Path of the Mage
Mage
[Class: Any, Qual: INT, Stability: INT+4]
[Skill: Lore (Arcana) , Reserve: Focus]
You have the unique opportunity to learn the ways of magic. You might be studying under a studious wizard, a spiritual druid, or a devout cleric. You will start as a meager apprentice, but perhaps you will eventually rise to a place of considerable magical power.
Normally you cannot select the Mage Profession, however, your GM may allow you to select this Profession in a magically focused campaign. Alternatively, this Profession may not be available under any circumstances. Talk with your GM to learn more about the campaign expectations.
Skill Table
1 | 2 | 3 | 4 | 5 | 6 |
Persuade | Medicine | Investigate | Craft (Baubles) | Lore (Esoterica) | Lore (History) |
Mage Rewards Table | |
d6 | Reward |
1 | Nothing |
2 | Writing Tools |
3 | 30 sp |
4 | 60 sp |
5 | Cottage |
6 | +1 INT |
7 | +1 INT and +1 WIL, or +1 INT and +1 PER. |
Mishap Table
d6 | Mishap |
1 | Severely Injured. Roll on the Injury Table. |
2 | You inexplicitly tap into some dark source of magic that ravages your mind. Lose −1 INT and gain +1 Lore (Esoterica). |
3 | Someone discovers what you are and hunts you down. Roll 1d6. 1-2 – You are Injured, roll on the Injury Table. 3-4 – You are ostracized from your community, -1 CHA. 5-6 – You survive but are forced to flee your home. |
4 | Your mentor asks you to use your powers immorally. If you choose to do so, you gain an Enemy. If you refuse, you leave this Profession. |
5 | You are captured by a fearful mob. They torture you until you eventually escape, finding your mentor is gone. |
6 | You are betrayed by your mentor or other close ally. Gain an Enemy. |
Event Table
2d6 | Event |
2 | Disaster! Roll on the Mishap table, but you can stay in this Profession. |
3 | Your powers cause a close friend to abandon you. A Contact or Ally becomes an Enemy or gain an Enemy. |
4 | You explore alternative approaches. Gain +1 to a chosen Secondary Skill. |
5 | You have an opportunity to use your powers to improve your social standing. If you choose to do so, roll a Lore (Arcana) Basic Test. If successful, gain +1 CHA and you can attempt to increase your Social Class. If you fail, -1 CHA. |
6 | You make a new connection among the mages. Gain a Contact. |
7 | Life Event. Roll on the Life Event Table. |
8 | You tap into a new understanding of magic. Gain +1 to Harmonics, Intervention, or Binding. |
9 | You are given the opportunity for some advanced training. Roll an INT+2 Basic Test. If successful, gain +1 to a Secondary Skill of your choice, or +1 to Harmonics, Intervention, or Binding. |
10 | You use your powers to enrich yourself. Gain +1 to your Reward roll. |
11 | Your relationship with your mentor improves, or you gain a new mentor. Gain an Ally and +4 on your next Profession Stability Test. |
12 | Your powers continue to demonstrate promise. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession. |