Cymry: Arcane Training

Overview

Training, knowledge, and experience play a major role in determining how well and how effectively a Cymry can use his or her talents. Skill is garnered by training and practice. No Cymry bursts from the womb knowing everything and being able to automatically use their powers.

Where you start your character on this scale depends on you, what your plans are for the character’s development and what the Game Managers agree to allow. It is advisable that you leave room for the character to grow and learn, to let their journey through the arcane also be a way to create and nurture bonds and connections to other characters.

Whereas magic, in general, is rated on levels, the ancient teachings of the Cymry list it as degrees. In the parlance of the Cymry, mage refers to anyone with enough training and skill to actively use their various talents. This is generally any Cymry from a 3rd year, 1st Degree to the 6th Degree.

Arcane Training

Between the beginning of the Interregnum until 3539, Cymry had to seek training in secret. After Mikhael Stormdanovich ascended to the throne of Cymeria, adepts and archadepts have started emerging from the shadows and offering themselves as teachers. In 3551, the High Lord mandated that actual schools dedicated to teaching Cymry how to govern and use their powers be established by the Theurgy Guild.

Skills & Degrees

A Cymry’s skill level and ranking are expressed in degrees. A combination of degree and rank is linked to their actual skill level based on the amount of training and experience they have. It should also be noted, again, that different Cymry will progress at different speeds for different abilities.

No, a 1st Degree Novice cannot leap to a 7th Degree Adept’s control or mastery of any of their powers. In fact, even a magical prodigy would not make a leap of that magnitude.

Novice

1st Degree

Required Training: 1 – 3 years.

Details: A novice level Cymry has the very basic abilities and training. It is unlikely they have had more than three years of training, and not less than one year. They have some fine control on their passive abilities. At this level, mistakes would likely be made.

Skills Mastered: They would only be able to enhance their element if it was already present (i.e., to turn a light drizzle into a steady rain, it would already have to be raining).

Control: Basic control of the enhancement’s intensity.

2nd Degree

Required Training: Minimum of 5 years.

Details: A Cymry at the 2nd Degree is a man or woman that has or has had access to higher training. This is rare for the general population unless they have joined the Theurgy or been recruited by the order. Cymry seeking this level of training and knowledge usually have to find a Derwydd willing to take on an apprentice.

Skills Mastered

  • Enhance: They have fine-tuned their ability to Enhance.
  • Control: They can easily exert control over the Enhanced element.
  • Summon: They have the basic knowledge of Summoning and are ready for the next step in training.

3rd Degree

Required Training: 5 – 7 years

Details: The mage has been training for five to seven years and could be considered skilled (or adept) at the skills of Enhancing and Controlling. They are now ready to add basic Summoning, Channeling and Directing to their skills. Their affinity is being honed and strengthened although they would still not have the same level of skill and ability as a 4th thru 7th Degree.

Skills Mastered

  • Enhance: Enhance with little effort.
  • Summon: Summon an aligned element (i.e., their affinity) with little effort.
  • Control: Control its intensity.
  • Channel / Direct: At the third degree, a Cymry would be able to channel their aligned elements to some extent. Channeling requires Controlling, if a Cymry cannot control an element enough to channel it, they cannot direct it.
  • Portals: Knows they exist and probably learning how to recognize their energy signatures.

Journeyman

4th Degree

Training Required: 7 years minimum

Details: 4th Degree mages are generally confident with the basics of their own elements and are starting to train on how to use their elements to mitigate harm from another Cymry (basic self-defense).

Skills Mastered

  • Enhance: Enhance most elements with little effort.
  • Summon: Summon an aligned element (i.e., their affinity) with little effort.
  • Control: Control its intensity.
  • Channel / Direct: At this level, a Cymry would be able to channel their aligned elements with relative ease and confidence. They would now be able to defend themselves using this skill if necessary.
  • Portals: Knows how to recognize a portal, its energy signature and can affect a transfer for themselves and maybe one other person.

Master

5th Degree

Required Training: 10 years; does not have to be steady or consecutive.

Details: 5th Degree mages have trained for at least ten years and are reasonably skilled in their abilities. At this level, the Cymry could start learning Warding and/or Scrying.

Skills Mastered

  • Enhance: Enhance an element with little effort.
  • Summon: Summon an aligned element (i.e., their affinity) no sustained effort.
  • Create: A 5th Degree is adding the ability to create elements, for example, he or she could create a brief rain even if the day were sunny and very dry (low humidity).
    Control: Control its intensity.
  • Channel / Direct: At the third level, a Cymry would be able to channel their aligned elements to some extent.
  • Warding: Learning to create Wards.
  • Portals: Knows how to recognize a portal, its energy signature and can affect a transfer for themselves and a small number of other people (most Transfer portal embrasures or alcoves do not have space for more than five adults.

Adept

6th Degree

Training Required: 10 – 15 years of steady training.

Details: A Cymry at the 6th Degree is considered an Adept. They are quite powerful and quite skilled in using the full range of their abilities. The 6th Degree can use their skills offensively and defensively. They can also set and dispel wards and probably have created or been gifted with their own set of Wards. They could also issue a Challenge to the Duel Arcane and stand a chance of winning even against a 7th Degree.

Skills Mastered

  • Enhance: Enhance an element with little effort.
  • Summon: Summon an aligned element (i.e., their affinity) with little effort.
  • Create: A 6th Degree Adept is adding control to the ability to create their own elements (i.e., those they are aligned with).
  • Control: Control its intensity.
  • Channel / Direct: At the 6th Degree, a Cymry would be able to channel and direct their elements with relative ease.
  • Scrying: Can perform scrying using their aligned elements.
  • Portals: Knows how to recognize a portal, its energy signature and can affect a transfer for themselves and a small number of other people (most Transfer portal embrasures or alcoves do not have space for more than five adults. They can ward or trap portals and probably know the theory on how to construct one.
  • Illusions: create minor, brief illusions.
  • Warding: Probably adept at basic warding. The physical wards (objects) used in the setting of a warded circle, square or star, are generally small and can be easily carried. The most common are small carved stones.

EXAMPLE OF A WARDING RITUAL LINK

7th Degree

Training Required: 15 years or more.

Details: The Cymry Adept has mastered levels 1 thru 6. They have trained for more than fifteen years, and their training continues for life. They can set wards and perform the higher workings as well as do all the major arcane workings. At 7th Degree, the Cymry is on par with a Level 10 practitioner in other arcane disciplines.

Skills Mastered

  • Enhance: Enhance an element with little effort.
  • Summon: Summon an aligned element (i.e., their affinity) with little effort.
  • Create: A 7th Degree Adept has ultimate control over creating their elements.
  • Control: Control its intensity.
  • Channel / Direct: They have fine-tuned and enhanced their ability to channel and direct their elements.
  • Warding: Probably adept at basic warding.
  • Scrying: Can perform scrying using their aligned elements.
  • Portals: Knows how to recognize a portal, its energy signature and can affect a transfer for themselves and a small number of other people (usually no more than 5 adults are a time). They can ward or trap portals and probably know the theory on how to construct one.
  • Illusions: Create stronger, more powerful illusions.

Derwydd (Archadepts)

A Derwydd is at the pinnacle of their training and powers although most consider the arcane to be a lifetime pursuit. The true advantage, however, of the Derwydd is the amount of knowledge and experience they have accumulated. Another advantage is that they are skilled enough to create and control Covens and Grand Covens thus combining the abilities of several Cymry into a single powerful working.