Starfox | Home | Campaigns | Al-Qadim | EarthdawnHesabiHesabin are spellcasters well trained in the theoretical aspects of magic. Those who follow other spellcasting Disciplines sometimes disparage Hesabin as "book magicians," but very few have the guts to call a Hesabi that to his or her face. Most hesabin are Ajami - strangers to the Land of Fate whose abilities lie outside the realm of native magics. They may still operate in the Al-Qadim campaign, but do so under limitations. The Hesabi is the classic foreign wizard, and as such has some sort of position in the Land of Fate. Many Hesabin practice their arts in the Land of Fate. Because the Hesabin's ability to dispel and defend against magic is so unique, Hesabin are often highly regarded, though feared. Hesabin study stars, names, mystic patterns, scriptures, the fall of sticks and the entails of animals to find the mystic correspondences they need to use their magic. This type of magic is not yet common in Zakhara, though it is becoming increasingly so. Role: Ajami Hesabin are treated with suspicion. Even the most cosmopolitan citizens of Zakhara harbour a distrust of strangers who hail from beyond the borders of "civilisation"; those who wield magical power are doubly distrusted. Whether a native of the icy North, of the oriental lands of the East, or from space itself, a hesabi who exhibits powers outside the limitations set by Fate is considered a potential danger. The few native Hesabi are often considered exceedingly wise, and work as teachers around mosques or other holy sites. Certain moralists despise and persecute them, however. Equipment: An Hesabi usually lugs around lot's of strange stuff; astrolabes, intricate charts, the skulls of strange creatures. They value these things immensely, but if they are lost they usually acquire new stuff very quickly. Restrictions: Any race and either gender may become an Hesabi. It is possible for a Zakharan to become an Hesabi, but it is a strange an unusual discipline. The male plural title is Hesabin, the female title Hesabaya and the female plural Hesabayin. Important Attributes: Perception Karma Ritual: To perform a Karma ritual, the Hesabi draws a circle at least two yards in diameter, then inscribes a triangle within the circle. Making any corrections necessary for accuracy in drawing the circle, the Hesabi then draws another circle inside the triangle. Then a triangle within that circle, and so on. Soon the Hesabi will be forced to create figures smaller than hand and stylus can possibly draw. He must use the power of magic to continue to draw, even when the results become too small to be seen with the naked eye. The sequence ends with a triangle; the ritual is complete once the final triangle is drawn. Artisan Skill: Calligraphy, tile-laying, painting, recital, poetry. FIRST CIRCLETalents
SECOND CIRCLETalents
THIRD CIRCLETalents
FOURTH CIRCLEKarma: The Hesabi may spend a Karma Point on any action using Charisma only. Talents
FIFTH CIRCLESpell Defence: Increase the Hesabi's Spell Defence by 1. Talents
SIXTH CIRCLESocial Defence: Increase the Hesabi's Social Defence by 1. Talents
SEVENTH CIRCLEKarma: The Hesabi may spend a Karma Point on actions using Willforce and Willpower only. Talents
EIGHTH CIRCLERecovery Test: The Hesabi gains an additional Recovery Test per day. Talents
NINTH CIRCLESpell Defence: Increase the Hesabi's Spell Defence by 2. Talents
TENTH CIRCLEMatrix Split: For a cost of 2 Strain Points, the Hesabi can divide one of his spell matrices (spell matrix, enhanced or armoured matrix) in two. A Split Matrix can hold 2 spells. The combined Circles of the spells cannot exceed the rank of the Split Matrix. Enhanced and armoured matrices that are split can no longer hold threads; holding 2 spells in a matrix is complex enough. Each use of Matrix Split lasts for 24 hours. A matrix can only be split once. Matrix Split may be used on each of the Hesabi's spell matrices, providing he can withstand the Strain. Talents
ELEVENTH CIRCLEPhysical Defence: Increase the Hesabi's Physical Defence by 1. Social Defence: Increase the Hesabi's Social Defence by 1. Talents
TWELFTH CIRCLEKarma: The Hesabi may spend a Karma Point on a Recovery Test. Spell Defence: Increase the Hesabi's Spell Defence by 1. Talents
THIRTEENTH CIRCLEKarma: Increase the Hesabi's Maximum Karma Points by 25. Karma: The Hesabi may spend Karma Points on actions using Dexterity only. Talents
FOURTEENTH CIRCLECasting Triangle: For the cost of 2 Damage Points, the Hesabi may create a Casting Triangle. To create the triangle, the Hesabi must spend a round conjuring a luminescent triangle around himself, each side no more than a yard long. A Casting Triangle only affects the Hesabi who created the triangle, who adds 3 steps to his Wizardry and Spellcasting talents when casting spells from within the triangle. The Casting Triangle lasts until the Hesabi leaves the triangle. Spell Defence: Increase the Hesabi's Spell Defence by 1. Talents
FIFTEENTH CIRCLEPhysical Defence: Increase the Hesabi's Physical Defence by 1. Social Defence: Increase the Hesabi's Social Defence by 2. Talents
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