Mage

Mages use magic and spells to change, alter and manipulate the world, and as such they are held in awe and revulsion in equal measure.  

Requirements
Prime requisite: INT
Hit Dice: 1d4
Maximum Level: 14
Armour: None
Weapons: Dagger, Staff

Disciplines

Mages follow one of 3 disciplines: 

Hedge Magic is the discipline attuned to the natural world.  It is linked to the folk belief known as ‘The Old Ways’ and is practised extensively in cultures considered pagans by followers of The Nine.  Mages practicing this sphere of magic could be seen similarly as the legendary mage-like figures from the iron-age British Isles. for example, Merlin, Nimue and Rhiannon.


Arcane Magic is the broadest discipline and is practised by magic users of all dispositions.  Arcane mages are focused on pushing the boundaries of what the sentient mind can achieve.

Sorcery is chiefly concerned with dark, malevolent magic, and is often practised by those seeking power over demons and the dead. Sometimes known as Demonologists, Necromancers or most commonly Sorcerers; these dark mages seek to harness forbidden, malevolent knowledge  in order to grow their own personal power.

Magic users can draw magic from more than one discipline, but the wielding of Hedge Magic is incompatible with Sorcery, and vice-versa, and a mage must permanently  relinquish all spells unique to one, in order to learn spell from the other.

Restrictions & Penalties

Ostentatious Mages suffer a -2 to any reactions with non-Mages

Herblore and Healing (Hedge Mages only)

Hegde Mages are able to identify all common herbs and plants, and have a 3-in-6 chance of foraging enough medicinal plants to treat one character, restoring 1 hit point.  A single character can only be treated once per day.

The Sight

Mages are rare, making up just 0.01% of the population, and their power is innate, coming to bear with the onset of adolescence, when they develop 'The Sight'; the ability to sense magical energy in people, places and objects, although the specific powers cannot be determined

Mages have the ability to read magical runes

Spellcasting

Spells can only be memorised after at least 6 hours sleep.

In order to cast a spell, a successful Intelligence check must be made.  This reflects the need to invoke the correct words and gestures.

A roll of Nat 1 results in the spell overcharging as the Mage channels raw magical power (roll on Overcharge table).

A roll of Nat 20 results in a miscast (roll on the miscast table)

See the Magic section for more information

Combat

Mages wearing any type of armour cannot cast spells

There is no restriction on weapons a mage can use, but tradition dictates that blades longer than daggers are not used.

Mage Level Progression

Saving ThrowsSpells
LevelNo. Sessions To LevelHit DiceTo Hit BonusDWPBS123456
101d4013141316151
282d4013141316152
3163d40131413161521
4324d40131413161522
5425d421314131615221
6526d421112111412222
7627d4211121114123221
8728d4211121114123322
9829d45111211141233321
10929d4+1*5111211141233332
111029d4+2*5898118433321
12112pd4+3*7898118443332
131229d4+4*7898118444333
141329d4+5*7898118444433

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Episode 37 Show Notes

  Thank You  A huge thank you to everyone who has listened to and supported the show, and particularly the following folks for their encoura...