TEXT: Magic Dilettantes
  Greetings to the Twelve! This special TDE preview 
  introduces Magic Dilettantes, people born with innate 
  magical talent who never receive formal magical training. 
  Note that the material presented in this preview comes 
  from a work in progress, and some terms may change. For 
  more about this and other exciting character options for 
  mages, see the upcoming sourcebook, Aventuria Magic.
  The Tradition of the Magic Dilettante 
  Not everyone with the gift of 
  magic learns the high art of 
  magic from a private tutor or an 
  academy. Indeed, many of those 
  who are blessed with Mada’s 
  Gift never visit a magic academy 
  or a druid and thus never learn 
  to refine their talent.
  Such individuals are magic dilettantes—untrained 
  spellcasters with magical potential who rarely gain 
  access to the extensive powers available to other 
  spellcasters. In some instances, lack of use causes the 
  individual’s magical gift to slowly atrophy over time. 
  Others lose their powers because they enter professions 
  that bring them into constant contact with large 
  quantities of iron, which is known to hinder magic. 
  Most magic dilettantes, however, simply possess too 
  little magic to succeed in one of the established magical 
  professions.
  Magic dilettantes are thought to be the most numerous 
  types of spellcasters in Aventuria. Often even the smallest 
  village has at least one resident with a natural magical 
  gift. Because subtle uses of magic normally go unnoticed 
  in everyday life, most dilettantes never become aware of 
  their gifts unless they manifest in obvious ways. While 
  many come to cherish their minor supernatural gifts, 
  some dilettantes rail against their unwanted fate or 
  develop the hazardous belief that they are destined for 
  greater things.
  Several types of magic dilettantes exist in Aventuria. This 
  excerpt presents playable versions of the best-known 
  forms: the intuitive mage and the savant.
  Intuitive mages possess Mada’s Gift but never exhibit 
  enough talent to pursue formal magical training. As a 
  result, their pool of arcane energy is limited, and while 
  they may access a mere handful of spells, they can become 
  highly proficient with the spells they learn. Since their 
  Special Ability: Tradition (Intuitive Mage) 
  • Casting a spell from Tradition (Intuitive 
  Mage) requires line of sight but not gestures 
  and incantations
  • Intuitive mages can learn only three spells 
  at most, but may select these spells from 
  any traditions (the GM may decide to limit 
  this selection, if desired). Two spells may 
  have an Improvement Cost no greater 
  than B, while one may be no greater than 
  C. Also, once acquired, an Intuitive Mage’s 
  spells count as belonging to Tradition 
  (Intuitive Mage), regardless of their 
  original tradition. Note that cantrips are 
  exempt from these limitations.
  • Intuitive mages cannot learn rituals
  • Intuitive 
  mages 
  cannot 
  use 
  spell 
  modifications
  • Intuitive mages cannot learn other magical 
  traditions, and no character with another 
  magical tradition may learn Tradition 
  (Intuitive Mage)
  • Intuitive mages can invest no more than 
  25 AP on magical advantages (excluding 
  the advantage Spellcaster) and can gain no 
  more than 25 AP (instead of the usual 50 AP) 
  from magical disadvantages (see Core Rules, 
  page 162)
  • Tradition (Intuitive Mage) has no associated 
  primary attribute, meaning intuitive mages 
  receive no bonus to their AE pool and cannot 
  purchase additional AE
  • Intuitive 
  mages 
  may 
  learn 
  spell 
  enhancements if the associated Focus Rules 
  are in play
  Requirements: Advantage Spellcaster
  AP Value: 50 AP
  1
  
  The Tradition of the Magic Dilettante
  innate grasp of magic never benefits from formal training, 
  their use of magic never gains the outward characteristics 
  of a tradition. Thus, it is common for them to know spells 
  from not only the traditions of the guild mages but also 
  from the traditions of witches, druids, or even elves. On the 
  other hand, intuitive mages are unable to master powerful 
  spells such as summoning rituals.
  An intuitive mage’s spells typically relate to one or 
  more tasks that they perform regularly. Some wish 
  nothing more than to use their gifts for the good of 
  the community—for instance, as talented healers or 
  accomplished hunters. However, such individuals are 
  not always appreciated or welcomed with open arms. 
  Burghers and other townsfolk may show little fear of 
  magical phenomena, but rural populations tend to foster 
  dangerous superstitions and prejudices. Witches and 
  druids, especially, often fall victim to this collective ire. 
  Some intuitive mages become pariahs or encounter only 
  jealousy, resentment, or suspicion wherever they go.
  Savants cannot cast spells in the classical sense. Instead, 
  they must learn to focus their magical potential on a 
  single craft skill called a master talent. Savants often rank 
  among the most talented artists and artisans in their 
  field, and some of Aventuria’s most sought-after tailors, 
  painters, and spellsmiths are actually savants. They 
  achieve this level of mastery through years of diligent 
  practice and study, but this level of concentration takes 
  its toll, and many savants wind up neglecting other skills.
  Savants often produce goods of exquisite quality and 
  corresponding valuable. Some of them even overcome the 
  iron ban and can fashion steel daily with few ill effects. 
  Spellsmiths (such as the legendary Thorn Eisinger of 
  Gareth—see Aventuria Almanac, page 211) often command 
  astronomical prices for their goods. Even so, other types 
  of savants usually have no trouble garnering a certain 
  amount of wealth in addition to the fame and social 
  prestige that accompanies mastering a craft.
  The Master Talent
  Savants focus their magical power on one skill to achieve 
  true mastery in their field. During character creation, the 
  player selects a single skill as the character’s master talent. 
  This skill (whether Physical, Craft, or otherwise) must 
  be necessary for the making of items. Master Talent is a 
  magical application.
  Special Ability: Tradition (Savant)
  • Savant magic only affects the savant’s master 
  talent
  • Savants cannot learn spells and cantrips
  • Savants cannot learn other magical traditions, 
  and no character with another magical 
  tradition may learn Tradition (Savant)
  • Savants can invest no more than 25 AP in 
  magical advantages (excluding the advantage 
  Spellcaster) and can gain no more than 25 
  AP (instead of the usual 50 AP) from magical 
  disadvantages (see Core Rules, page 162)
  • Savants can choose certain advantages and 
  disadvantages for spells and rituals, but only 
  those that apply to their magical application 
  (Master Talent).
  • Tradition (Savant) has no associated primary 
  attribute, meaning Intuitive Mages receive 
  no bonus to their AE pool and cannot 
  purchase additional AE
  Requirements: Advantage Spellcaster
  AP Value: 35 AP
  2
  
  Only savants may use the following options, and even 
  then, the player may use only one option per check 
  (whether performing a simple check or a cumulative 
  check).
  Master Talent Options
  • Savants may spend AE to improve the results of 
  master talent skill checks. For every 5 AE spent in this 
  manner, the savant gains 1 additional SP (this may 
  not raise the total SP above 18).
  • When making cumulative checks, savants may reroll 
  up to all three D20s on a single check, like spending 
  a fate point to gain a reroll (see Core Rules, page 30). 
  This costs 4 AE  and applies to only one check during 
  a cumulative check. Savants must wait until the next 
  check interval to spend additional AE and reroll dice 
  on a subsequent check.
   Yes, this is basically the 
  same as spending a FtP to 
  gain a reroll. 
  • When making a skill check for a master talent, savants 
  may spend 10 AE to change a double-20 result into a 
  simple failure.
  • When making master talent skill checks, savants 
  may spend 2 AE to subtract 1 from the result of 1D20 
  (a partial check), thus achieving a better result. 
  However, savants cannot spend AE in this manner 
  to change a standard success into a Critical Success 
  (meaning, a double or triple 1) or to prevent a botch.
  • By spending 4 AE, items created by savants via master 
  talents receive 10% more structure points than usual 
  for items of that type.
  3
  
SOURCE: textdata/thevault/Dark Eye, The [multi]/Misc/The Dark Eye - Compendium Rules Previews - Magic Dilettantes.pdf