Post by Zaim al-Daleel on Nov 30, 2017 8:26:51 GMT -7
Overview
Mages are wielders of magic that with the correct incantation and gestures can cast powerful spells. Mages could create searing balls of fire, mend wounds with magic, summon otherworldly creatures and even speak with the dead if they so choose. A mage is defined by type of spells it wields and as a result it is unlike most classes which can be played with little to no planning.
The mage requires a bit of planning ahead of time in terms of spells. At the start of the game you only have a few ranks to distribute among spells classified under the 8 schools of magic, spending all of them on one school could surely help you specialize in it but you will do so at the cost of versatility. It is recommended to wait until every player knows what class they will choose and then put down your ranks in spells that best suit the needs of your party.
NAMES
Male: Brokk, Dagda, Elymas, Gleipnif, Gwydion, Myrdinn, Saehrimnir, Skidbladnir, Vadim, Zalagos
Female: Aradia, Ceridwen, Hecate, Orenda, Lilianna, Maev, Medea, Mohana, Wakanda, Zoraida
LOOK
Choose one for each:
STATS
Your maximum HP is 4+Constitution.
Your base damage is d6.
ALIGNMENT
Good: Use magic to directly aid another
Neutral: Discover something about a magical mystery
Evil: Use magic to cause terror and fear
STARTING MOVES
Choose how you cultivated your powers and gain the corresponding move:
Apprentice Mage
You nurtured your magic under the tutelage of a mentor. Who were they? How did you end up under their wing? Are they still alive? Where are they now? You quickly learn from your mistakes: when you use cast a spell, on a miss you take +1 forward to use cast a spell.
Circle Mage
You underwent the strict teachings of an arcane academy. You start with Cabalist. When allies help you perform a ritual, the GM will reduce or remove one of the conditions.
Hedge Mage
You are a self-taught spellcaster who has always preferred the fringes of civilization. How did you teach yourself to use magic? Why do you prefer living on the edge? Are you running away from someone? Choose one:
You start with these moves:
ARCANE FRONT
You start with 3 Arcane. When you spend uninterrupted time (an hour or so) storing arcane energy within you, you hold +1 Arcane to a maximum of 3. You can spend 1 Arcane to gain a +1 forward to use cast spell.
ARCANE POWER
Choose the source of your magic:
ARCANE RITUAL
When you draw on a place of power to craft a magical item or create a magical effect, tell the GM what you want to do, and the GM will tell you:
CAST SPELL
When you gesture and chant the proper incantations of a spell, roll+MAGIC.
✴On a 10+, the spell is successfully cast.
✴On a 7-9, the spell is cast, but choose one:
Note that maintaining spells with ongoing effects will cause a -1 penalty to making other moves, including casting spells.
Raw arcane energy is a beast difficult to contain and it can sometimes produce unwelcome effects. When a player chooses to have their spell have an undesired effect or if they completely miss, this is your opportunity to use one of your GM moves to reflect how unpredictable magic can sometimes be. Each school has examples of when a spell goes wrong.
MAGIC RESEARCH
When you spend your leisure time (about two weeks) studying the intricate patterns of a school of magic you have no ranks on, you add that school to your list of researched magic schools. If you research a school for about a month you also gain 1 rank in that school. You can research a school in this way only once. Also, if you research as school under the tutelage of a mentor or academy, you reduce the time to research it by half.
Researching magic takes time and at least a good source from where to learn such as a spellbook, a witch’s grimoire, a druid’s totem, a good teacher, or to at least have seen the casting of a particular spell a few times to try and mimic its effects.
MAGIC SCHOOLS
You have access to a large repertoire of magical energy that you translate into effects that the scholars have grouped into 8 different schools. You start with 3 ranks which you can spend among the different schools to gain access to particular uses of it. When you level up, you gain +1 rank in a school you had previously researched.
Abjuration
This school is focused on protective spells that cancel or interfere with other effects, especially magical
ones.
Failed abjuration spells tend to have the opposite effect; a warded area could instead attract the attention of nearby creatures. An attempt at dispelling a magical effect could instead augment it, and a failed banishment could instead banish the wrong creature or bound the target even more to that plane, making it stronger.
Conjuration
Conjuration spells consist of summoning creatures or objects, teleportation, and the creation of objects and effects out of nothing.
Conjuration spells that go wrong could have serious consequences, especially when summoning creatures. A mage could summon uncontrollable version of a creature it wanted or another entity could use the portal created to enter this world. Failing at conjuring objects or structures could mean that whatever is conjured is bad, broken, or doesn’t behave as it was expect. Consequently, something that is conjured poorly could refuse to leave, forcing the caster to keep the ongoing effect until the target finally leaves.
Divination
Divination spells consist of revealing secrets long forgotten, peeking into the future, scrying, and discerning whats truly real.
A failed divination spell can lead a group of adventurers astray. Something that is magical may appear as it is not and vise versa, discerning if a particular action is good or bad may yield wrong or no results, revealing the general direction of a target may prove true but it could be the most dangerous road leading towards the target.
Enchantment
Enchantment spells affect the mind and actions of others helping the caster to quickly befriend or deceive a creature.
Enchantment spells gone wrong include but are not limited to, the effects bouncing back on you or someone else unintentionally such as an ally falling asleep instead of or in addition to your intended target, filling a target with uncontrolled hatred towards you instead of befriending them, a creature finding its courage to face you with renewed strength.
Evocation
Evocation spells focus on manipulating energy such as, acid, arcane energy, fire, ice, and wind to create a desired effect such as illuminating a room, hurling bolts of lightning or creating a massive ball of fire.
Evocation spells can be one of the most volatile since they manipulate raw energy to achieve a desired effect. An object imbued with arcane energy with provide light could instead erupt in a blinding flash of light, catching the attention of creatures in the vicinity, aiming a scorching ray at an enemy could accidentally set an ally or a nearby building on fire, invigorating an ally could cause it to go berserk, and the magical effect you used to impede a creature could also turn on you and your allies.
Illusion
Illusion spells are crafted to deceive the senses of others by concealing what would otherwise be obvious to the eye, unreal noises, see things that aren’t there, and even alter the memory of others.
Failed illusion spells go wrong when you least expect them, an invisibility spell could end before it was intended, the illusion doesn’t appear or behaves exactly as you planned, etc.
Necromancy
Necromancy spells manipulate the energies of life and death allowing the caster to drain energy from living creatures, heal wounds at the expense of others, communicate with the dead, and even animate them.
Necromantic spells could have serious consequences upon it’s caster, an animated undead could turn on you or stay reanimated longer than you wished, a failed spell could take a heavy toll on your body and leave you permanently scarred, a summoned spirit could possess you or one of your allies and so forth.
Transmutation
Transmutation spells change the properties of matter and the environment such as bolstering an ally by making them stronger, creating an opening where there isn’t one, flying, and even changing your appearance.
Failed transmutation spells usually have the opposite effect of what they were intended for; trying to repair an object could permanently destroy it, giving an ally wings could instead turn the target into a chicken.
GEAR
Your load is 7+Str. You start with dungeon rations (5 uses, 1 weight). Choose two:
BONDS
Fill in the name of one of your companions in at least one:
ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.
Arcane Wellspring
Your maximum arcane becomes 4.
Cabalist
You have joined an organization dedicated to the study of magic. Who are they? Where are they located? What methods do they use to teach magic? When you are in a steading where your cabal is active, hand over any news or item that might be of interest to them and in return you can choose one of the following:
Descry Place of Power
When you have time and a safe place to study the arcane leylines, you can ask the GM what is the nearest place of power. The GM will answer truthfully and will also tell you a brief history of the place and what dangers you may need to overcome in order to reach it. Take +1 forward when facing such dangers.
Empowered Spell
When you cast a spell, you may spend 1 Arcane and choose one of these options:
Enlarge Spell
When you cast a spell, you may spend 1 Arcane to have the spell affect an area near you. How does the spell affects the immediate area around you?
Familiar Spirit
You have made a contract with a supernatural entity known as a familiar. Treat your familiar as a hireling with 4 skill points and a loyalty equal to your MAGIC stat. You always know the location of your familiar and it knows yours. You can mentally communicate with your familiar regardless of distance and vise versa.
Although familiars tend to have the form of small animals such as bats, rats, owls, frogs, and hares. Some mages have enlisted the services of more devious creatures such as fairies, imps, and spriggans. Like most hirelings, familiars have a cost but most of them are content with being treated fairly, being well fed, and the occasional shiny object in the case of ravens.
Implement Mastery
When you volley with or cast a spell while wielding an orb, rod, runestaff, or wand, you can choose one:
Prodigy
You gain 2 ranks to spend on schools of magic you have previously researched.
Quicken Spell
When you cast a spell, you can spend 1 Arcane to cast a spell before anyone has time to react and without the need of gestures or chanting.
Reach Spell
When you cast a spell, you can spend 1 Arcane to add the near tag to a spell that requires you to touch the target.
Seeking Spell
When you cast a spell, you can spend 1 Arcane to have the spell reach a target you know is near regardless of obstacles or if they are hidden from your senses.
Twin Spell
When you cast a spell, you can spend 1 Arcane to automatically cast a spell on yourself as if you had rolled a 10+.
When you gain a level from 6-10, you may choose from these moves.
(SECTION INCOMPLETE)
Agathion
Abjurer
Conjurer
Contingency Spell
Divinator
Enchanter
Evocator
Illusionist
Necromancer
Self-Powered
Transmuter
Character Options
NEW TAG
Arcane: The item only works for characters capable of using arcane magic.
WEAPONS
Mages are wielders of magic that with the correct incantation and gestures can cast powerful spells. Mages could create searing balls of fire, mend wounds with magic, summon otherworldly creatures and even speak with the dead if they so choose. A mage is defined by type of spells it wields and as a result it is unlike most classes which can be played with little to no planning.
The mage requires a bit of planning ahead of time in terms of spells. At the start of the game you only have a few ranks to distribute among spells classified under the 8 schools of magic, spending all of them on one school could surely help you specialize in it but you will do so at the cost of versatility. It is recommended to wait until every player knows what class they will choose and then put down your ranks in spells that best suit the needs of your party.
NAMES
Male: Brokk, Dagda, Elymas, Gleipnif, Gwydion, Myrdinn, Saehrimnir, Skidbladnir, Vadim, Zalagos
Female: Aradia, Ceridwen, Hecate, Orenda, Lilianna, Maev, Medea, Mohana, Wakanda, Zoraida
LOOK
Choose one for each:
- Body: Built, compact, lanky
- Eyes: Distant, disturbed, observant
- Hair: Groomed, styled, wild
- Clothes: Shabby, strange, stylish
STATS
Your maximum HP is 4+Constitution.
Your base damage is d6.
ALIGNMENT
Good: Use magic to directly aid another
Neutral: Discover something about a magical mystery
Evil: Use magic to cause terror and fear
STARTING MOVES
Choose how you cultivated your powers and gain the corresponding move:
Apprentice Mage
You nurtured your magic under the tutelage of a mentor. Who were they? How did you end up under their wing? Are they still alive? Where are they now? You quickly learn from your mistakes: when you use cast a spell, on a miss you take +1 forward to use cast a spell.
Circle Mage
You underwent the strict teachings of an arcane academy. You start with Cabalist. When allies help you perform a ritual, the GM will reduce or remove one of the conditions.
Hedge Mage
You are a self-taught spellcaster who has always preferred the fringes of civilization. How did you teach yourself to use magic? Why do you prefer living on the edge? Are you running away from someone? Choose one:
- You start with Familiar Spirit
- When you undertake a perilous journey, whatever job you take you succeed as if you rolled a 10+ so long as you have the aid of animals
You start with these moves:
ARCANE FRONT
You start with 3 Arcane. When you spend uninterrupted time (an hour or so) storing arcane energy within you, you hold +1 Arcane to a maximum of 3. You can spend 1 Arcane to gain a +1 forward to use cast spell.
ARCANE POWER
Choose the source of your magic:
- Magic flows through your body—Your MAGIC stat is Con
- With research,study, and formulas—Your MAGIC stat is Int
- By communing with spirits; primal, arcane, or otherwise—Your MAGIC stat is Wis
- Your words carry power—Your MAGIC stat is Cha.
ARCANE RITUAL
When you draw on a place of power to craft a magical item or create a magical effect, tell the GM what you want to do, and the GM will tell you:
- What you will need
- How long it will take
- How long the spell or effects of the magic item will last
- Any restrictions, limitations, risks, or side effects (specific time or place, must be used or activated in a specific way, might cause an explosion, will drain you of magic for a day or two, etc)
CAST SPELL
When you gesture and chant the proper incantations of a spell, roll+MAGIC.
✴On a 10+, the spell is successfully cast.
✴On a 7-9, the spell is cast, but choose one:
- You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
- The spell has an undesired effect. The GM will tell you what.
- The arcane energies running through your body take their toll, you lose 1 Arcane.
Note that maintaining spells with ongoing effects will cause a -1 penalty to making other moves, including casting spells.
Raw arcane energy is a beast difficult to contain and it can sometimes produce unwelcome effects. When a player chooses to have their spell have an undesired effect or if they completely miss, this is your opportunity to use one of your GM moves to reflect how unpredictable magic can sometimes be. Each school has examples of when a spell goes wrong.
MAGIC RESEARCH
When you spend your leisure time (about two weeks) studying the intricate patterns of a school of magic you have no ranks on, you add that school to your list of researched magic schools. If you research a school for about a month you also gain 1 rank in that school. You can research a school in this way only once. Also, if you research as school under the tutelage of a mentor or academy, you reduce the time to research it by half.
Researching magic takes time and at least a good source from where to learn such as a spellbook, a witch’s grimoire, a druid’s totem, a good teacher, or to at least have seen the casting of a particular spell a few times to try and mimic its effects.
MAGIC SCHOOLS
You have access to a large repertoire of magical energy that you translate into effects that the scholars have grouped into 8 different schools. You start with 3 ranks which you can spend among the different schools to gain access to particular uses of it. When you level up, you gain +1 rank in a school you had previously researched.
Abjuration
This school is focused on protective spells that cancel or interfere with other effects, especially magical
ones.
- Reduce an attack or effect by half (the GM will tell you how).
- Ward a small area against intruders (name what triggers the ward and how you are notified).
- Dispel an active magical effect (strong magical effects may not be dispelled by normal means).
- Temporarily banish a creature you touch or return a summoned creature from whence it came.
Failed abjuration spells tend to have the opposite effect; a warded area could instead attract the attention of nearby creatures. An attempt at dispelling a magical effect could instead augment it, and a failed banishment could instead banish the wrong creature or bound the target even more to that plane, making it stronger.
Conjuration
Conjuration spells consist of summoning creatures or objects, teleportation, and the creation of objects and effects out of nothing.
- Conjure a doned magical armor on a creature you touch (2 armor, ongoing, 0 weight).
- Conjure near you an object, mundane armor, weapon, or an item you could pull out from a dungeon gear (ongoing).
- Summon a creature that behaves like a character, access to basic moves, half of your HP, with a useful adaptation near you (ongoing).
- Conjure a structure with modest accommodations for at least two creatures near you (ongoing).
Conjuration spells that go wrong could have serious consequences, especially when summoning creatures. A mage could summon uncontrollable version of a creature it wanted or another entity could use the portal created to enter this world. Failing at conjuring objects or structures could mean that whatever is conjured is bad, broken, or doesn’t behave as it was expect. Consequently, something that is conjured poorly could refuse to leave, forcing the caster to keep the ongoing effect until the target finally leaves.
Divination
Divination spells consist of revealing secrets long forgotten, peeking into the future, scrying, and discerning whats truly real.
- Detect or Identify what here is magical. Detect the alignment or instinct of a creature or object.
- Know if a particular action will bring good or bad results in the immediate future.
- Know the general direction of a creature, object, or location.
- Get 1d4 mental images associated to an object you touch.
A failed divination spell can lead a group of adventurers astray. Something that is magical may appear as it is not and vise versa, discerning if a particular action is good or bad may yield wrong or no results, revealing the general direction of a target may prove true but it could be the most dangerous road leading towards the target.
Enchantment
Enchantment spells affect the mind and actions of others helping the caster to quickly befriend or deceive a creature.
- Make a creature near you fall asleep. They awake as normal: loud noises, jolts, pain.
- A creature near you treats you as a friend until you prove otherwise.
- A creature near you freezes or flees in fear for a few crucial seconds.
- Have a creature near you answer a question honestly.
Enchantment spells gone wrong include but are not limited to, the effects bouncing back on you or someone else unintentionally such as an ally falling asleep instead of or in addition to your intended target, filling a target with uncontrolled hatred towards you instead of befriending them, a creature finding its courage to face you with renewed strength.
Evocation
Evocation spells focus on manipulating energy such as, acid, arcane energy, fire, ice, and wind to create a desired effect such as illuminating a room, hurling bolts of lightning or creating a massive ball of fire.
- An item you touch glows with arcane light as long as it remains in your presence, about as bright as a torch with colors of your choosing.
- Deal 1d8 damage to a nearby target.
- Imbue a creature nearby with invigorating energy (describe how you do it), they take +1 forward.
- Temporarily impede a creature, explain how you do it.
Evocation spells can be one of the most volatile since they manipulate raw energy to achieve a desired effect. An object imbued with arcane energy with provide light could instead erupt in a blinding flash of light, catching the attention of creatures in the vicinity, aiming a scorching ray at an enemy could accidentally set an ally or a nearby building on fire, invigorating an ally could cause it to go berserk, and the magical effect you used to impede a creature could also turn on you and your allies.
Illusion
Illusion spells are crafted to deceive the senses of others by concealing what would otherwise be obvious to the eye, unreal noises, see things that aren’t there, and even alter the memory of others.
- Create a harmless sensory input such as a sound or image in an area nearby (ongoing).
- Turn a creature or object you touch invisible (ongoing).
- Create a minor illusory effect on a creature or object you touch such as slightly changing its appearance, how it feels to touch, or it‘s smell (ongoing).
- A creature you touch appears blurred to others, when the creature defies danger by moving out of the way, it can roll 3d6 and choose the best two (ongoing).
Failed illusion spells go wrong when you least expect them, an invisibility spell could end before it was intended, the illusion doesn’t appear or behaves exactly as you planned, etc.
Necromancy
Necromancy spells manipulate the energies of life and death allowing the caster to drain energy from living creatures, heal wounds at the expense of others, communicate with the dead, and even animate them.
- Animate the corpse of a dead creature. It follows your spoken command, possesses half of your HP, and up to two useful adaptations it had in life (ongoing).
- Release a necrotic ray towards a living creature near you, deal your damage to it and you heal 1d8 HP.
- Call forth the spirit of a deceased corpse and asked them up to 3 questions.
- A creature taking its last breath in your presence rolls twice and chooses the better result.
Necromantic spells could have serious consequences upon it’s caster, an animated undead could turn on you or stay reanimated longer than you wished, a failed spell could take a heavy toll on your body and leave you permanently scarred, a summoned spirit could possess you or one of your allies and so forth.
Transmutation
Transmutation spells change the properties of matter and the environment such as bolstering an ally by making them stronger, creating an opening where there isn’t one, flying, and even changing your appearance.
- Repair, destroy, or rearrange a structure or object you touch with dimensions in feet equal to twice your level.
- Give a creature you touch a useful adaptation (ongoing).
- Give a weapon or object you touch a tag another item of its kind has (ongoing).
- Telekinetically move a small creature or object to a location near you.
Failed transmutation spells usually have the opposite effect of what they were intended for; trying to repair an object could permanently destroy it, giving an ally wings could instead turn the target into a chicken.
GEAR
Your load is 7+Str. You start with dungeon rations (5 uses, 1 weight). Choose two:
- Bag of books (5 uses, 2 weight) and 3 healing potions
- Runestaff (near, arcane, 4 charge, two-handed, 1 weight)
- Orb, rod, or wand (near, arcane, 3 charge, 1 weight)
- 3 antitoxins (0 weight)
- Protective Talisman (+1 armor, 0 weight)
BONDS
Fill in the name of one of your companions in at least one:
- _______________ has much to teach me about magic.
- _______________ doesn’t trust my magic and for good reason.
- _______________ shares the same passion for the magical arts as I do.
- I once used my magic to save _______________ they owe me for that.
ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.
Arcane Wellspring
Your maximum arcane becomes 4.
Cabalist
You have joined an organization dedicated to the study of magic. Who are they? Where are they located? What methods do they use to teach magic? When you are in a steading where your cabal is active, hand over any news or item that might be of interest to them and in return you can choose one of the following:
- Research a school of magic your cabal does not ban.
- Requisition a magical item that must be returned eventually (the GM will tell you when and how).
- Request information about a subject they are aware of.
- Request for food and accommodations for yourself.
- Request for an assistant in the form of a hireling with 1d4 skill points.
Descry Place of Power
When you have time and a safe place to study the arcane leylines, you can ask the GM what is the nearest place of power. The GM will answer truthfully and will also tell you a brief history of the place and what dangers you may need to overcome in order to reach it. Take +1 forward when facing such dangers.
Empowered Spell
When you cast a spell, you may spend 1 Arcane and choose one of these options:
- The spell’s effects are maximized.
- The spell’s targets are doubled.
Enlarge Spell
When you cast a spell, you may spend 1 Arcane to have the spell affect an area near you. How does the spell affects the immediate area around you?
Familiar Spirit
You have made a contract with a supernatural entity known as a familiar. Treat your familiar as a hireling with 4 skill points and a loyalty equal to your MAGIC stat. You always know the location of your familiar and it knows yours. You can mentally communicate with your familiar regardless of distance and vise versa.
Although familiars tend to have the form of small animals such as bats, rats, owls, frogs, and hares. Some mages have enlisted the services of more devious creatures such as fairies, imps, and spriggans. Like most hirelings, familiars have a cost but most of them are content with being treated fairly, being well fed, and the occasional shiny object in the case of ravens.
Implement Mastery
When you volley with or cast a spell while wielding an orb, rod, runestaff, or wand, you can choose one:
- Spend 1 charge to have your attack or harmful spell deal +1d6 damage.
- Spend 1 charge to have your attack or spell gain the Forceful tag.
- Spend 1 charge to exclude a target from your attack or spell.
Prodigy
You gain 2 ranks to spend on schools of magic you have previously researched.
Quicken Spell
When you cast a spell, you can spend 1 Arcane to cast a spell before anyone has time to react and without the need of gestures or chanting.
Reach Spell
When you cast a spell, you can spend 1 Arcane to add the near tag to a spell that requires you to touch the target.
Seeking Spell
When you cast a spell, you can spend 1 Arcane to have the spell reach a target you know is near regardless of obstacles or if they are hidden from your senses.
Twin Spell
When you cast a spell, you can spend 1 Arcane to automatically cast a spell on yourself as if you had rolled a 10+.
When you gain a level from 6-10, you may choose from these moves.
(SECTION INCOMPLETE)
Agathion
Abjurer
Conjurer
Contingency Spell
Divinator
Enchanter
Evocator
Illusionist
Necromancer
Self-Powered
Transmuter
Character Options
NEW TAG
Arcane: The item only works for characters capable of using arcane magic.
WEAPONS
Orb, rod, wand When you volley with one of these weapons, you can roll +MAGIC instead of DEX , and on a 7-9 if you choose to reduce your ammo, you instead reduce the weapon’s charge. When the weapon has 0 charge it can no longer be used. | near, arcane, 3 charge, 1 weight |
Runestaff It functions like a wand but requires two hands to use. | near, arcane, 4 charge, two-handed, 1 weight |
Credit for The Mage: This work is licensed under a Creative Commons Attribution nonCommercial-noDerivatives
4.0 international License. Source: DriveThruRpg.com Written by Victor Hurtado