The basic tool by which the style of a Wizard’s magick is expressed is provided by the Quinque Artes, described above. The first inclination in style is the choice of specific charms, as each charm the player chooses for his character is limited to being cast only by certain of the arts. Divination charms stand alone, as do the charms of Glamourie. Most of the charms that can be cast by means of Enchantment can also be cast by means of Sorcery – and vice-versa – and all of these can also be cast by means of Naming. In contrast, a fair number of Naming charms are exclusive to Naming.
No player is required to equip his Wizard with charms representing all five of the Arts.
The Five Arts embody the methods of executing works of magick. They are used here to reflect the lines along which schools of magick are divided, as sometimes described in the folk traditions and historical record that have come down to us in the modern day.
In any event, they are the basic tools with which the creation and manifestation of all magicks in the worlds of RoM are accomplished. Each of them represents a separate set of integrated skills and collected knowledge.
A Wizard who purposefully pursues knowledge of all Quinque Artes is called an Arch-Mage.
However, it is probably more common for Wizards to establish a strong personal affinity among the Arts, usually rather early on in his career, and perhaps even a couple of the other Arts to a lesser extent. This may be by choice during Character Creation or slowly, over time through active game play.
For those players who prefer to focus their attention:
- Each Wizard character is granted (TR) points during Character Creation to divvy up among the Quinque Artes and assign as bonuses. The appropriate bonus is added to the character’s charm AV. whenever he casts a charm by means of an Art in which he has a bonus, regardless the specific charm cast (so long as he has skill with it).
- The player canNOT grant any bonus points to any Art NOT represented among the charms in the character’s portfolio.
For example, if the TR 5 Wizard Edwinna Puddlewhompus has a +5 bonus to Enchantment, that bonus is added to her AV every time she casts a charm by means of Enchantment, regardless of the specific charm cast, i.e. Armor Enchantment/Armorskin may be cast by means of Sorcery, Enchantment or Naming, but only when Edwinna casts it as an Enchantment (directly on the object she wants to protect) does she get her +5 bonus to her casting AV.
IF Edwinna has been equipped with no charms that can be cast by means of Enchantment, her player can’t allot any bonus points to the Art of Enchantment.
- Every TR earned through active game play thereafter provides one (1) additional bonus point to be allocated towards one of the Arts represented among the character’s charms.
The Art(s) a Wizard favors are most strongly identified by the allotment of these bonus points, the Arts with which he identifies most (as applicable).
By means of the specialization bonuses above, the Five Arts are considered to best express a Wizard’s “style” of magick. Those who aren’t interested in specialization in this manner, such as Arch-Mage characters, are not otherwise distinguished in game terms from their fellows in the Quinque Artes Magickas.
IF/When your Wizard character has one Art in which you have awarded twice as many bonus points as the next higher Art bonus, he becomes primarily identified with that Art.
Those who favor Divination are commonly referred to as Seers, Sybils, or Oracles.
Those who favor the study of Enchantment are called Enchanters,
Those who prize Glamourie above the other Arts are called Shadow Weavers.
Those who study Sorcery primarily are called Sorcerers.
Those who devote their magickal pursuits to the Arts of Conjuring, Summoning & Binding are known as Master or Mistress Namers, or simply Namers.
When the character reaches this point he is likely to associate with others of a like mind in the craft, to share ideas and compare notes from time to time, or simply because it is easier to associate and communicate in general with those who have a similar frame of mind and approach to the trade.
These five arts embody the methods or approaches available for executing any and all works of magick in RoM. Each represents a separate set of integrated skills and collected knowledge. They are used here to reflect the lines along which schools of magick are drawn, described in the folk traditions and historical record that have come down to us in the modern day. They are the basic tools with which the creation and manifestation of all magicks in the worlds of RoM are accomplished.
While the majority of the charms in RoM each belong only to a single Art, particularly those that belong to the Arts of Divination and Glamourie, there is much fluidity between Enchantment, Naming and Sorcery. A fair number of the charms available under the Art of Naming belong solely to that Art, however, while none of those that appear under the rosters for Enchantment or Sorcery are exclusive to either of those two Arts.
When a charm may be cast by more than one Art (as is especially found among charms shared between Enchantment, Sorcery and Naming), you must choose which Art your character is using to meet his needs EVERY time you wish him to cast it. It is imperative that you make perfectly clear which Art your character is using in these cases.