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Arcane Background Educated

Arcane Background (Educated )

  Arcane Skill: Arcane Education Essence (Smarts)
Starting Powers: 6
Starting Power Points: Each profession is given Enercells upon graduation from the academy (at character creation.) Check list below for number and size. The Enercells are at full charge and can be recharged with your power point recovery.
Power Point Recharge: Once per day, roll Casting Die then multiply the result by your profession multiplier: Listed Below
Profession Multiplier & Starting Enercells :
Multiplier Number of Enercells Pwr Points Per Cell
Essant 3 5 5
Mage 2 5 3
Arcknight 2 2 3
Spell List:
armor, barrier, blast, bolt, boost/lower trait, deflection, detect/conceal arcana, elemental manipulation, entangle, invisibility, light, environmental protection, obscure, quickness, shape change, smite, speak language, speed, and teleport.

Background: The Educated have just basic control of essence during childhood. When the child enters puberty, essence surges into them with no ability to control it. The Magi seek out these children, test their potential, and educate them at the Academy for Arcane Studies. They are educated in Abjuration, Transmutation, Conjuration, Divination, Enchantment, Illusion and Necromancy.

Mechanics: The Magi use arcane focuses, or Enercell Stones to hold Power points to cast spells.

Shorting: Modification Page 151 Characters with the Educated background CANNOT short spells. They must have the points or stored points to cast.
The Enercell is the product of The Academy Of Arcane Studies. It allows the storage of essence to be used by everyone on Terra and can be built into devices to act as rechargeable essence batteries. The Enercell has become sort of a profit center for the Academy. It is very expensive at a cost of $1000 per single power point worth of storage.   The Enercell has a few slight drawbacks. If it is ever fully drained it is destroyed and becomes dust. If it is over charged it explodes (doing Blast spell damages equal its power-point rating.) Enercells act oddly when in close proximity to each other, the larger of any two stones pulls essence from all smaller stones nearby and can easily become overcharged. The smaller stones can become totally depleted and turn to dust. Casters, to counter these issues, only carry stones of matched size and keep them separated from each other.   Since it takes very little essence (power points) to maintain a spell once it has been cast, the Enercell can keep a spell going for long periods of time, months or even years after original casting.
Type
Arcane

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