The Cult of Reasoning

''Since the Renaissance, there has been a push towards the development of secular magics, which can be learned only through extensive reading and scientific experiment. Depending on what you study, there are three different kinds of magic you can learn. This means, of course, you must be constantly hunting down books or scientific tools and using them to gain levels. You must have a Literacy of at least +5 to use Secular Magic.''

''The Cult of Reasoning derives its power from the study of rhetoric, psychology, and philosophy. This school gains it power from reading as much as from interaction with other people, so be sure to pick up all books and engage others in debate if you come across them. Roll a D20 to determine how successful your reading is/arguments are and a D4 to determine if and how many points you gain from the experience. Add +1 Charisma for each level gained, and +1 Perception for every three levels gained.''

History of the Cult of Reasoning
This cult dates back only about 100 years before the start of the game. Brought about by a general feeling of Nilism among the newly educated middle classes,

Reasoning and the Elements
As this cult relies entirely on observation to believe in the existance of a concept, few have been able to combine elemental magic with something so cynical. However, those that have, have found that in particular

Cult of Reasoning Special Attacks
The Cult of Reasoning not only condones violence, but actively encourages supernatural debate, as it strengthens the powers of the mind.

Preternatural Knack
(requires +32 Perception) Anticipate the future attacks or plans of any target.

Convince or Confuse
(requires +30 Charisma) Place the thoughts of one of your party into the mind of an enemy.

===False Argument ===

(requires +28 dexterity) Create a decoy to take the place of any member of your party while that member becomes invisible and moves two spaces, still vulnerable to attack.

Phobic Analysis
(requires +30 literacy) Deduce the phobias of any three targets and enact them, causing their defenses to be lowered by half as long as you do so. (ie fear of spiders = pretend to be a spider/create a fake spider)

===Crushing Argument ===

(requires +28 strength) Convince an enemy that they are being damaged by something passive around them (ie the air is crushing them with its weight, or the water in their cells is poisonous)

Anilities and Attacking
Use this guide to determine which dice you need to roll to attack at each level:

Levels 3-6 roll one (1) D20

Levels 7&8 roll one (1) D20 + 4

Levels 9 thru 11 roll one (1) D20 + 6

Level 12 roll one (1) D20 + 10

Level 13 roll one (1) D20 + 12

Level 14 roll one (1) D20 + 14

Level 15 you are the leader of the Hive Mind.