The mages of the tower are a secretive society based in the Tower Arcane that floats above Caecras. Known for the colorful clothing that completely conceals their appearance, they are devoted to the study of magic and the advancement of their understanding and capabilities. Mages of the Tower Arcane do not reveal the inner workings of their organization to outsiders, and add to their numbers with great reluctance only when necessary.
To choose this path, there must be an opening in the ranks of the mages as determined by the GM.
Level 7 Mage of the Tower
Attributes. Increase three by 1
Characteristics. Health +2, Power +1
Languages and Profession. You can speak another language and add a profession.
Magic You discover a tradition or you learn one spell.
Color of Magic When you choose this path, the GM grants you a color from those available within the order. You are then given hooded robes, veil, gloves, and boots in that color and you are expected to don these garments wherever you go. While wearing these garments, you gain all of the following benefits:
- A +2 bonus to Defense
- Normal precipitation does not touch you, light wind does not affect you, and you are not discomfited by cold or heat, though the garments do not protect you from damage that sources from cold or heat.
Tower Refuge If you are within 100 miles of the Tower Arcane, you can use an action to teleport yourself and everything you wear and carry to the hall; at the bottom of the Tower Arcane.
Level 10 Mage of the Tower
Characteristics. Health +5
Magic You discover a tradition or learn one spell.
Spell Defense When a creature attacks you with a spell, you impose 1 bane on the creature’s attack roll. As well, you make challenge rolls to resist spells with 1 boon.
Tower Lore You can expend a casting from a spell you have learned to cast a spell from a tradition you have not yet discovered. The spell must be of the same or lower rank. Each time you use this talent, you gain 1d3 Insanity.