Descripton: The Spelljamming Engineer, or Engineer for short, is the a Mage who specializes in the science of spelljamming craft, their operation, and design. As a member of a crew, a Spelljamming Engineer is invaluable as his familiarity with spelljammers allows them to improve their ship, repair it in an emergency, and spot the weaknesses of enemy ships and make devastating attacks. Spelljamming Engineers are usually bookish and eccentric, preferring to work with steel, wood, and dweomer than people. Engineers are commonly found in sci-fi fiction: Scotty and Geordi from Star Trek are typical Engineers. Although an Engineer would love to sit in the helm himself, most rarely get the chance, as their services are required elsewhere.

Requierments: To be an Engineer, one must have a dexterity of fourteen to work effectively under adverse conditions. An Engineer must also have at least a nine in intelligence to be a Mage.

Weapons and Armor: In addition to the normal weapons allowed a Mage, Engineers can become proficient in any one weapon traditional to sailors like belaying pin, cutlass, or crossbow at first level. Of course, Engineers cannot wear armor if they expect to cast spells.

Non-weapon Proficiencies: Bonus: Shipwright, Spacemanship, Spelljammer Design. Required: Reading/Writing, Spellcraft. Recommended: Cooking (the Engineer often doubles as cook),Engineering, Metalworking, Navigation (phlogiston or wildspace), Zero-G Ops.

Special Benefits: Note: Many of the Spelljamming Engineer's special abilities refer to Spelljamming Design. This is a proficiency that all Spelljamming Engineers get for free. The starting rating is (INT/-2), and may be increased by spending additional slots as the Engineer raises in level. Other classes may buy the proficiency, it costs three slots, but it only grants knowledge about various craft designs.

Hindrances: