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.

AbilityDescriptionMastery
FamiliarBind 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 SoulConvert 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.
DisciplineSelect 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.
MagusReroll 1 Mana on a cast spell.Ignore 1 instance of Arcane Feedback per session.
Arcane SenseConcentrate 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.
SpellbladeOne-handed melee weapons can be used as a Focus.Two-handed melee weapons can be used as a Focus.
AttunedAdd 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