In the mystical world of Arelia, the Vagabonds possess a unique versatility, distinct from other classes. Unlike those who undergo extensive training in weaponry, warfare, or arcane magic, or devote themselves to deities for gaining powers, Vagabonds may interact with all these areas while also developing their own distinctive abilities.

When focusing on their connection with divine powers, wanderers gain significant advantages. While not on par with Divinists, these abilities prove invaluable in various situations for the Vagabonds themselves. Vagabonds' ability to interconnect with divine powers manifests in two primary capacities. Firstly, Asking Divine Favors allows them to invoke divine powers akin to priests, receiving direct support from gods in their endeavors. Secondly, through Divine Enchantments Affinity, they can utilize magical objects and enchantments typically reserved for Divinists.

A crucial distinction arises between Vagabonds who believe and follow specific deities and those without religious allegiance. This differentiation impacts the abilities developed within the Divine Connection skill. Generally speaking, Vagabonds faithful to a deity within the Brotherhood of Light, Neutral Deities, or Dark Forces can only receive divine power from deities within their chosen group. Additionally, allegiance to a deity within a specific group restricts access to objects imbued with opposing divine powers.

Asking Divine Favors

To acquire the ability to cast divine magic spells, a Vagabond must meet two specific requirements. They must possess an Sagacity score of at least 45 and reach a minimum score of 25% into this ability. In this calculation are taken into account the points allocated to this ability along with any modifiers based on their race, class, and Sagacity score. Importantly, this requirement may be met at later stages of character development rather than during initial creation.

Note that vagabonds who invest points in this specific skill gain the incredible ability to request the intervention and help of the deities, even though they are not ministers of the same cults. They must constantly appease these deities; for this reason, they make a mandatory donation equal to 1% of their gross income for every 5 points they invest in this skill. In that regards, only the points allocated to this ability are taken into consideration irrespective of any other applicable modifier. This donation is additional to any that they may already have to pay as faithful followers or ministers of a deity's cult.

This ability is modified by the score that the Vagabond has in Sagacity as follows:

Sagacity Score Modifier Sagacity Score Modifier
45 -9% 75 +9%
50 -6% 80 +12%
55 -3% 85 +15%
60 None 90 +18%
65 +3% 95 +21%
70 +6% 100 +25%

Armor Dependency

The tests in the Divine Connection ability for the Asking Divine Favors method are modified by the type of armor worn based on the reference cult of the divine spell to be used as indicated in the following table:

Deities Group A: Nessuna restrizione solo rigide pesanti - Tanatos (Inquisitori), Azatar
Deities Group B: Argatis, Balilia*, Bazarak, Silvisk, Srodan, Supreme Serpent, Tanatos (Predicatori)
Deities Group C: Tessuto e Chain Mail Elfiche - Arlinir, Druidi, Forze della Natura, Kiun
Deities Group D: No Corazze - Eram, Kalian, Karan, Loky, Tanatos (Frati)

Type of Armor Modifier - Group A Modifier - Group B Modifier - Group C Modifier - Group D
Padded None None None -3%
Leather, Shadow Cloak, Sylvan Hide None None None -5%
Elven or Drow Chain Mail None None None -10%
Studded Leather None None None -15%
Hardened leather None None None -20%
Ring mail None None -5% -25%
Scale mail None None -10% -30%
Lorica Segmentata None None (-5% Supreme Serpent) -15% -35%
Chain Mail None None (-5% Supreme Serpent) -20% -40%
Banded Mail None -10% -25% -50%
Elven Plate Mail None -15% -30% Not Possible
Plate Mail None -20% -35% Not Possible
Heavy Rigid Armors Not Possible Not Possible Not Possible Not Possible

* Regarding the worship of Balilia, armor made of Shadow Iron or Arcanite will not allow the casting of spells from this deity. Furthermore, when applying modifiers as specified in the table where the armor is not made of elven craft and light weight class, the following additional modifications shall be applied:
Common weight class: -5%
Heavy weight class: -10%
Common racial craft: -5%
Dwarven racial craft: -10%

Spell Selection

When Vagabonds are first created and at each subsequent level of experience that is reached, they have the opportunity to choose the divine spells available to them for their missions. The number of spells they can potentially select is determined by their level of experience and their Divine Connection ability score. In this calculation, only the points allocated to this ability are taken into account, along with any modifiers based on their race, class, and Sagacity score. Access to spells is determined by referencing the following table. For instance, if a Vagabond has attained the fifth level of experience and possesses a 50% score in their Divine Connection ability, the Vagabond can choose three spells from Holy Rank I and one spell from Holy Rank II. However, despite being eligible to access the fourth and fifth spells of Holy Rank I based on their level, they cannot select these spells due to insufficient score in Divine Connection.

Holy Rank I Vagabond Level/Divine Connection Score Holy Rank II Vagabond Level/Divine Connection Score Holy Rank III Vagabond Level/Divine Connection Score Holy Rank IV Vagabond Level/Divine Connection Score Holy Rank V Vagabond Level/Divine Connection Score
1st spell Level 1/25% Divine Connection 1st spell Level 5/40% Divine Connection 1st spell Level 7/55% Divine Connection 1st spell Level 9/70% Divine Connection 1st spell Level 12/95% Divine Connection
2nd spell Level 2/35% Divine Connection 2nd spell Level 6/50% Divine Connection 2nd spell Level 8/65% Divine Connection 2nd spell Level 10/80% Divine Connection 2nd spell Level 13/105% Divine Connection
3rd spell Level 3/45% Divine Connection 3rd spell Level 7/60% Divine Connection 3rd spell Level 9/75% Divine Connection 3rd spell Level 11/90% Divine Connection 3rd spell Level 14/115% Divine Connection
4th spell Level 4/55% Divine Connection 4th spell Level 8/70% Divine Connection 4th spell Level 10/85% Divine Connection 4th spell Level 12/100% Divine Connection 4th spell Level 15/125% Divine Connection
5th spell Level 5/65% Divine Connection 5th spell Level 9/80% Divine Connection 5th spell Level 11/95% Divine Connection 5th spell Level 13/110% Divine Connection 5th spell Level 16/135% Divine Connection

The following rules are used to determine the specific spells available for the Vagabond throughout their adventures. For every spell at the Vagabond's disposal, they must choose three potential spells to learn.

If the Vagabond adheres to a religious cult, they must select these three spells from all those within the specified Holy Rank (both general and special) available to the Divinists of the respective cults belonging to the general group associated with their deity. Note that Vagabonds who are followers of more than a religious cult must decide before their first selection which one is their principal cult just for the purposes of using this ability (once made, such a choice cannot be changed).

If the Vagabond isn't devoted to any deity, they must select the three spells, ensuring one is chosen from each cult group (Brotherhood of Light, Neutral Deities, or Dark Forces), from the specified Holy Rank (both general and special).

Spells that, because of their complexity, cannot be written in Holy Magic Scrolls cannot be selected by Vagabonds.

Once the three spells are chosen, the Vagabond designates a favorite one and undergoes a Presence test. The Vagabond has to apply a penalty of -5% for each Holy Rank of the spell. If the Vagabond lacks devotion to any deity, an additional penalty of -10% is applied. Success allows them to choose their preferred spell from the three selected. Failure results in a random selection from the remaining two spells. By applying this rule to each available spell, the Vagabond can select their access to divine spells. It's important to note that if the Vagabond has access to multiple spells of the same Holy Rank, they must select three different spells each time, excluding those previously chosen (even if not eventually selected). Note also that, if the same spell is accessible through various deities, it can only be chosen by the Vagabond for a single selection attempt. Note that the Vagabond cannot use fate points to influence this test but may have the opportunity to use Divinity Points.

Spell Casting

Within each twenty-four-hour cycle beginning at midnight, the Vagabond can try to cast a maximum number of spells available to them (irrespective of the success or failure of the attempts), dependent on their level of experience, as outlined in the table below.

Vagabond Level Daily Attempts Vagabond Level Daily Attempts
1 2 11 7
2 2 12 7
3 3 13 8
4 3 14 8
5 4 15 9
6 4 16 9
7 5 17 10
8 5 18 10
9 6 19 11
10 6 20 11

In doing so, the Vagabond must adhere to all spellcasting rules, except for exceptions specified as follows:

- They do not need to respect the weapon and armor restrictions imposed on Divinists, but will apply the modifier for Armor Dependency as specified above.
- They can cast spells while wielding thier weapons, like if they had acquired the Divinists' gener
al talent "Wielding Sacred Weapons."
- They do not have to perform any daily prayers to attempt to use their divine-related powers.
- Where the use of a holy symbol is required, they can use any holy symbol of a deity that is part of the group of which the deity that offers the spe
ll in included (Brotherhood of Light, Neutral Deities, or Dark Forces). Note that Vagabonds who plan to use the Divine Connection skill may find particularly useful the magic item "Holy Sigillum", which can substitute the common holy symbols.

When attempting to cast a spell, the Vagabond must pass a Divine Connection test, with the following modifiers applied. Success results in a regular spellcasting outcome, while failure entails that the spell has not been cast and any consumable material components has been consumed.

- For each attempt (even if unsuccessful) of spell casting after the first within the same 24-hour cycle: -5% cumulative.

- For spells of the I, II, III, IV, or V Holy Rank, penalties of -3%, -6%, -9%, -12%, and -15% respectively are incurred.

- For each attempt (even if unsuccessful) of casting the same spell after the first within the same 24-hour cycle: -10% cumulative.

- If the Vagabond is faithful to a particular deity and casts a spell from a different deity within the same allied group, a penalty of -5% applies.

- If the Vagabond lacks allegiance to any deity and casts a spell from a cult affiliated with the Brotherhood of Light or the Dark Forces, they face a penalty of -10% until the following midnight if attempting to cast a spell from the opposing group of allied deities. Additionally, a penalty of -5% is incurred if attempting to cast a spell from the Neutral Deities group. Conversely, if the Vagabond's initial cast spell belongs to the Neutral Deities group, a penalty of -5% is applied if attempting to cast a spell from a Brotherhood of Light or Dark Forces cult. Notably, only the first successfully cast spell by the Vagabond in each 24-hour period is considered for these penalties; subsequent attempts or successful spell casting do not alter the penalties throughout the day.

Tier of Spell Casting

If the casting is successful, the spell will be considered cast at a tier of spell casting determined by the Vagabond's level of experience, as outlined in the following table.
Vagabond Level Tier of Spell Casting Vagabond Level Tier of Spell Casting
1 1 11 9
2 2 12 9
3 3 13 10
4 3 14 11
5 4 15 12
6 5 16 12
7 6 17 13
8 6 18 14
9 7 19 15
10 8 20 15

Divine Enchantments Affinity

Divine Enchantments

The Vagabonds who invest points in this skill gain the ability to use magical items typically reserved for Divinists. These items can vary in type but must be usable in some abstract manner by the Vagabond, not solely reliant on skills exclusive to Divinists. For example, a Vagabond couldn't utilize a magical item that increases divine points, as they lack such points. To ascertain if a Vagabond can use a specific magical item, they must undergo an Divine Connection test with a penalty based on the potency of the enchantments present on the item: for every 500 value of the enchantments or fraction thereof, there's a -3% penalty. When attempting to use a magical item typically reserved for Divinists, the Vagabond must pass a skill test. Success means they've effectively used the item as a Divinists would. However, this test must be rerolled for each subsequent use of the item. If the test fails, the item activates as usual but fails to produce any magical effect. For magical items with continuous magical effects when worn, the validity of the roll extends until midnight each day and must be repeated daily to determine if the item functions for the Vagabond.

- If the Vagabond is devoted to a deity of the Brotherhood of Light or Dark Forces, he cannot try to use the enchantments of the opposite divine group, and a penalty of -7% applies where he tries to use an enchantments of the Neutral Deities.

- If the Vagabond is devoted to a deity of the Neutral Deities, a penalty of -5% applies where he tries to use an enchantments of the Brotherhood of Light or Dark Forces. 

- If the Vagabond is faithful to a particular deity and try to use an enchantment from the same deity, a bonus of +5% applies.

- If the Vagabond is faithful to a particular deity and try to use an enchantment from a different deity within the same allied group, a penalty of -3% applies.

- If the Vagabond lacks allegiance to any deity and try to use an enchantment, a penalty of -7% applies.

Divine Magic Scrolls

The same skill can be used by Vagabonds to cast spells inscribed on the Divine Magic Scrolls. Through a successful skill test, they can evoke divine powers from those holy scripts. When attempting to decipher these formulas, Vagabonds must consider modifiers based on the Arcane Rank and the language used to write the spell. Note that the vagabond can try to cast a spell from a Divine Magic Scroll even if he or she does not know the language that the Divinist used to inscribe the spell on the scroll. However, on such occasions, the Vagabond must first decipher the writing with a Divine Connection test and only if this test is successful he would be able to try to cast the spell applying Divine Connection test. The test to decipher is not necessary if the Vagabond has reading and writing capabilities in the language. Each spell requires a separate test, which is a complex action lasting a full round.

Test to Decipher Divine Spells

Where a skill has been inscribed using a language the Vagabond can read and write, no test is required to decipher the spell. It will be considered as the Vagabond has automatically succeeded in the test to decipher the spell.

Please take note that if the magic is inscribed in a language closely related to the one the Vagabond can read and write, they may attempt to decode it using a reading and writing test. This test is conducted as if they possess half (rounded down) of the base skill score required, with penalties applied according to the language's rules. Fate points are not applicable in this test, only divine points. If successful, it will be considered as the Vagabond has automatically succeeded in the test to decipher the spell. However, if unsuccessful, they must employ this skill to decipher the language as if it were entirely unfamiliar to them.

Divine Rank I: No penalty
Divine Rank II: -4% penalty
Divine Rank III: -10% penalty
Divine Rank IV: -18% penalty
Divine Rank V: -28% penalty
Divine Rank VI: -40% penalty
Divine Rank VII: -54% penalty
Divine Rank VIII: -70% penalty
Divine Rank IX: -88% penalty

If the spell is inscribed in a language that the Vagabond does not know how to read and write: -10%, +/- 5% per penalty imposed by the language on the Read/Writing checks.

If the spell is inscribed in a language that is closely related to a language that the Vagabond knows how to read and write: -5%.

Upon a successful test, the Vagabond gains insight into:
- A brief indication of the magic's effects (only if the reader of the scroll is familiar with magic, thus understanding what spell it is). A successful test on the Spellcraft skill, may reveal more details about the magic, its main effects, and how it works.
- The Cult and Rank of the spell as well as the casting tier at which it has been written.
- The success rate of inscribing the spell onto the scroll.

If the test is unsuccessful, the Vagabond is unable to decipher the spell and would be able to try to decipher it again with a new test only after reaching a new experience level.

Test to Cast Divine Spells

Only if a Vagabond as successfully deciphered a spell inscribed on an Divine Magic Scroll, he/she may try to cast it using the scroll.

This is a different way of using this skill compared to deciphering divine spells. For this reason, even if the Vagabond has previously deciphered the holy writing on a scroll, he/she must make a new test at the time of casting the spell based on the above modifiers.

If the Divine Connection Test fails, the Vagabond will not have been able to correctly pronounce the holy writing, and the action will result in nothing (the magic will remain written on the scroll, and the Vagabond can only attempt to cast it again upon reaching the next level).

If the Vagabond has correctly pronounced the holy words, he/she will then use all the applicable rules (link) to cast the spell. Note that to calculate the level of difference between the caster level and the Tier of Spell Casting of the inscribed spell, instead of using the Vagabond's level of experience, the Vagabond will be considered as a Divinist of a level of experience determined by the Vagabond's level of experience, as outlined in the following table.

Vagabond Level Divinist Level Vagabond Level Divinist Level
1 1 11 9
2 2 12 9
3 3 13 10
4 3 14 11
5 4 15 12
6 5 16 12
7 6 17 13
8 6 18 14
9 7 19 15
10 8 20 15