Members of a secret cabal of magic-users, the magi identify their membership by the magical staffs they carry. The order traces its origins to the founding of the Tower Arcane, drifting through the sky above the Empire’s capital, when members broke from the august assembly to forge their own paths in the world. Potential candidates to join the magi must demonstrate their magical knowledge by presenting an argument about the theory of magic, display their ability to cast a spell, and, most important, complete the construction of a magical staff.
Level 7 Magus
Attributes. Increase three by 1
Characteristics. Health +2, Power +1
Languages and Profession. You can speak another language and add an academic a profession.
Magic You discover a tradition or learn one spell.
Staff of Magic You create a magical staff that acts as your implement. When you attack with the staff, you make the attack roll with 1 boon and the attack deals 1d6 extra damage.
If you lose your staff or it becomes broken, you can create a replacement by spending 8 hours working with an alchemist’s kit and using special materials worth 1 gc.
Level 10 Magus
Characteristics. Health +2
Magic You discover a tradition or learn one spell.
Staff of Power While wielding your Staff of Magic, you gain the following benefits:
- You gain a +1 bonus to Defense.
- When you cast an attack spell, you make the attack roll with 1 boon and creatures make challenge rolls to resist the spell with 1 bane.