Magicians strive to reach the heights of magical power. If they follow this journey to its end, choosing paths to complement what they have learned, they join the most powerful users of magic in the world.

Hopeful magicians must first discover a tradition of magic to begin learning spells. Discovery can be accidental, resulting from being affected by a spell, stumbling into an area steeped in magical energy, or finding power within oneself. Discovery can also be taught. Ancient institutions of magic, wizards, witches, and others reveal traditions to promising students.

Upon discovering a tradition, the magician learns the most basic spells from it. All this prepares magicians for the process of learning greater and more powerful spells.

Since magicians freely choose their traditions, they display a range of capabilities. Some favor destructive magic, learning spells that let them harness elemental forces of wind, rain, fire, and earth. Others prefer subtler magic, favoring charms to manipulate the minds of others or illusions to deceive and conceal. Magicians can also be conjurers, loosing monsters to fight on their behalf, or engineers, creating servants and machines from spare parts they pick up along the way.

The possibilities magic offers also present many perils. More than one magician has succumbed to dark magic’s temptations, dabbling into the arts of Forbidden, Necromancy, or worse traditions. Such magic almost always corrupts the magician, but those seeking its power rarely care.


The benefits found below are for players who want to play a Magician that’s generally good but not specialized in a Tradition.

If you want to specialize in a Tradition, click here.


Level 1 Magician

Attributes. Increase two by 1
Characteristics. Health +2, Power +1
Languages and Profession. You read all the languages you know how to speak, and add one area of knowledge to your list of professions.
Equipment. Gain one basic weapon, a set of robes or other clothing, an implement of magic (tome, wand, staff, skull, or something else), and one of the following: a scroll with an incantation of a rank 0 spell of your choice, a healing potion, an alchemist’s kit, or a tool kit.
Magic Discover one tradition of your choice. You then gain one of the following options

Cantrip. Whenever you discover a tradition, you learn an additional rank 0 spell from that tradition.

Sense Magic. You learn the sense magic magician spell, which is described below.

Sense Magic


Area A sphere with a 5-yard radius centered on a point within your space.


You know if there are any ongoing magical effects in the area and from points they originate.

Level 2 Magician

Characteristics. Health +2
Magic Gain one of the following options:

Spell Recovery You can use an action to heal damage equal to your healing rate and regain one casting you expended of a spell you learned. Once you use this talent, you must complete a rest before you can use it again.

Level 5 Expert Magician

Characteristics. Health +2, Power +1
Counterspell When a creature you can see attacks you with a spell, you can use a triggered action to counter it. The triggering creature makes the attack roll with 1 bane and you make the challenge roll to resist the attack with 1 boon.

Level 8 Master Magician

Characteristics. Health +2
Magic. Discover a tradition or learn one spell from a tradition you have discovered.
Improved Spell Recovery If you have the Spell Recovery talent, when you use it, you increase the number of castings you regain by one. If you do not have Spell Recovery, you instead gain that talent in place of this one.