Many wizards, mages, priests, and others of their ilk claim that modern magic began with the establishment of their traditions and institutions. But anyone who has traveled through the gloom of Spiderwood or in the depths of Balgrendia knows better. Magic and its practice have thrived across Rûl for as long as people have lived here. Many of the present-day magical societies owe their insights to these primitive systems and have adapted them to suit their needs. In some parts of the world, however, the old ways hold, and the students of these ancient techniques strive to prove that their methods are the equal of any of those used in the civilized world.
Wangateurs are a class of wise men and women who tend to the needs of the tribes to which they belong, offering guidance in difficult situations and using their magic to drive off evil spirits, foster healing, and protect their people from the gathering dark. Although many act as agents of good for their kind, many wangateurs dabble in dark magic and become corrupted by their studies.
Wangateurs often begin their careers as magicians, having discovered several traditions with which to mold the foundation of their work as wangateurs. Others might have begun as rogues, tricksters, and scoundrels who stumbled onto the art or learned it from a master. Few priests become wangateurs, because this path eschews the trappings of organized religion in any form.
Level 3 Wangateur
Attributes. Increase two by 1
Characteristics. Health +3, Power +1
Languages and Profession. You can speak another language or add a profession to your list of professions.
Magic You discover the Curse tradition or the Spiritualism tradition. If you have discovered both traditions already, you instead learn one spell from either tradition.
Ensnare Spirit If you are carrying a totem as your implement of magic when a spirit within short range becomes incapacitated, you can use a triggered action to ensnare it with your totem. The spirit remains ensnared until you release it. As long as you have at least one ensnared spirit, you make all Perception rolls with 1 boon.
Unravel Magic You can use an action to make an Intellect challenge roll to end an effect created by a spell you did not cast. If the spell is of a rank higher than you can cast, you make the roll with 2 banes. You can release a spirit you ensnared with your Ensnare Spirit talent to get an automatic success.
Level 6 Wangateur
Characteristics. Health +3
Magic You learn one spell.
Spirit-Bound Curse When you cast a Curse attack spell, you make the attack roll with 1 boon and the target makes any challenge rolls to resist the attack with 1 bane. You can release a spirit you ensnared with your Ensnare Spirit talent to increase the number of boons or banes to 3.
Level 9 Wangateur
Characteristics. Health +3, Power +1
Magic You learn one spell.
Beneficent Spirit When you cast a Life spell on a target, the target makes challenge rolls with 1 boon for 1 minute. If you release a spirit you ensnared with your Ensnare Spirit talent, you can also remove one of the following afflictions from the target: charmed, compelled, diseased, frightened, or poisoned.
Menacing Presence Whenever you cast a Curse spell or a Spiritualism spell, you can choose one creature within short range that can see you. The target must get a success on a Will challenge roll or gain 1 Insanity.