Magical Specialization Perks
Some mages are particularly adept at a specific school of magic, and still others put in extra time at their craft to become better spellcasters overall. Below are perks which represent mages' mastery of magic overall.
Generalist
Your study of a large volume of spells has made you a better spellcaster overall.
You gain 2 additional spellpool dice. You also gain an additional spellpool die for every 6 points worth of spells that you know.
Totemist
Your affinity for your totem's spells is stronger than most
Spells covered by your totem bonuses cost you one less karma to learn, to a minimum of one Karma.
Totem Master
Your exceptionally strong connection to your totem is impressive even to other followers.
You gain 1 additional die to your totem bonuses. If you are required to make a test against totem penalties, such as for Bear, or Horned Man, you may use spellpool on that test.
Prerequisite: Totemist
Combat Mage
You've learned to cast combat spells more effectively and efficiently
You gain +2 dice for combat spells, and gain a -1 bonus to their drain TNs.
Diviner
Your extensive delving into ESP has not only increased your familiarity with the spells, but heightened your senses generally and made you more perceptive.
You gain +2 dice for detection spells. You also gain +1 die to perception tests for every 2 detection spells you know at a force of 2 or greater.
Prerequisite: 2 Detection spells
Healer
Your extensive experience with magical healing has made healing spells much easier to cast.
You gain +2 dice for health spells. When healing damage with magic you may generate a number of automatic successes equal to your magic attribute each day.
Prerequisite: 2 Health spells
Illusionist
Your mastery of illusion spells has made them easier to cast, and given you insight into manipulating appearances and perceptions.
You gain +2 dice for illusion spells. You also gain +1 to stealth and disguise rolls for every 2 illusion spells you know at a force of 2 or greater.
Prerequisite: 2 Illusion spells.
Elementalist
Your experience with elemental forces has made you better at dealing with them.
You gain +2 dice for elemental manipulation spells. You also gain 2 extra dice on resistance tests against elemental attacks that match spells you know at a force of 2 or greater.
Prerequisite: 2 Elemental Manipulation spells
Mentalist
You have become a master of the mind.
You gain +2 dice for control manipulation spells. Net successes on a control manipulation spell that fails to meet threshold may be applied to the spell's drain test as automatic successes.
Prerequisite: 2 Control Manipulation spells
Telekineticist
Your expertise with telekinesis has made you adept at dealing with currents of force.
You gain +2 dice for telekinetic manipulations. Your dodge TNs are reduced by 1 for every 2 telekinetic manipulations you know at a force of 2 or greater; this perk will not reduce dodge TNs to less than 3.
Prerequisite: 2 Telekinetic Manipulation spells
Transmuter
Your experience with transmutations has given you insights into the mutability of matter.
You gain +2 dice for transformation manipulations. The total ballistic and impact armor ratings for your worn clothing are increased by +1 for every two transformation manipulations you know at a force of 3 or greater.
Prerequisite: 2 Transformation Manipulation spells
Summoner
You've developed a pronounced affinity for spirits
You gain +2 dice on conjuring tests. Your summoned spirits with a force of less than 1/2 your charisma find your presence either charming or fearful, and grant you 1 additional service.
Magic Authority
You've come to be well respected in magical circles, and your expertise is recognized.
You may add dice equal to your magic attribute to etiquette tests for purchasing magical gear, and may use your magic attribute as a supplement when speaking on magical matters. Your attribute rating is added directly to your Grey Hat score.
Prerequisite: Any four Magical Specialization perks, Knowledge magic 6, and Magic Attribute 8