Mage
Through study, bloodline, or simply enough exposure, you are able to tap into the nearly limitless well of potential that is Arcane Magic.
Starting HP : 1d8 + CON
HP Per Level/Resting (HD) : 1d8
Equipment
Every Mage starts with torches, rations, a toolkit of their choice, and the following:
- Armor - choose 1
- Heavy cloth robes (1 AP)
- Warded wool cloak (1 AP)
- Weapon - choose 1
- Shortsword
- Iron dagger
- Focus - choose 1
- Wyrmwood wand
- Oak staff
Class Feature
Arcane Abilities
You start with 2 Mana and use INT as your Spellcasting Attribute. See rules for Spellcasting.
When you create your Character and each time you gain a Level you may choose an Arcane Ability from below or gain Mastery in an Ability you already have.
Ability | Description | Mastery |
---|---|---|
Familiar | Bind a spirit to you as your Familiar; you can share their senses and communicate with them telepathically. As an Action, they can change shape or assist with a stunt. If destroyed, they will reform over a Respite. | Cast spells originating from the Familiar so long as they are Nearby. |
Arcane Soul | Convert your own HP into Mana (2d6 per Mana). If you do not have the rolled HP, the spell fails. | Reduce the cost to 1d6 per Mana. |
Discipline | Select a Word representing a kind of magic which you have exceptional skill in using. When casting a spell of this variety, roll the Test with Advantage. | Choose an additional Word. |
Magus | Reroll 1 Mana on a cast spell. | Ignore 1 instance of Arcane Feedback per session. |
Arcane Sense | Concentrate to sense any sources of magic Nearby. This includes inside objects and through walls. | Once per session, you may immediately understand the workings of a spell or magical ability. |
Spellblade | One-handed melee weapons can be used as a Focus. | Two-handed melee weapons can be used as a Focus. |
Attuned | Add INT to Sculpt Energy Damage. | Add INT to the sum of a Counterspell. |
Leveling up
Roll to see if Attributes increase, roll twice for INT or WIS.
Gain 1 Mana at Level 2, 5, and 7