Current Mages
The eccentric hermit, traveling apprentice, bumbling researcher, or the-one-who-traded-much-forpower are some ways to play mages. In most cases having a mage is an immense help. Typically they find themselves messing with the enemy or strengthening their allies. Mages tend to have a large bag of powerful tricks to draw on, but be pretty bad at taking a sword to the face. Because of this, they rely on teamwork a little more than the other classes. Though they have the best abilities, you need to know a lot of rules and practice using your spells in order to excel as a mage. If you want to have instant friends at any event, play a healer. If you want to scare piles of people but have a low life expectancy play a blasty mage. Though fighters see the most action and rogues are quicker to the punch nothing says “Screw you” like lighting five people on fire at once or animating a field of corpses to do your bidding.
One-handed weapons. You can use One-Handed Weapons.
Throwing Weapons. You can use throwing weapons.
Bucklers. You can use a Buckler.
Sorcery
Some spellcasters gather up large amounts of ambient magic and shape it to their will upon release. Though able to release a lot of magic quickly, they tend to have little variety and risk running out of power. For each time you pick this you know one spell from the spellbook and one mana. To cast it call out the spell name. Each spell you cast costs 1 mana. Regaining mana requires being outside of combat (cannot hear combat and being out of eyeshot) standing in one place a for 30 seconds per 1 mana you wish to recharge. If this is picked at least four times, you may throw more than one beanbag each time you cast a blasty spell.
Sigils
You are a learned mage, who bends the world through words and symbols of pure magic. Unlike other mages your magic is not even limited to what you know, or your raw power. As long as the word is there you can use its power. By picking this ability once you can read any sigil and, while within three feet of the sigil, may cast the associated spell. You may place a number of functional sigils equal to the number of times this ability has been picked. If a sigil is drawn on an object you wish to carry around with you, such as a page in a spellbook, the object must be placed on the ground and the sigil traced with your finger before it can be used. To cast a spell using sigils say “From the power of this Sigil I...” If this is picked at least four times, you may use sigils from ten feet away instead of three.
Relic
Some people make magical tools, some find, win, or inherit theirs. Some use powerful magical items, others a bag of strange and esoteric components. Whatever the case, you can repeatedly cast your most common spells so long as you have it. Each time you pick this ability, pick a spell from the spellbook and one magical looking prop (a tome, orb, staff, pendant, ring, etc.). Standing still you say “By my [noun] I...” and a spell name while brandishing your relic to cast the spell you picked for it. This must take at least three seconds. If your relic is stolen you can’t cast with it until it is returned. If this is picked at least four times, any of your Relics may instead be a regular shield or a hand & ½ or smaller weapon which you can now use.
Pact
You’ve got a connection with a mystical place or being which grants you power. Some are malign, others benevolent. Some agreements are formal contracts, others are loose understandings. Such magic is easy to cast quickly and in quantity, but you can never tell when it will run out. Each time you pick this, pick one spell that your pact will let you cast. You can bring a pouch with one black bead and a number of white beads equal to the number of times you’ve picked this skill. To use your pact: draw a bead, look at it, and then put it back. If it’s white you can cast one of your pact spells by saying “By my pact I...” and the spell name. If you draw the black bead you can’t cast any spells using your pact for about 3 minutes. If this is picked at least four times, you may use your pact to cast any spell from the spellbook.
Incantations
Your magic comes from your voice, be it a mastery of the ancient tongue, rhyme, melody, or just being very good at shouting; you speak, and the world listens. Such magic takes more time than usual, but it is very reliable and being eloquent tends to ease your way in social situations. Each time you pick this ability, pick a spell from the spellbook. You can cast that spell so long as you speak, rhyme, or sing. It takes at least 10 words, at least 4 seconds, and must relate to the spell you want to cast. Instrument optional. If this is picked at least four times, you may cast a non-blasty spell you know with 50 words and precede the spell name with “Mass” to have it affect everyone who hears it. Speak your whole incantation loudly.
Spell Turning
While touching magic is generally considered to be a bad idea, some mages have figured out how to enchant their gloves to allow them to handle the magical energies of another mage's attacks, and even steal the spell to throw back at the offender. By picking this ability you may catch and throw beanbag spells. Tie a brightly-colored piece of cloth around your wrist or hand in an obvious location, or wear distinctly magical-looking gloves. (Must be period accurate-ish, i.e. no baseball gloves.) You may catch and throw spells with this hand. By walking, or holding onto the spell for over 3 seconds the spell fades away and you must drop the beanbag representing the spell.
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