Tarot Magician Tradition:
Drain: Willpower+Intuition. Tarot magic is much more 'intuitive' than logical.
Spirits:(individual powers still pending. Most will copy their elemental counterpart however.)
Light: Use stats as Fire.
Dark: Use stats as Water.
Mind: Use stats as Air.
Body: Use stats as Earth.
Soul: Use stats as Man.
Tarot magicians follow a particular 'card' as their 'idol' or 'totem' as you will. They refer to them as Mentor Spirits, much like Shamans or Idol worshippers, and they have advantages and disadvantages to each one. Tarot Fetishes are always some sort of cards of some kind...usually the Minor Arcana cards(5 of cups, 7 of swords, etc.) The Major Arcana are what are represented in the Mentor Spirits.
I took the basic descriptions from a Tarot site, and from what bit of knowledge of Tarot cards I have, and made the spell/spirit/skill adjustments from there.
I feel that some of the Mentor Spirits might have too harsh of penalties for their benefits in a couple of cases, and vice versa. Anyone is welcome to give some feedback there, as I really would like to balance them well.
There are 22 Major Arcana...0-21. Im not sure what they're going to call their Lodges or anything yet, but that will just be for flavor and the like.
[ Spoiler ]
0-Fool
Traits: Being Spontaenous, Embracing folly, faith, beginning
Benifits: None
Hinderances: None
The Fool is innocent, unpredictable, full of surprises. Some might call him nearly naive. The Fool does not let himself be enclosed by any ideals. They are known to take crazy chances, act uninhibited, and they love going on new journeys and experiencing new things.
1-Magician
Traits: Action, Consious Awarness, Concentration, Power
Benefits: +2 dice to any one Sorcery test(choose at creation). This includes drain from such.
Hinderances: -2 dice to all Conjuring tests.
Followers of Magician act as the ultimate achiever. They are focused, not straying from a path if they have a goal, and are extrodinarily strong willed. They are extremely adept in the Sorcery arts, as Magician's powers have always been in those realms.
2-High Priestess
Traits: Nonaction, Unconsious Awarness, Potential, Mystery
Benefits: +2 dice for Mind spirits, Detection spells and Perception tests
Hinderances: -2 dice Combat Spells. High Priestess followers must make a Composure(3) test to enter an already existing fray.
The High Priestess is excellent at seeing what is beyond the obvious, trusts their intuition and inner voice, and tends to take the high road involving conflict...they prefer not to be involved in such. They strive to discover the unknown whenever they get the chance.
3-Empress
Traits: Mothering, Abundance, Senses, Nature
Benefits: +2 dice Health spells, +2 dice First Aid tests
Hinderances: -2 dice Manipulation spells. Empress followers must maintain at least a High lifestyle.
The Empress is a motherly magician...nurturing life, caring for others, and having a love of Nature. They do, however, enjoy living the high life...and love comforts...welcoming abundance, they like to have more than they need.
4-Emperor
Traits: Fathering, Structure, Authority, Regulation
Benefits: +2 dice Manipulation spells and Intimidation tests
Hinderances: -2 dice Illusions
The Emperor is the ultimate father figure...some might say a bit too fatherly at times, for all their rigidness and structured outlook on life. Still, think of it as 'tough love', the Emperor means well, and makes an excellent leader, someone who commands respect.
5-Hierophant
Traits: Education, Belief Systems, Conformity, Group ID
Benefits: +2 dice Detection spells, Ritual Sorcery, and Instruction tests
Hinderances: -2 dice if undertaking something alone. (Not in a group of ANY kind.) When Hierophant magicians initiate, it MUST be into a magical group of sorts.
the Hierophant is an excellent teacher, full of knowledge, and a conformer...he doesn't like going against the status quo. He is a strong team player, and believes in teamwork and a structured group environment. Embracing tradition, the Hierophant is a staunch protector of the classic group...everyone has a role, and sticks to it.
6-Lovers
Traits: Relationship, Sexuality, Personal Beliefs, Values
Benefits: +2 dice Negotation tests, Body spirits, and Health spells
Hinderances: -2 dice Combat spells. Lover magicians must have a minimun Charisma of 4.
The Lovers symbolize feeling love, struggling against bonds, sexuality, and also finding what you care about, and making ethical decisions. Lover magicians are typically lovers, not fighters, and strive to find harmony in personal relationships. A few of the 'darker' Lover magicians might use their abilities to seduce others.
7-Chariot
Traits: Victory, Will, Self Assertion, Hard Control
Benefits: +2 dice Composure tests, Manipulation spells
Hinderances: -2 dice illusions. Chariot magicians are extremely strong willed, and to change their minds, they must make a Composure(4) test to do so. (Threshhold is higher due to their Composure bonus.)
Chariot magicians are a tough willed lot who love to come out on top. Victory is something they always strive for, and their egos are typically pretty healthy...some might say a bit overpowering at times. They have excellent self conrol, however, and are known for being a determined bunch.
8-Strength
Traits: Strength, Patience, Compassion, Soft Control
Benefits: +2 dice Light spirits, +2 dice Health spells
Hinderances: -2 dice Manipulations
Focusing more on inner strength, Strength magicians have a calm, unshakable composure about them. They excersise a softer control than the Chariot...meeting something hard with something soft to counteract it. They are known to have extreme patience and not jumping headlong into things. They win the fight through tenacity.
9-Hermit
Traits: Introspection, Searching, Guidance, Solitude
Benefits: +2 dice Detection spells, Mind and Body spirits, Instruction tests
Hinderances: -2 dice whenever in a group larger than 3. Is treated as 'Inept' in Ritual Sorcery, the skill costs double to purchase.
The wise old Hermit is one who doesn't like too much company. Much more content to be on his onesome, he's always searching for that greater understanding of things, and doesn't understand why people always need to bond too heartily with one another. He's always looking into himself, trying to look for the answers. He will share his knowledge to those who ask, and makes an excellent teacher, in a one on one situation.
10-Wheel of Fortune
Traits: Destiny, Turning Point, Movement, Personal Vision
Benefits: At the start, choose one spell category and spirit. These two get a +2 dice bonus. Each week, roll a 1d6. 1-Combat 2-Detection 3-Health 4-Illusion 5-Manipultion 6-No Change. This is the new category. Repeat for Spirit(1-Dark 2-Light 3-Mind 4-Body 5-Soul 6-No Change).
Hinderances: As above, choose one spell and spirit category at the start...these recieve a -2. Repeat each week to find the new hinderance. If the same one is rolled(benefit/hinderance), it cancels each other out.
The Wheel takes chances, opens things up to fate, and loves to experience change, movement in a different direction, and new outlooks. Wheel magicians are known to sometimes take risks that a Fool won't even take, as they believe life can deposit you, well, anywhere. As the quote goes, 'Round and Round she goes, where she stops, no one knows.'
11-Justice
Traits: Justice, Responsibility, Descision, Cause and Effect
Benefits: + 2 dice to Light and Dark spirits, +2 dice detection spells
Hinderances: Justice magicians believe in balance. It is extremely difficult for them to take a side in anything, they tend to act extremely impartial. Justice magicians must make a Composure(3) test to take a side in anything, unless their own lives are threatened in the situation.
Justice are the scales and the sword, the courtroom. They have strong beliefs in karma, and cause and effect...and they are typically very impartial people. Trying to get a Justice magician to side with you is a difficult thing...but if they DO side with you, it is because they believe in the cause very strongly, and you will have a staunch ally if that is the case.
12-Hanged Man
Traits: Letting Go, Reversal, Suspension, Sacrifice
Benefits: +2 dice Combat and Health spells
Hinderances: Being martyr like, Hanged Man magicians must make a Composure(3) test not to jump into a dangerous situation if their allies are threatened.
Hanged Man is a card of opposites...they believe in surrendering to win, victory through sacrifice, movement forward through standing still. Hanged Man magicians tend to be rather complicated fellows...fighting for peace, staying calm during times of war. They tend to occationaly change their minds on a whim. Sometimes, these fellows must be pulled out of the fire...but they only jump in to save their comerades.
13-Death
Traits: Ending, Transition, Elimination, Inexorable Focus
Benefits: +2 dice for Dark and Soul spirits, +2 dice Manipulations
Hinderances: Death magicians do not like leaving loose ends. A Death magician must make a Composure(3) test to leave off unfinished buisness of any kind, regardless if their team wants to or not. Death magicians have an incredibly powerful aura that grants them the automatic Astral Beacon Negative quality.
Death magicians believe that with death, comes life...and vice versa. They are a somber bunch who finish what they start, and will not open the new door until the old one is closed. They believe in cutting out the unnecessary...when you die, why would you need any extra baggage? They aren't outwardly morbid, but Death magicians have a strong belief in the cycles of life and death. However, they are neither outwardly optimistic or pessimistic...they just are.
14-Temperance
Traits: Temperance, Balance, Health, Combination
Benefits: +2 dice Health spells and Soul spirits. Being the card of 'ultimate health', Temperance magicians have the automatic 'Resistance to Pathogens' (5 point), Positive quality.
Hinderances: Temperance magicians are very calm, to the point of just not wanting to rush into things. They must make a Composure(3)test to rush into anything without at least 3 turns of deliberation.
Temperance is the calm in the middle of the storm, and it seems that nothing can rile them up. Some might say they are almost boring at times. But Temperance are full of health and vitality, excellent at achieving balance, and are good people to go to if you need a piece of that calm, unbiased advice. They have the balance of Justice, without being overly stubborn about things.
15-Devil
Traits: Bondage, Materialism, Ignorance, Hopelessness
Benefits: +2 dice for Illusions, Manipulations, Dark spirits and Con OR Intimidation tests
Hinderances: -2 dice Light spirits. Devil magicians, even with the Full magician Positive quality, cannot Astrally Project, effectively lacking a 'Soul'. Devil magicians have an automatic Astral Beacon - Quality.
Devil magicians are known as being the most grim of the bunch...the Devil spirit only seeks out those on the verge of despair, giving them great power, albiet at a great price. Not the nicest bunch you could meet, they are typically very selfish...but they will work with a team if good material reward is promised. Sometimes violent and untrustworthy...they are typicaly not sought out by others, but they ARE quite powerful, if you can deal with them. The glass is always empty to these guys.
16-Tower
Traits: Sudden Change, Release, Downfall, Revelation
Benefits: +2 dice Combat and Manipulation spells
Hinderances: -2 dice for Heath spells and Negotiation tests
Tending to have very forceful, at times explosive personalities, Tower magicians tend to make chaos from order. They believe in change, occationaly forceful change. They are actually not a bad lot...some can get a bit violent and crazed in their want of change and love of chaos, but they are simply the conduit for explosive change. They cannot take a stagnant life for too long, and tend toward action rather than thought.
17-Star
Traits: Hope, Inspiration, Generosity, Serenity
Benefits: +2 Light spirits, +2 Health spells, +2 Leadership tests
Hinderances: -2 Dark spirits, -2 Combat spells
If the Devil is the pessimist, then the Star is the optimist. They always have hope, and tend to be able to rally even the most downtrodden lot. Hope without action doesn't lead very far, so they are also very proactive in their beliefs...a Star magician is the one you need to get you out of your darkest hole. Star magicians are strong willed, not easily shaken, and it's very hard to tread them down.
18-Moon
Traits: Fear, Illusion, Imagination, Bewilderment
Benefits: +2 dice Illusions, +2 Dark and Light spirits
Hinderances: -2 dice if in direct sunlight
Moon magicians are mysterious...masters of illusion, they symbolize both Light and Dark...Moon comes out at night, but casts its light. Moon magicians guide people to the unknown...while one of the traits is Fear, it is more getting over the fear of that which IS unknown. Moon magicians do not like the bright light...they prefer to work under the shadows, where their magic is the strongest. Moon is subtle.
19-Sun
Traits: Enlightenment, Greatness, Vitality, Assurance
Benefits: +2 dice Light spirits and Health spells
Hinderances: -2 dice Dark spirits. Sun magicians are of extreme vitality and must have a minimum body of 4. (or 1 point above the average body of their race.)
Sun magicians are full of vitality, are self assured and couragaous. They tend not to back down from a confrentation, as the Sun god was always a powerful one in the old legends. Sun magicians tend much more toward daylight than night...but in this world, sometimes that isn't always possibly. Sun magicians are the opposite of Moon in subtlety...they tend to be much flashier in their appearance and actions.
20-Judgement
Traits: Judgement, Rebirth, Inner Calling, Absolution
Benefits: +2 dice Detection spells and Interrigation tests
Hinderances: Judgement magicians must make a Composure(3) test to avoid 'passing judgement' on someone if what they are doing goes against their own code.
Judgement magicians are a little like the Justice...however, they ARE the ones who pass the judgement. They believe in seperating the wheat from the chaff and take no crap from people...althought they DO believe in atonement. People should get a chance to right the wrongs they have committed. Sometimes difficult if they are faced with people who are different from their own moral code, they do however make a strong-willed ally.
21-World
Traits: Integration, Accomplishment, Involvment, Fullfillment
Benefits: +2 dice Health spells, and Artisan skills, and B/R skill of choice
Hinderances: -2 Combat spells
World magicians are creators, healers, and believers in wholeness. That fullfilling feeling you get after accomplishing something...that can, a World magician can tell you, be attributed to World magic. They make excellent artisans and builders...they do love to create. They almost always achieve their goals, and tend to find other ways around problems than brute force, thinking outside the box. World magicians are excellent team players.
Traits: Being Spontaenous, Embracing folly, faith, beginning
Benifits: None
Hinderances: None
The Fool is innocent, unpredictable, full of surprises. Some might call him nearly naive. The Fool does not let himself be enclosed by any ideals. They are known to take crazy chances, act uninhibited, and they love going on new journeys and experiencing new things.
1-Magician
Traits: Action, Consious Awarness, Concentration, Power
Benefits: +2 dice to any one Sorcery test(choose at creation). This includes drain from such.
Hinderances: -2 dice to all Conjuring tests.
Followers of Magician act as the ultimate achiever. They are focused, not straying from a path if they have a goal, and are extrodinarily strong willed. They are extremely adept in the Sorcery arts, as Magician's powers have always been in those realms.
2-High Priestess
Traits: Nonaction, Unconsious Awarness, Potential, Mystery
Benefits: +2 dice for Mind spirits, Detection spells and Perception tests
Hinderances: -2 dice Combat Spells. High Priestess followers must make a Composure(3) test to enter an already existing fray.
The High Priestess is excellent at seeing what is beyond the obvious, trusts their intuition and inner voice, and tends to take the high road involving conflict...they prefer not to be involved in such. They strive to discover the unknown whenever they get the chance.
3-Empress
Traits: Mothering, Abundance, Senses, Nature
Benefits: +2 dice Health spells, +2 dice First Aid tests
Hinderances: -2 dice Manipulation spells. Empress followers must maintain at least a High lifestyle.
The Empress is a motherly magician...nurturing life, caring for others, and having a love of Nature. They do, however, enjoy living the high life...and love comforts...welcoming abundance, they like to have more than they need.
4-Emperor
Traits: Fathering, Structure, Authority, Regulation
Benefits: +2 dice Manipulation spells and Intimidation tests
Hinderances: -2 dice Illusions
The Emperor is the ultimate father figure...some might say a bit too fatherly at times, for all their rigidness and structured outlook on life. Still, think of it as 'tough love', the Emperor means well, and makes an excellent leader, someone who commands respect.
5-Hierophant
Traits: Education, Belief Systems, Conformity, Group ID
Benefits: +2 dice Detection spells, Ritual Sorcery, and Instruction tests
Hinderances: -2 dice if undertaking something alone. (Not in a group of ANY kind.) When Hierophant magicians initiate, it MUST be into a magical group of sorts.
the Hierophant is an excellent teacher, full of knowledge, and a conformer...he doesn't like going against the status quo. He is a strong team player, and believes in teamwork and a structured group environment. Embracing tradition, the Hierophant is a staunch protector of the classic group...everyone has a role, and sticks to it.
6-Lovers
Traits: Relationship, Sexuality, Personal Beliefs, Values
Benefits: +2 dice Negotation tests, Body spirits, and Health spells
Hinderances: -2 dice Combat spells. Lover magicians must have a minimun Charisma of 4.
The Lovers symbolize feeling love, struggling against bonds, sexuality, and also finding what you care about, and making ethical decisions. Lover magicians are typically lovers, not fighters, and strive to find harmony in personal relationships. A few of the 'darker' Lover magicians might use their abilities to seduce others.
7-Chariot
Traits: Victory, Will, Self Assertion, Hard Control
Benefits: +2 dice Composure tests, Manipulation spells
Hinderances: -2 dice illusions. Chariot magicians are extremely strong willed, and to change their minds, they must make a Composure(4) test to do so. (Threshhold is higher due to their Composure bonus.)
Chariot magicians are a tough willed lot who love to come out on top. Victory is something they always strive for, and their egos are typically pretty healthy...some might say a bit overpowering at times. They have excellent self conrol, however, and are known for being a determined bunch.
8-Strength
Traits: Strength, Patience, Compassion, Soft Control
Benefits: +2 dice Light spirits, +2 dice Health spells
Hinderances: -2 dice Manipulations
Focusing more on inner strength, Strength magicians have a calm, unshakable composure about them. They excersise a softer control than the Chariot...meeting something hard with something soft to counteract it. They are known to have extreme patience and not jumping headlong into things. They win the fight through tenacity.
9-Hermit
Traits: Introspection, Searching, Guidance, Solitude
Benefits: +2 dice Detection spells, Mind and Body spirits, Instruction tests
Hinderances: -2 dice whenever in a group larger than 3. Is treated as 'Inept' in Ritual Sorcery, the skill costs double to purchase.
The wise old Hermit is one who doesn't like too much company. Much more content to be on his onesome, he's always searching for that greater understanding of things, and doesn't understand why people always need to bond too heartily with one another. He's always looking into himself, trying to look for the answers. He will share his knowledge to those who ask, and makes an excellent teacher, in a one on one situation.
10-Wheel of Fortune
Traits: Destiny, Turning Point, Movement, Personal Vision
Benefits: At the start, choose one spell category and spirit. These two get a +2 dice bonus. Each week, roll a 1d6. 1-Combat 2-Detection 3-Health 4-Illusion 5-Manipultion 6-No Change. This is the new category. Repeat for Spirit(1-Dark 2-Light 3-Mind 4-Body 5-Soul 6-No Change).
Hinderances: As above, choose one spell and spirit category at the start...these recieve a -2. Repeat each week to find the new hinderance. If the same one is rolled(benefit/hinderance), it cancels each other out.
The Wheel takes chances, opens things up to fate, and loves to experience change, movement in a different direction, and new outlooks. Wheel magicians are known to sometimes take risks that a Fool won't even take, as they believe life can deposit you, well, anywhere. As the quote goes, 'Round and Round she goes, where she stops, no one knows.'
11-Justice
Traits: Justice, Responsibility, Descision, Cause and Effect
Benefits: + 2 dice to Light and Dark spirits, +2 dice detection spells
Hinderances: Justice magicians believe in balance. It is extremely difficult for them to take a side in anything, they tend to act extremely impartial. Justice magicians must make a Composure(3) test to take a side in anything, unless their own lives are threatened in the situation.
Justice are the scales and the sword, the courtroom. They have strong beliefs in karma, and cause and effect...and they are typically very impartial people. Trying to get a Justice magician to side with you is a difficult thing...but if they DO side with you, it is because they believe in the cause very strongly, and you will have a staunch ally if that is the case.
12-Hanged Man
Traits: Letting Go, Reversal, Suspension, Sacrifice
Benefits: +2 dice Combat and Health spells
Hinderances: Being martyr like, Hanged Man magicians must make a Composure(3) test not to jump into a dangerous situation if their allies are threatened.
Hanged Man is a card of opposites...they believe in surrendering to win, victory through sacrifice, movement forward through standing still. Hanged Man magicians tend to be rather complicated fellows...fighting for peace, staying calm during times of war. They tend to occationaly change their minds on a whim. Sometimes, these fellows must be pulled out of the fire...but they only jump in to save their comerades.
13-Death
Traits: Ending, Transition, Elimination, Inexorable Focus
Benefits: +2 dice for Dark and Soul spirits, +2 dice Manipulations
Hinderances: Death magicians do not like leaving loose ends. A Death magician must make a Composure(3) test to leave off unfinished buisness of any kind, regardless if their team wants to or not. Death magicians have an incredibly powerful aura that grants them the automatic Astral Beacon Negative quality.
Death magicians believe that with death, comes life...and vice versa. They are a somber bunch who finish what they start, and will not open the new door until the old one is closed. They believe in cutting out the unnecessary...when you die, why would you need any extra baggage? They aren't outwardly morbid, but Death magicians have a strong belief in the cycles of life and death. However, they are neither outwardly optimistic or pessimistic...they just are.
14-Temperance
Traits: Temperance, Balance, Health, Combination
Benefits: +2 dice Health spells and Soul spirits. Being the card of 'ultimate health', Temperance magicians have the automatic 'Resistance to Pathogens' (5 point), Positive quality.
Hinderances: Temperance magicians are very calm, to the point of just not wanting to rush into things. They must make a Composure(3)test to rush into anything without at least 3 turns of deliberation.
Temperance is the calm in the middle of the storm, and it seems that nothing can rile them up. Some might say they are almost boring at times. But Temperance are full of health and vitality, excellent at achieving balance, and are good people to go to if you need a piece of that calm, unbiased advice. They have the balance of Justice, without being overly stubborn about things.
15-Devil
Traits: Bondage, Materialism, Ignorance, Hopelessness
Benefits: +2 dice for Illusions, Manipulations, Dark spirits and Con OR Intimidation tests
Hinderances: -2 dice Light spirits. Devil magicians, even with the Full magician Positive quality, cannot Astrally Project, effectively lacking a 'Soul'. Devil magicians have an automatic Astral Beacon - Quality.
Devil magicians are known as being the most grim of the bunch...the Devil spirit only seeks out those on the verge of despair, giving them great power, albiet at a great price. Not the nicest bunch you could meet, they are typically very selfish...but they will work with a team if good material reward is promised. Sometimes violent and untrustworthy...they are typicaly not sought out by others, but they ARE quite powerful, if you can deal with them. The glass is always empty to these guys.
16-Tower
Traits: Sudden Change, Release, Downfall, Revelation
Benefits: +2 dice Combat and Manipulation spells
Hinderances: -2 dice for Heath spells and Negotiation tests
Tending to have very forceful, at times explosive personalities, Tower magicians tend to make chaos from order. They believe in change, occationaly forceful change. They are actually not a bad lot...some can get a bit violent and crazed in their want of change and love of chaos, but they are simply the conduit for explosive change. They cannot take a stagnant life for too long, and tend toward action rather than thought.
17-Star
Traits: Hope, Inspiration, Generosity, Serenity
Benefits: +2 Light spirits, +2 Health spells, +2 Leadership tests
Hinderances: -2 Dark spirits, -2 Combat spells
If the Devil is the pessimist, then the Star is the optimist. They always have hope, and tend to be able to rally even the most downtrodden lot. Hope without action doesn't lead very far, so they are also very proactive in their beliefs...a Star magician is the one you need to get you out of your darkest hole. Star magicians are strong willed, not easily shaken, and it's very hard to tread them down.
18-Moon
Traits: Fear, Illusion, Imagination, Bewilderment
Benefits: +2 dice Illusions, +2 Dark and Light spirits
Hinderances: -2 dice if in direct sunlight
Moon magicians are mysterious...masters of illusion, they symbolize both Light and Dark...Moon comes out at night, but casts its light. Moon magicians guide people to the unknown...while one of the traits is Fear, it is more getting over the fear of that which IS unknown. Moon magicians do not like the bright light...they prefer to work under the shadows, where their magic is the strongest. Moon is subtle.
19-Sun
Traits: Enlightenment, Greatness, Vitality, Assurance
Benefits: +2 dice Light spirits and Health spells
Hinderances: -2 dice Dark spirits. Sun magicians are of extreme vitality and must have a minimum body of 4. (or 1 point above the average body of their race.)
Sun magicians are full of vitality, are self assured and couragaous. They tend not to back down from a confrentation, as the Sun god was always a powerful one in the old legends. Sun magicians tend much more toward daylight than night...but in this world, sometimes that isn't always possibly. Sun magicians are the opposite of Moon in subtlety...they tend to be much flashier in their appearance and actions.
20-Judgement
Traits: Judgement, Rebirth, Inner Calling, Absolution
Benefits: +2 dice Detection spells and Interrigation tests
Hinderances: Judgement magicians must make a Composure(3) test to avoid 'passing judgement' on someone if what they are doing goes against their own code.
Judgement magicians are a little like the Justice...however, they ARE the ones who pass the judgement. They believe in seperating the wheat from the chaff and take no crap from people...althought they DO believe in atonement. People should get a chance to right the wrongs they have committed. Sometimes difficult if they are faced with people who are different from their own moral code, they do however make a strong-willed ally.
21-World
Traits: Integration, Accomplishment, Involvment, Fullfillment
Benefits: +2 dice Health spells, and Artisan skills, and B/R skill of choice
Hinderances: -2 Combat spells
World magicians are creators, healers, and believers in wholeness. That fullfilling feeling you get after accomplishing something...that can, a World magician can tell you, be attributed to World magic. They make excellent artisans and builders...they do love to create. They almost always achieve their goals, and tend to find other ways around problems than brute force, thinking outside the box. World magicians are excellent team players.
Alright, i used outside sources for Tarot for this, as my knowledge of the Tarot is not perfect. But i think i might have something here.