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?

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Sources of 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.

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.