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If the player wants his/her character to be a mage, then the priority attribute would be MIND.
Mages can only wear leather armour.
SPELLS:
The mage has a skill called Magic. Level 2 is usually advised.
MIND: 11 (+1), MIND: 12: (+2).
An optional method is to make a MIND roll (MIND/2 (half MIND stat) round down plus 1D6).
The TN is 8. If the MIND roll beats the TN, then the spell works.
The GM and players should decide on which method to use.
Blinding Flash: targets in front of the mage are blinded for 1D2 turns (good for Dark Elves, or any
creature with low light or night vision).
Infravision: allows the mage to see heat (handy when a fog cloud is about).
Can also cast it on other players.
Fire, Ice, Lightning, and Poison Bolt: -1 armour if cast within 10 metres.