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Callings

Phoenix Sagas has eleven playable callings. Familiar fantasy names make their broad promise readable, but each calling is defined here by its own aptitudes, training profile, magical access, and signature play. There is no public three-tier class ladder.

Your choice is permanent. It does not lock ordinary disciplines: any calling may learn weapons, stealth, survival, Lockwork, Field Medicine, item magic, and other shared skills when it can afford the training. A calling makes some careers natural and others costly; a few signature arts remain exclusive.

The eleven at a glance

Calling Aptitudes Magic Signature
Warrior Might, Resolve foundational circles at foreign cost arms mastery, battlefield techniques, Warriors' Guild
Rogue Finesse, Insight foundational circles at foreign cost stealth, boxwork, theft, Rogues' Guild
Monk Grace, Resolve Lesser Coal; other foundations familiar unarmed combat, footwork, willed defenses
Ranger Grace, Resolve foundations familiar; Ranger's Wheel tracking, fieldcraft, companions, Verderers
Bard Presence, Finesse foundations favored; Bard's Wheel held songs and LORESING
Paladin Might, Resolve foundations favored; Paladin's Wheel heavy defense, consecrated arms, patron magic
Wizard Attunement, Insight foundations, Greater Vein, Wizard's Wheel bolts, familiar magic, enchantment
Cleric Resolve, Attunement foundations, Greater Breath, Cleric's Wheel wards, resurrection, Hearthwardens
Empath Resolve, Vigor foundations, Greater Breath, Empath's Wheel BEAR, burden, self-mending
Sorcerer Attunement, Presence foundations and Sorcerer's Wheel disruption, curses, bound entities
Savant Insight, Attunement elemental Wordcraft; no circles live form-and-element composition

The two aptitudes alternate a one-point increase every four levels. They are a nudge, not a free creation block or a prohibition. See Character Creation.

Training profiles

Every calling names favored and familiar discipline families. Favored study is cheaper and deeper, familiar study uses the base rules, and foreign study is expensive and shallow. Every level supplies the same 60 Training.

Use the live trainer before committing points:

CHECK IN
TRAIN
TRAIN DODGING
TRAIN LESSER BREATH

The guides describe good directions, while TRAIN remains authoritative for your character's current price, fit, ranks, depth, and available Training.

Circle access

Lesser Breath, Lesser Vein, and Lesser Coal form a common foundation. Every non-Savant calling can study them, with its Circle Studies affinity determining price and depth. Greater Breath and Greater Vein are advanced traditions; each named Wheel is a calling's signature tradition. The Deep Wheel is found magic rather than ordinary training.

A Savant uses no circle catalogue. Its form-and-element Wordcraft is a separate magical grammar, mutually exclusive with circle study. See Magic.

Catalogue codes are addresses, not rank requirements or mana prices. SPELLS prints every known working with its actual requirements and cost.

Signature gates

Most actions are skill-gated, but these calling identities are deliberately protected:

Art Calling What it does
ENCHANT and deep enchantment Wizard permanently improves equipment
LORESING Bard reveals an item's worth, weight, make, and history
BEAR and clinic patients Empath removes another's injury as personal burden
elemental wordcraft Savant composes magic from learned words
calling guild lessons Warrior, Rogue, Cleric, Ranger opens the hall's authored craft track

Resurrection is a Cleric circle specialty, but ordinary Field Medicine, remedies, shrine offerings, item use, foraging, skinning, Lockwork, and pets are open to every calling with the required training.

Guilds

Four callings currently have a dedicated hall:

  • Warriors' Guild — weapon and battlefield drills in Lanternwatch.
  • Rogues' Guild — Lowwork, Wardcraft, and Misdirection in Emberford.
  • Hearthwardens — service and sacred-fire offices behind the Coldhollow chapel.
  • Verderers — trails, signs, and field duties north of Emberford.

The other callings train normally at an inn. Guild membership, dues, lessons, and rank are separate from ordinary skill training.

Choosing a first calling

  • Choose Warrior to learn posture, stance, weapons, and techniques with a durable body.
  • Choose Rogue if stealth, locks, traps, and opportunistic combat sound like the game you want.
  • Choose Ranger for a mixed trail life with weapons, fieldcraft, and a dedicated circle.
  • Choose Wizard for the broadest introduction to circle magic and enchantment.
  • Choose Empath if healing other players should be active resource management, not a button press.
  • Choose Savant if you want to build each cast from a grammar instead of selecting a catalogue entry.

See also

  • Character Creation — stats, ancestry, aptitudes, and point allocation
  • Skills and Training — Training, affinities, prices, and rank value
  • Magic — circle catalogues and Savant wordcraft
  • Combat — stance, posture, Attack, Guard, and Fortune