Ambrielle has been studying in Dweomer all her life, and for most of it, that was all she ever wanted. As she got a bit older, however, she started to think more and more about the world outside of the city walls. The more she learned of the chaos outside of the relative safety of her home, the more she felt she could learn so much more by being in the thick of it. She needed to be in the thick of it, even knowing that it'd limit her potential in Dweomer.
After much thought and meditation, she finally decided to leave her home on a Sojourn, to help find and improve herself so she can live up to what is required of her. Or so she keeps telling herself. She fully plans on coming back home one day, but for now, she can't resist the call of a world she's sure she can help.
What good is power...
if you’re not going to use to help people. And there’s a world of people who need help outside of Dweomer.
Invoke: When coming to someone's aid..
Compel: When she can't help but risk herself to help others.
Test your might.
Bettering yourself is best done by finding dangerous situations to put herself into.
Invoke: When using magic.
Compel: When not backing down from a fight, no matter what.
Winning's not killing.
Sometimes coming out on top doesn't mean killing those beneath you.
Invoke: When choosing to evade, escape or avoid a direct confrontation with a foe.
Compel: When the direct approach really would be the easier or more efficient option.
Major Gateway: Lord Magus (1)
The Lord Magus is an elite spell caster, the best, in versatility, Dweomer City has to offer.
Arcane Fundamentals (0)
For those schools of magic that deal in study and learning – which is most of them – this Purview is often the first a new mage is taught. It’s a pretty mixed lot in general. Basic energy manipulation, basic armor spells, basic telekinesis, basic countermagic. The key word in there is ‘basic’. These are all things that are either relatively easy to teach neophyetes or essential to their future success and survival. As a rule, they tend to scale fairly well as a mage grows in knowledge. Very few people ever regret learning the fundamentals.
Tricks of the Light (0)
Illusion is the name of the game here. Causing others to see what is not there not by clouding their minds but by deceiving their eyes. This purview is about the manipulation of light at its basic level though as a mage masters it, illusions of bewildering complexity become possible.
Arcane Mastery: Tricks of the Light (1)
Some mages either have a natural talent or a long history with a particular purview. They tend to have a wider range of spells within that Purview and know how to get more out of them. Select an Arcane Purview that you already have. You have +2 Arcana when casting from that purview.
Boons meant to enhance, lift up and empower are the province of those spells collectively known as blessings.
Arcana - I Have The Power (1)
You’re better at channeling power than most mages, harnessing your inner potential. You gain +2 when attempting to overcome an obstacle that requires raw arcane might to deal with.
Will - Indomitable (1)
+2 to defend against Provoke attacks specifically related to intimidation and fear.
Practitioners of the healing magics are often in high demand and few more so than those who undertake to study the magic of Restoration. It is said that all life is magical and to a certain extent that seems to be true (even if it is also true that most life is not notably magical). Restoration spells nurture that magic, directing it to encourage the body and mind to knit back together, cure maladies and sooth souls.
Lore - I’ve Read about That! (1)
You’ve read hundreds—if not thousands—of books on a wide variety of topics. You can spend a fate point to use Lore in place of any other skill for one roll or exchange, provided you can justify having read about the action you’re attempting.
A conglomeration of events ends in a discussion about the Magic Zone