Collegian


Starting Equipment: Robes from your college, A staff or other weapon (weapon), A tome filled with your notes and research

Background Question: Who was your mentor?

XP Trigger: Apply the lessons learned in your college

Class Type: Mage

Starting Stamina: 4

Mage Ability: Spellcasting

MD: 2+INT+Level, Max MD: [½level]

Return: 1-2, Imprinted Spells: 2+INT

Spells Known: You begin knowing 1 tome of magic of your choice.

Gained Spells: Gain either +1 tomeor +1 slot per template. These are included in the level table.


A:

Mages College

A Tome of Magic

B:

College Ability

+1 Tome or Slot

C:

College Ability

+1 Tome or Slot

D:

Magical Secret

+1 Tome or Slot

A: College
D: Magical Secret
Colleges:
Omarim College of Magic (Wizard)
A: Spellbook Casting
B: Thesis
C: Advanced Learning
Generals College of Wuford (Battlemage)
A: Battle Casting
B: Strategic Maneuvers
C: Magical Artillery
Apprenticeship of Magic (Hedge Mage)
A: Familiar
B: Lesser Magic
C: Apprentice Caster
The Temple of True Magic (Theurgist)
A: Miracles of Magic
C: Divine Intervention
Witches Coven
A: Witches Doom
B: Deal Maker
C: Poppet

A: College

Nobody can learn magic alone, and since the purge of many mages by the Regent Uther kar Salies mages have become concentrated into a few large schools each with their own secrets and quirks.

Choose one of the Colleges bellow and gain the abilities at the listed levels.

D: Magical Secret

You gain a Magical Secret from one of your Tomes of magic or come up with your own secret, such as deigning a unique spell.

Colleges:

Omarim College of Magic (Wizard)

The largest college, this floating island hosts an entire city lifted into the air to escape a siege by the witchunters. Now they have become the most prestigious college for skilled casters and artificers, although their battlemages are known to be unprepared for the reality of battle.

A: Spellbook Casting

You may cast spells directly from a spellbook you have made, casting them as normal but not needing to prepare them. This either takes 10 minutes to set up a ritual or can be done by tearing out the page, destroying it in the process. You can rewrite your known spells into the book as a downtime action.

If you obtain another wizards spellbook or a scroll you may copy over any spells but may only cast them from your spellbook. If your spellbook is destroyed you can make a new one with 1 coins worth of supplies but it will only have the spells you know in it.

B: Thesis

As a graduate of Omarim you completed a thesis to graduate as a full mage, decide what your project was and you may:

  • Pick 1 spell you can cast with +1 MD,

  • Describe a magical creation you’ve designed that you either have with you or can make with enough resources,

  • Pick an additional feat to represent your advanced studies.

C: Advanced Learning

Choose one of your spell Tomes as a specialization, when casting spells from that Tome you regain any MD that roll a 1-3. Additionally, you may either take an additional tome of magic or gain +1 slot, in addition to the other benefits from this level.

Generals College of Wuford (Battlemage)

The bastion of humanity Wuford has defended Pedrith from countless invasions, their school hid away mages from their king and now trained mages in the arts of war, both inside and outside of their magical skills.

A: Battle Casting

You are trained to cast spell even in the heat of battle. You can cast spells while wearing up to medium armor. Additionally you can push yourself to cast a slow spell without provoking an attack of opportunity.

B: Strategic Maneuvers

Trained in battlefield tactics, you can give magically enhanced orders to your allies once per round. This allows them to take 1 action outside of their turn as a reaction, this does use their action from their next turn.

You may also expend a magic dice when doing this to give the ally +1d to a roll made from that action.

C: Magical Artillery

You have mastered the art of arcing your magic as a projectile. You may cast spells without direct line of sight or up to 1 band beyond their range. However there must be some path for the magic to follow. For spells with a single target must succeed on an attack roll to hit.

Partial successes on this attack roll halve the [dice] and [sum] of the spell, or another effect as determined by the GM.

Apprenticeship of Magic (Hedge Mage)

While most mages sheltered in the city that become Omarim or fled to the north a few mages hid among the smaller villages and hamlet, practicing herbology and common medicine they hid until the danger had passed. Without the secrets of making new mages they instead figured out a method of passing along their familiars to their apprentices, creating a lineage of magic.

A: Familiar

You have a magical Familiar bonded to you that has been passed down by generations, you gain the Shared Soul Tag for free and may pick 2 additional tags.

Your familiar is old and surprisingly wise, you can once per session ask any question of magic or history to your familiar and they will know something useful on the matter.

B: Lesser Magic

While lesser magics are often scorned by highly skilled mages you know the value of these spells. You can choose to gain a cantrip from a Tome you do not know every second level and when casting spells with 1 MD you regain the MD if you roll a 1-3.

C: Apprentice Caster

You gain or appoint an apprentice, a trusted mage who can share your magic. They have a single spell slot and a number of MD equal to half your level. They can cast spells you have prepared as you instruct them how. Your apprentice will not betray you without extreme cause and if they die your magic will return to you and you may appoint a new apprentice.

The Temple of True Magic (Theurgist)

The church of the three is a religions movement only a few centuries old, they worship 3 gods above all others. The church decries most magic as imitations of the magic given to mortals by the gods. They teach their own magic which would be the ridicule of the other colleges if it wasn't capable of doing seemingly impossible things.

A: Miracles of Magic

You can perform miracle, acts of magic that are known to be impossible to conventional spellcasters or otherwise acts of magic that come from the deities and saints of the three. You may cast from the Tome of Miracles described below as per normal spellcasting rules.

B: Greater Miracles

You gain the following 3 spells:

The Copper Hearth

Ritual (3)

You pray over a touched creatures wounds, the goddess of the hearth lays her healing hands upon them, [dice] wounds close over on the creature and are removed, however the goddess takes their energy for this they will lose 6×Wounds Removed - [sum] maximum stamina until they recover.

The Silver Law

Ritual (1)

You bless a holy text with the Lawbringers favour and swear on it, any character who willingly swears over the text, including yourself, cannot lie and can be forced to answer [dice] questions. If they lie they are cursed by the gods for all to see.

The Golden Light

Slow, Concentration

By praying to the highest god you may emit a magical light while you maintain the prayer, this light pierces all illusions and darkness even magical darkness. Undead or unholy beings must save when they enter the light or [dice]d8 damage as their sins are burned away.

C: Divine Intervention

You can call upon the gods to grant you favor, you may as a ritual (10) cast a spell you do not know or have the slots for with [Level] MD, however you must accept a penance for your god, such as slaying an unholy being or telling only truths, before you can call upon them again.

Witches Coven

Originally taught by the Hags of Darso the covens are secretive and often hunted. Their deals are often considered foul and they are mistrusted by most. However the people are often willing to overlook this when a Witch offers something they desire.

A: Witches Doom

When you cast a spell you have no limit on the number of dice you can invest and MD return on a 1-3 however, if you roll doubles you invoke a Mishap if you roll triples you gain a Doom on your third doom you effectively die or become a NPC.

Mishaps 1d6

  1. Take 1d6 damage from magical backlash

  2. The stench of rot hangs around you, anyone who smells it will know you for what you are.

  3. Grass dies, flowers wilt, milk spoils in a 50' radius.

  4. Animals react with fear upon seeing you, except dogs, ravens and cats who bow to you unnaturally

  5. You are unable to willing cross flowing water, enter homes without permission or step foot on hallowed ground.

  6. Transformed into a cat for 1d6 hours. You can still cast spells.

Mishaps last for [dice] days, unless otherwise stated.

Dooms

  1. Maiden: You must choose a weakness, such as flowing water, mirrors or fire. When effected by this weakness you must roll an additional d6 when casting spells purely for the purpose of Mishaps and Dooms

  2. Mother: When you are exposed to your source of weakness such as flowing water, mirrors or fire you are revealed to be a Witch with warts and other hag like features appearing. However you can prevent this by taking someone's firstborn child.

  3. Crone: You becomes a Hag, wicked and cruel you are driven to find a coven and create new hags. You are no longer an adventurer.

B: Deal Maker

You may make magical deals with others, rolling deals with 2d8 on the table below, you do not have to accept a deal. For each deal you complete make you may either gain 1 MD which is expended upon use, or create a trinket which can be destroyed to gain the benefit listed.

1d8

Deal

Price

1

Punish someone who hurt them

A Possession that represents a Memory. Gain +2 to a skill, this does not count against your normal maximum.

2

Grant them Knowledge

A letter containing a Secret. A Favor that also functions like a Secret (see downtime).

3

Free them of a debt.

A gift with their Name is engraved upon it. A seamless disguise that will never be uncovered.

4

Give them Strength to defeat someone.

A symbol of their Faith in the gods. You may cast 1 Miracle .

5

Find someone lost

A lock of hair which gives Will. A cast spell cannot rolls triples

6

Heal a milady or disease inflicting them

A diary of their Dreams. You gain an additional XP Goal that can only be triggered once.

C: Poppet

When you Recover you may bind spells you know into trinkets on your person. You may expend the trinket to cast the spells as if from a scroll. You may not have more than [½Level] MD of spells bound into poppets.

When you make a deal with a mage you may take their spells as the price. Spells taken in this way are known for the purpose of creating poppets. If you obtain another witches or hags poppet you may similarly treat the spell within as known.