Mage
You learn real magic—not tricks and misdirection. From your hands, you can release gouts of flame. With a word, you can cross vast distances in an instant. You can call up monsters to fight on your behalf and consult with mind-boggling, diabolical beings. Learning magic requires time and energy, forcing you to neglect other areas of potential development, but then, who needs to be good with a sword when you can blast your enemies apart by speaking a few mystical words?
ROLL | STR | AGI | INT | WILL |
1 | 10 | 10 | 12 | 11 |
2 | 10 | 10 | 11 | 12 |
3 | 9 | 10 | 13 | 11 |
4 | 9 | 10 | 11 | 13 |
5 | 10 | 9 | 13 | 11 |
6 | 9 | 10 | 12 | 12 |
Sources of Magic
D6 | TRAINING |
---|---|
1 | Something happened that awakened the gift of magic within you. You might have been buried alive and received visions from your proximity to an Ancient One, bitten by a magical striped serpent, or abducted by fox-headed faeries that you managed to escape by learning a spell. |
2 | Something you found gave you the gift. Perhaps you learned the rudiments from a mysterious book or gained insights after reading aloud an inscription. |
3 | You apprenticed under a famous wizard or attended a magical university. Then again, you might have found a magical trout who whispered terrible truths about the world, thus opening a door to great magical power. |
4 | You made a pact with a higher power for your magical knowledge. Maybe a fiend whispered in your ear, or the god of magic chose you to be his agent. |
5 | You broke something magical and got some on you, a spirit of a dead magician possessed you for a time, or maybe you gained your ability from some quirk of birth, such as being the seventh son of a seventh son. |
6 | You released a spirit from a bottle and made a wish, you ate or drank something forbidden, or you just woke one day with the ability to work magic. |
Level 1 Mage
Natural Defense: 8, Health: 12
Languages: Arcane and Common
Traditions: Two; Spells: Four novice
Mage Implement: You have a wand, amulet, totem, or crystal ball, or some other item that helps you focus your magic. If you lose this object, you can fashion another one after you rest. You can have one mage implement at a time.
The implement contains a number of charges equal to your level. Once per round, you can expend 1 charge from the implement to produce one of the following effects. You regain expended charges after you rest.
- Augment Magic: You can produce this effect when you cast a spell or use a magical talent. You roll with 1 boon and you impose 1 bane on rolls made as result of casting the spell or using the talent.
- Mage Sense (Magical): You can use an action to perceive the presence or absence of magic within 5 yards. The range increases to 10 at level 3, and 20 at level 7. If a creature, object, or space is under the effects of or created by magic and is within range, you know it and where to find it. The effect lasts 1 minute.
- Mage Shield (Magical): You can use a reaction when a creature you can see within 10 yards targets you with a magical effect. You roll to resist the effect with 1 boon and you impose 1 bane on the roll made to affect you. In addition, if the magic deals damage, you take half damage from it.
Level 2 Mage
Health: +2
Traditions: One; Spells: Two novice
Spell Recovery: You can use an action to heal half your damage total and regain all the expended castings of your novice spells.
At level 5, you also regain one expended casting of an expert spell.
At level 9, you also regain one expended casting of an expert or master spell.
Once you use this talent, you lose access to it until after you rest.
Level 5 Mage
Health: +2
Spells: One expert
Spell Expertise: When you cast a spell and the spell requires you to make an attribute roll, you roll with 1 boon. When you cast a spell and the spell enables an affected creature to make an attribute or luck roll, you impose 1 bane on the creature’s roll.