Magister

The god of magic, Abraxus, elevates the most prized and devoted servants to the title of magister and entrusts them with the great secrets of magic. Membership in this esteemed organization demands magical proficiency, so petitioners must either have some innate ability or some formal training in the magical arts.
Upon gaining admittance into this organization, you construct a magical staff, a weapon that reflects your personality, the magic you favor, and the work you hope to accomplish. Each staff is a unique object, typically carved from the heartwood of a hawthorn, oak, or some other tree and fitted with a decorative cap at one end. The cap might be a tangle of roots clutching a jewel, an animal head, a metal prong, a lozenge, a disk, or some other kind of design. The staff becomes more than a weapon for you. It helps you focus and shape magic in whatever ways you wish.

Level 7 Magister

Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Spells: One expert and one master
Abraxus’s Insight: You learn spells from any tradition, even ones you have yet to discover.
Staff of Abraxus: You have a magical staff. It uses the normal rules for a quarterstaff, except as follows: You can use any attribute for rolls you make to attack with it and you roll with 1 boon. While you carry the staff, your supply of Bonus Damage increases by +2d6.
Your staff also holds spells. Choose two novice spells and one expert spell. (At each level you gain, you can swap out these spells for different ones of the same tier.) These spells can come from any tradition. You can cast spells imbued in your staff as if you had learned them. Spells regain their castings after you rest.
If you lose your staff, you can perform a ritual to regain it. When you finish, the staff reappears in your hand, or at your feet if your hands are full.

Level 8 Magister

Health: +6
Spells: One master
Blessing of Abraxus: When you cast a spell while you hold your staff, you apply all of the following benefits to the spell. If the spell deals damage, it deals an extra 2d6 damage. If the spell heals damage, it heals an extra 2d6 damage. If the spell lasts for an amount of time, it now lasts twice as long. If you make an attribute roll as a result of casting a spell, you make the roll with 3 boons and you impose 3 banes on any rolls to resist the spell.

Level 10 Magister

Health: +6
Spells: One master
Gift of Abraxus: You can use an action to regain all expended castings of your spells. Once you use this talent, you lose access to it until you complete a quest.
Retributive Staff: You can use an action to break your Staff of Abraxus while you are holding it Destructive energies burst out through a Size 15 space centered on you. The explosion deals 30d6 damage to each creature and object in the space. A creature makes a Strength roll. On a failure, it takes an extra 30d6 damage. If you survive the explosion, you teleport to an empty space of the Sage’s choice within 1 mile onto a surface able to bear your weight.
Once you use this talent, you lose access to your Staff of Abraxus, as well as talents related to using the staff, for 24 hours.