This is an old revision of the document!
Table of Contents
Magician
Stamina: +0
Recovery: 3
Key Attribute: Education
As a Magician, you practice the arcane arts, wielding magic to alter the fundamental workings of reality. Your spells impose changes upon the world itself, bending its rules to achieve effects that would otherwise be impossible. Your power comes from knowledge, study, and careful preparation. By mastering the principles underlying your magic, you learn to reshape reality through deliberate acts of will and arcane understanding.
You rely on your knowledge and the spells you have made ready in advance. Your versatility lies not in brute force, but in understanding how the world works—and knowing how to make it work differently.
Spellcasting
The bread and butter of the Magician is their ability to alter reality. But the more you distort the fabric of reality, the more likely it is to rebound on you.
Your Grimoire
You begin play with a Grimoire—a large, heavy book containing the fundamental rules of magic, as well as your own personal notes on the spells that you have mastered. If you ever lose this Grimoire, you lose access to all the spells within it until such time as you replace it. A replacement Grimoire costs 15sp, but will contain only the general rules of magic. You will also need to replace your individual spells.
You may choose any six Level One Arcane Spells, and add them to your Grimoire.
Learning Spells
When you gain access to a new spell—from another Magician's Grimoire, from a spell scroll, or from any other source—you must spend time to transcribe it. You may take the Transcribe Spell activity to do so. Once you have transcribed a spell into your Grimoire, transcribing it into another one is automatically a complete success.
Whenever you Gain a Level in Magician, you may select two Arcane spells of your new Magician level or lower, and add them to your Grimoire. This represents your ongoing research into magic, and because of this, you need not Transcribe those Spells.
Preparing Spells
When you complete a Long Rest, you may choose to Prepare Spells. If you do not take this activity, you cannot change your available spells until the next time you complete a Long Rest.
Casting a Spell
When you Cast A Spell, you roll+EDU.
Good Things
- You have managed to alter reality to be a bit more malleable. If you currently suffer penalties to Cast a Spell, reduce those penalties by one, to a minimum of zero.
- You may select one additional target for the spell, provided that the target is in the same zone as your original target.
Bad Things
- You have run out of an ingredient needed to cast the spell. The spell is no longer prepared.
- Reality in this area becomes brittle and hard to alter. You suffer a -2 penalty to Cast a Spell until the end of the current encounter.
- Reality around you becomes somewhat brittle. You suffer a -1 penalty to Cast a Spell until you next complete a Long Rest.
Penalties due to Bad Things are cumulative.
Minor Traits
Magicians do not receive any minor traits at level one.
Basic Traits
Every character receives one class Basic Trait as part of character creation. For the Magician, these Basic Traits are listed below.
Intermediate Traits
You must be at least a level 2 Magician to select the following traits.
