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