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Table of Contents
Magician
Attributes
When you select this background, add seven points to your Intellect score and five points to your Dexterity score. In addition, you may distribute eight points among any of your other attribute scores. No single attribute may receive more than four points.
Features
Stamina: A Magician begins play with 20 stamina, plus an amount equal to your Strength bonus.
Recovery Dice: When you select Magician as your background, you gain two six-sided dice (2d6) as Recovery dice. This is in addition to any Recovery dice you gained due to your ancestry.
Defences: Add two training ranks to your Will defence.
Skills
Place one training rank in the Arcane Spellcasting skill and one training rank in the Lore skill. You must take the Arcana specialty for your Lore skill. In addition, choose any two additional skills from the following list: Crafting, Deception, Insight, Investigation, Lore, Medicine, Perception, Society. Place one training rank in each of the selected skills.
Spells
You have access to the Realm of Arcane Magic. You cast spells using the Arcane Spellcasting skill, and your spellcasting attribute is Intellect. Choose eight Power 1 Arcane spells, and two Power 2 Arcane spells, and add them to the list of spells that you know.
Base Class
As a Magician, you must choose one of the following base classes: Channeling Caster, Empowered Caster, Studied Caster.
Traits
Choose one of the following traits, and add it to your character. In addition, the following traits are available to your character as Basic traits, regardless of their base class.
The following traits are available to your character as Expert traits, regardless of their base class.
Starting Equipment
You begin play with the following equipment:
- 100 silver coins.