Every way to put Magic Practitioner on a character. 4 options grant it to your own court outright, and 2 more can roll it up. See Magic Practitioner for what it does, all traits.
Who can get it
If the character fails any of these, the option that would grant it does not appear.
- the character must be at least 12
- requires EVENTPACK_RELIGION
Born with it
- Min age 12
Children can also inherit it, as described on Trait Inheritance.
Pick this option 4
Choosing the option gives the character the trait.
- "Gods be damned, have [character] join your court either way."the option does: Gain trait: Magic PractitionerGain a Court Scholar
- "If it helps [rival], then agree to protect [character]."the option does: Remembered: Recruited pagan magic practitioner (-20 opinion for 80 turns)Gain trait: Magic PractitionerGain a Court Scholar
- "Indulge [character] interest and allow the teaching to continue."the option does: Remembered: Child studies magic (-20 opinion for 80 turns)Gain trait: Magic Practitioner
- "An education under the priests will serve him well."the option does: Gain trait: Magic PractitionerConverts to the target religion
Pick this option, draw from a pool 2
The option draws one trait from a pool. Only traits the character can still take are in the draw, so your odds are one in the number still valid, and they improve as the character collects the rest of the pool.
- "Hire a retainer to teach [character] the art of verse."pool: Poet, Magic Practitionerthe option does: Gain a random trait-120 Money (-30/city)
- "Spend time studying the words of the dead."pool: Exotic, Educated, Magic Practitioner, Superstitiousthe option does: Gain a random trait
The event does it to you 1
The event grants it whichever option you pick.