| Kender Spellweavers are just what the name implies, but 
        what's this, a kender with magic?  If you can, I would suggest running 
        for your life, for the day that kender cast spells is the day when you 
        know the whole world's lost it. 
       Sorcerors in the Fifth Age of the Dragonlance Saga are usually expected 
        to be of any of the other races, except for kender.  As it is, true 
        kender in the Fifth Age just simply are not able to cast magic, they do 
        not have the patience for such an undertaking and just never would wish to attempt to what with 
        how long it would take.
 While true kender may never cast magic, afflicted kender have been known 
        to access a sphere or a school in mysticism and sorcery, albeit that is 
        only one school and one sphere.  And so there are kender with one 
        sphere, but that would hardly be enough to consider it strangely magical 
        for its race, and so a Kender Mystic of Sorceror would have a code of 
        "A" in Reason or Spirit.  Being that a Kender Spellweaver would be afflicted, they would act possibly 
        a bit more serious than even a normal afflicted kender would act like.  
        Learning to cast spells and such takes quite some concentration, and so 
        it would be a strain even for afflicted kender. 
 A Kender Spellweaver however is able to gain a code of "A" in either 
        Spirit (Mysticism) or in Reason (Sorcery), able to pick three schools 
        or three spheres.  Other than that, they can't have a "B" code in 
        the other magic using ability, so if they had an "A" in Reason, the Spellweaver 
        wouldn't be able to have a "B" or higher in Spirit.  
 The Spellweaver Role
 Ability Scores                        
        Ability Codes -Agility 7 max.                         
        -Reason "A" or
 -Dexterity 7 min.                      
        -Spirit "A"
 -Endurance 6 max.                   
        -Agility "D" max.
 -Perception 7 min.                   
        -Endurance "D" max. (true)
 -Reason 6 min. or                    
        -Endurance "C" max. (afflicted)
 -Spirit 6 min.                            
        -Perception "B" min.
 Advantages                                                                
        Disadvantages Kender spellweavers gain a trump bonus                       
        Spellweavers don't ever recieve trump on sleight-of-hand or
 in Presence actions while around others,                        
        sneaky actions, due to having dealt so much time into learning
 being that their strange seriousness reflects                     
        the arts of mysticism or sorcery.
 with this bonus.
 
 
 Quick Reference~Kender in General
 Ability Scores                        
        Ability Codes -Agility 7 max.                        
        -Agility "D" max.
 -Dexterity 7 min.                     
        -Endurance "D" max. (true)
 -Endurance 6 max.                 
        -Endurance "C" max. (afflicted)
 -Perception 6 min. or             
        -Perception "B" min.
 -Presence 6 min.
 Advantages                                                      
        Disadvantages Handling: trump bonus for sleight-of-hand                        
        Short concentration, A code allowed only for
 (true) of sneaky (afflicted) actions.                                   
        perception.
 |