Savants
Overview
Savants are those who have received magical powers, either through divine blessing, thaumic artifacts, or the study of runes or alchemy. They typically have access to one or two
domains of magic, and become more skilled in their magic with time and practice.
Most Savants have a magical artifact which they gained their power from. In the event of their death, a Savant may be resurrected with the right magic if their artifact is still intact and has not bonded to a new individual. Alchemists and Runescribes do not have an artifact as they are not technically Savants, and little research has been done on whether or not Savants that lack an artifact can be revived.
Magical artifacts used to create Savants are called thaumic artifacts. Thaumic artifacts are weapons or items that have been infused with a powerful thaumic essence, typically forged into it. These thaumic essences are extremely powerful and quite rare, usually requiring the slaying of a powerful magical creature to obtain. Bonding with a thaumic artifact is not guaranteed, and potentially lethal. Some artifacts will simply refuse to bond to certain people, and some will have a negative effect on the one attempting to bond with it, which may include madness or spontaneous combustion depending on the domain.
An alternate form of thaumic artifact is capturing a thaumic entity with a thaumiconductive item. Thaumic entities such as spellforms and wisps are composed entirely of thaumic particles. This is a high risk choice, as it’s possible for the entity to override the individual attempting to capture it, and even a successful bond is likely to affect the wielder’s mind. Many failed bindings of spellforms and other entities have led to Shades, dangerous creatures as powerful as any savant.
Another method is for a Savant to be gifted their powers by a deity. Some divine Savants are granted additional power by their deity, though in a less physical sense. These individuals are known as Envoys. Envoys act on their deity's behalf, being an almost physical embodiment of their deity's power.
There are three other, rarer, methods. One is spending extended periods of time within a thaumic reservoir, though the exact mechanics of this are not understood. Another method is bonding directly to a thaumic entity, which carries the same risks as conduction. A third and final method is through consumption of a powerful thaumic essence. This is a very high risk method, and has the most dangerous failed bonding effects, but it is perhaps the easiest method.
Unfortunately, bonding to more than two essences and/or artifacts seems to be lethal, or at least none have survived a third bonding
Artifacts are typically split into two categories: living and nonliving. Living is used to refer to ones which contain a thaumic entity or the previous Savant of the artifact. Bonding begins as soon as contact is established and one individual is willing. As such, nonliving artifacts can only be voluntarily bonded to, whereas living artifacts very often force bonding upon anyone who touches them. Savants, however, can not be forcefully bonded to by living artifacts, as they are already filled with a significant amount of magic. They can, however, still bond to them voluntarily.
Bonding Mechanics
Roll a D20 to determine outcome, without modifiers.Artifact
- 1: Guaranteed death
- 2-6: Severe injury, likely death
- 7-9: Minor injury
- 10-11: Failed bonding, minor effect without injury
- 12-20: Success
Consumption
- 1-3: Guaranteed death
- 4-9: Severe injury, likely death
- 10-13: Minor injury
- 14-20: Success
Absorption/Conduction
Step 1: Bonding- 1-3: Guaranteed death
- 4-6: Severe injury, major disadvantage on overpowering
- 7-9: Minor injury, minor disadvantage on overpowering
- 10-12: Minor effect without injury
- 13-16: Minor advantage on overpowering
- 17-20: Major advantage on overpowering
- ≤ -10: Complete loss, you are but a distant memory
- -9 to -5: Loss, though you are still aware, struggling against the entity's control.
- -4 to -2: Though the entity is overwhelmingly in control, you still gain control every now and then, and are always conscious and struggling.
- -1 to 1: Balance. You and the entity now have equal control over your body.
- 2 to 4: Though you are overwhelmingly in control, the entity gains control every now and then, and is always conscious and struggling.
- 5 to 9: Success, though the entity is still aware, struggling against your control.
- ≥ 10: Complete success, the entity is but a distant memory.
Classes:
Lanterneer
Armsmaster
Channeler
Minstrel
Seer
Alchemist
Runescribe
Lanterneer
Armsmaster
Channeler
Minstrel
Seer
Alchemist
Runescribe
Type
Magical, Honorific
Alternative Naming
Hierophant, Thaumaturgist, Blessed, Hero
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