Illusionist Sage Abilities
Below can be found a list of the knowledge fields and studies available to the Illusionist Class. Starting at 1st level, the illusionist gains one field, and one study within that field. This choice is left entirely to the player.
There are four fields to choose from:
- Civitas: knowledge of the responsibilities and social contracts that draw together citizens of the monarchy or republic, enabling them to act in concert with one another, allowing the character to act within established regulations of the land.
- Humanities: the study of disciplines related to society and culture. This grants critical and speculative knowledge about humanoid existence from a biological and holistic perspective.
- Reality: the understanding of predictable, commonly accepted existence, in relation to the scientific and physical.
- Unreality: an expansive understanding of elusive knowledge, uncommon and unknown to the common people. This knowledge obeys laws of alternate objective reality, deriving from origins that defy ordinary truths.
The studies within these fields are each described more thoroughly on their own pages — and in turn are a number of sage abilities that await possession by player characters and others. Following are a list of studies sorted by their field.
- Current Affairs: a study of present political interactions, enabling the character to identify and explain the sequence of day-to-day events ongoing in the world.
- Guilds: enables the character to understand the organisation and relationships involved in mastering business, regulations, cartels and professional associations. Means of production is included in the knowledge.
- Liberalism: provides the intellectual power to hold discourse upon matters of governance, secularism, religion, the strengths of privilege and representation, and relationships between the rule of law and the social contract, in such a manner as to make change happen.
- Mercantilism: knowledge of the habits and opportunities proposed by trading goods both locally and abroad, as a means of knowing what to trade and to where it should be traded. Provides skill at obtaining the best buy and sell prices.
- Geography: provides knowledge of terrain, political boundaries, travel routes, the location of cities and cultural ethnic groups, as defined by land and sea.
- Language: grants intimate knowledge of writing and communication, enabling the character to communicate with groups who do not use the common language, as well as knowledge of languages from the distant past.
- Law & Policy: studies the system of theological laws, to permit tighter enforcement of the God's will among its believers.
- Logic & Ethics: the study of general and fundamental questions about existence, knowledge, values, reason and mind, enabling the character to teach others and pass along the comprehension of magical structure.
- Publishing: provides knowledge in the writing and dissemination of literature, music or images, most usefully in the creation of magical scrolls and tomes for use by those able to read magic.
- Engineering: gives skills related to fabrication, invention, design, building and improvement of buildings, machines and tools, enabling the construction of complex machines and giving shape to physical space.
- Logistics: provides detailed knowledge surrounding the management of supply, enabling the endurance of a long-term campaign or providing immediate benefits to small parties.
- Medicine: studies the practice of sustaining life through secular and mystical means.
- Physics: a study of physical laws related to the movement of bodies, vibration, sound, optics and light, fire and heat, flight, pressure, electricity, magnetism and the movement of water, air and earth.
- Mutations: provides knowledge of creatures whose inceptions are clearly aberrant, due to its unreal nature or the corruption of some biological design or ancestry.
- Occultism: the investigation into the nature of magic and specifically wild magic, the intrinsic force that permeates reality and acts of its own unconstrained accord.
- Planar Travel & Gating: knowledge of how to transition self and others from one existence to another, granting the wherewithal to cross into the ethereal or across the Astral Plane.
- Steam & Gasgear: enables the manufacture of anachronistic or retrofuturistic technology, using steam and other gasses, gears, valves and ingenuity.
Awarding Knowledge Points
At 1st level, the illusionist player character will gain 12 knowledge points in their chosen study. A d8-1 is rolled for the other studies in the illusionist's chosen field, producing a result of 0 to 7 each. A d4-1 is rolled for all other studies in all other fields, producing a result of 0 to 3 each. Therefore, the illusionist will accumulate sufficient points in every study to most likely become an amateur in all or most studies. Be sure to read the sage abilities page for additional details.
This accumulation is assumed to occur steadily, through everyday discussions with NPCs in settled places, chance reading of books, experiment and insight, whether or not the character ever expresses their intention to gather this knowledge. Time in the campaign is often skirted over ... so we may assume the character spoke to someone in their profession along a road, at a tavern, perhaps finding a shelf of books (and poking through them) during an afternoon's shopping or whenever.
Once the character has gained sufficient levels, the number of both fields and studies are increased. Furthermore, as levels are gained, so are knowledge points, enabling characters to progress from amateur to authority, and thence to expert and sage. At 5th, 9th and 13th levels, the illusionist will gain a new study in a field that the illusionist possesses. At 7th and 13th levels, the illusionist will gain a new field.