Mage
Any Race, Humanoid; Minor; Black Soul (1500)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 30 | Hit Points | 15 | Combat | 30 |
| Endurance | 30 | Wound Thr. | 11 | Magic | 70 |
| Agility | 30 | Magicka | 50 | Evade | 30 |
| Intelligence | 50 | Stamina | 3 | Observe | 45 |
| Willpower | 50 | Initiative | +11 | Stealth | 15 |
| Perception | 35 | Action Pts. | 3 | Knowledge | 90 |
| Personality | 30 | Speed | 9m | Social | 40 |
| Morale | 50 | Size | Std. | Physical | 30 |
Weapons & Armor
- • Quarterstaff: 1d6(1d8); Concussive; Reach 2m, 1.5H
- ▪ May also have a Cast Magic enchantment of [Frost/
- Shock/Fire] Bolt Spell Level 3 (100m Range, Attack,
- 1d8 damage), 5 charges.
Special Abilities
- • Overcharge (1 SP): The Mage rolls damage twice and uses
- the highest when calculating the next spell’s damage.
- • Learned Scholar (1 SP): The Mage may use their Knowledge
- skill in place of Social to persuade others.
- • Magical Exertion (1 SP): When the Mage casts any spell
- they can do so at one Spell Level higher than listed, but they
- suffer -10 to cast and risk backfire upon failure and any other
- usual costs of casting a spell higher than their skill rank.
- • Magic over Might: The Mage may spend one of their spells
- or 10 MP to replace their Physical or Social score with their
- Magic score for a single Skill test.
- • Refresh (1 AP + 1 SP): The Mage can drink a potion which
- either refreshes their MP to full or regain all of the casts for
- their Spellcaster trait as a Secondary Action.
Spells
- Has up to 6 spells of any school up to Spell Level 4.
- “Enter as Lord Dagon has written: come slow and bring four keys. Ou
- tiate, Questing Knight, Chaplain, and Master. Let the evil ones burn
- Knowledge go aright. However, recall that your sight is yet narrow,
- Necromancer
- Necromancers are those mages who study the profane art of H
- Necromancy, which they use to raise undead servants and increase l
- their own lifespan, hoping to ultimately attain Lichdom.
Encountering Mage
a mages’ guild of some kind - usually the official Imperial Mages’ Guild of the 2nd and 3rd era, or the Synod or College of Whispers of the 4th era. ly Any Race, Humanoid; Minor; Black Soul (1500) Characteristics Attributes Skills Strength 30 Hit Points 15 Combat 30 Endurance 30 Wound Thr. 11 Magic 100 Agility 30 Magicka 60 Evade 30 Intelligence 50 Stamina 3 Observe 45 Willpower 60 Initiative +12 Stealth 15 Perception 35 Action Pts. 3 Knowledge 90 Personality 30 Speed 9m Social 40 Morale 50 Size Std. Physical 30 Weapons and Armor • Quarterstaff: 1d6(1d8); Concussive; Reach 2m, 1.5H ▪ May also have a Cast Magic enchantment of [Frost/ Shock/Fire] Bolt Spell Level 3 (100m Range, Attack, 1d8 damage), 5 charges. Special Abilities • Overcharge (1 SP): The Archmage rolls damage twice and uses the highest when calculating the next spell’s damage. • Learned Scholar (1 SP): The Archmage may use their Knowledge skill in place of Social to persuade others. • Magical Exertion (1 SP): When the Archmage casts any spell they can do so at one Spell Level higher than listed, but they suffer -10 to cast and risk backfire upon failure and any other usual costs of casting a spell higher than their skill rank. • Magic over Might: The Archmage may spend one of their spells or 10 MP to replace their Physical or Social score with their Magic score for a single Skill test. • Refresh (1 AP + 1 SP): The Archmage can drink a potion which either refreshes their MP to full or regain all of the casts for their Spellcaster trait as a Secondary Action. Spells Knows all spells within a single school of magic up to Spell Level 6 71 r Order is based on the principles of his mighty razor: Novi- in its light as if by the excess of our vision. Then shalt our and while you have the invitation, you have not the address.” - Commentaries on the Mysterium Xarxes Hedge Mage edge mages have learned their craft outside the bounds of traditional earning. ny Race, Humanoid; Minor; Black Soul (1500)