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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Origins / Arcanist

Arcanist

Origins

Ability Intellect
Skills at rank 2 Mysticism, Crafting

A wizard, sorcerer or arcane institution took you on as an apprentice. You learned the language of magic, the discipline of study, and the practical craft that keeps spellwork stable: inks, sigils, components and implements.

You gain: +1 Intellect; the Spell Attunement I talent; 2 ranks in Mysticism and Crafting.

Starting Equipment:

  • Apprentice robes or travel clothes with an arcane mantle
  • Artisan's tools (your choice)
  • Notebook of diagrams and formulas
  • Component pouch (chalk, ink, sand, twine)
  • 15 gp

Feature — Apprentice Access: Arcane-friendly circles will usually give you basic shelter, archive access, or an introduction to a local hedge mage, and you can trade a few hours of menial lab work for workspace. This covers apprentice-tier help, not free spells or rare secrets.

Specialty (1d6): Your apprenticeship focused on one branch of the arcane arts. Pick or roll the field you know best. 1. Scrolls and warding circles, 2. Battlefield evocation, 3. Transmutation craft, 4. Alchemy and reagents, 5. Illusion and stagecraft, 6. Summoning theory

Quirk (1d8)

  1. I can't stop taking notes, even when we're in danger.
  2. I speak precisely and correct sloppy magical thinking.
  3. I'm curious to a fault; a locked door feels like a personal insult.
  4. I treat my gear with reverence: tools are promises made solid.
  5. I'm the calm one when things get weird.
  6. I love showing off a little harmless magic.
  7. I distrust 'natural talent' and respect hard study.
  8. I'm irrationally afraid of mispronouncing a word of power.

Ideal (1d6)

  1. Knowledge. Every secret deserves to be understood. Locking knowledge away only breeds ignorance and fear.
  2. Discipline. Raw power without control is a catastrophe waiting for a spark. Mastery comes from restraint.
  3. Innovation. The old ways are a foundation to build on, not walls to live inside.
  4. Responsibility. If I have the power to act, I answer for what happens when I do, and when I don't.
  5. Freedom. Magic shouldn't be hoarded by the rich and the mighty. Anyone willing to learn deserves the chance.
  6. Perfection. There's always a cleaner rune, a stronger alloy, a safer method, and I won't stop looking for it.

Pledge (1d6)

  1. My mentor saved me from ruin; I won't disappoint them.
  2. I stole (or was given) a page of forbidden research, and someone wants it back.
  3. I owe an arcane guild a debt paid in favors, not coin.
  4. A fellow apprentice vanished, and I'm still looking for them.
  5. My tools were made by someone important to me, and they've been lost, stolen or broken.
  6. I carry a thesis, formula or prototype that could change everything.

Flaw (1d6)

  1. I overestimate my preparation and underestimate chaos.
  2. I get defensive when anyone questions my expertise.
  3. I'm tempted by dangerous shortcuts to prove myself.
  4. I freeze when a spell goes off-script.
  5. I can't resist experimenting at the worst possible moments.
  6. I keep secrets too well, even from my allies.

Roll or choose one of each, then pair each with a Virtue or Vice (2 of each).

Features

Apprentice Access. Arcane-friendly circles will usually give you basic shelter, archive access, or an introduction to a local hedge mage, and you can trade a few hours of menial lab work for workspace. This covers apprentice-tier help, not free spells or rare secrets.

Starting Equipment

  • Apprentice robes or travel clothes with an arcane mantle
  • Artisan's tools (your choice)
  • Notebook of diagrams and formulas
  • Component pouch (chalk, ink, sand, twine)
  • 15 gp