extra Sensory Perception

Predicting the future, seeing the unseen

Teleportation

Movement through time and space

Metabolics

Controlling your metabolism, overcoming poisons, healing rapidly

Divine

Divine magic is magic that comes from the gods, or from the power of faith.

There are two ways to channel divine magic, either through thaumaturgy or through rituals.

Thaumaturgy

Thaumaturgy, miracle making, relies on your bond with the object of your worship. As this bond is strengthened you have more power to work with, which determines how often you can create a miracle and how powerful that miracle can be. Your skill in thaumaturgy determines how effectively you can channel that power. A character with less skill might not get everything they ask for or the miracle may backfire. A character with a weak bond will fail to work the miracle at all and may hurt the bond that they do have if they ask for too much.

Rituals

Rituals call the direct attention of the object of worship or its servants. Usually a sacrifice of some kind is required for the ritual, depending on the power of the ritual. Once the ritual is cast the caster's need and worthiness are assessed by the divine. If the caster is found both needy and worthy, and if the sacrifice was sufficient, then the ritual succeeds. If the rituals was performed wrong it will likely have no effect, but if the caster is found unworthy or if the sacrifice is insufficient then the caster may be punished for their hubris at performing the ritual.