Schools of Wizardry tend to focus on study and growth of knowledge. Members of the School are called Adepts and can learn to use the Spells of that School's Grimoires as magical abilities, either augmenting their mundane skills or as Active Magic.
Requirements
To 'upgrade' from a Worshiper to Adept (or to begin play as an Adept), the player must spend 3 hero points (or a combination of HP and freebie slots during character creation) to gain:
- Member of [Academy or School]
- Rule of [Founder] -- provides knowledge of the school's practices.
- Know [Founder] -- used for Piety rolls if necessary. Seperate skill from "Worship [God]"
- Adepts have all the benefits of a normal Worshiper (indeed, in many ways they still are simply a lay member of the Church).
Magic Gained
- Symbolic Sight -- Allows the adept to perceive magical and otherworldly power in the area.
- Create Portal of Power
- Characters who begin play as Adepts gain all of the Use [Grimoire] skills of their Academy's at 17, and Talismans for three spells from each Grimoire at 17 as well. (p.18)
- Characters who become Adepts later in play gain one of the Schools Use [Grimoire] skills for 'free' at a rating of 13.
- Adepts are not technically required to Concentrate their magic, however many Churches make it a requirement.
- Concentrating allows Common Magic Spells (as well as the Spells of the Order) to be used Actively, though sometimes the religion may frown on the use of some common magic spells.
Virtues -- the Initiate can select any of the traits seen as 'good' or commonly found within their religion.
Magic Notes