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Level overview

level 1, 9 strenght, 11 agility, 10 intellect, 11 will. Starting professions: academic and


common. Skills: 4 from academic profession into lore (Folklore, geography, history,
magic and occult), two into trade. 4 from common, 1 into athletic (sneaking), 1 into
lore (history), two into trade.
level 2: +1 strength, +1 intellect, health +2, power +1, one new academic area (skill
point into history), one new traditions, three new spells. Cantrips for all new traditions
Level 3: +1 intellect, +1 will, +2 health, +1 power, +1 area of scholarship (skill point
into magic and occult), one new tradition plus cantrip from that tradition
Level 4: +1 power
Level 5: +1 intellect and will, +1 power, two new languages, two new academic
professions (one skill point into folklore, one skill point into history), two new
traditions and cantrips from those traditions, one new spell
Level 6: +1 intellect, +1 will
Level 7: +4 health, one new spell
Level 8: +2 health, one new spell

traditions: 4
Spells: 7 +4 cantrips that came from discovering a new tradition

Cantrips:
Arcana: Arcane armor 0
Fire: Flame missile 0
Storm: Shock 0
Time: Delay 0
 
Spells:
Arcana: Arcane shield 1, empowered magic 2, explosive darts 2
Fire: fire ball 3, wall of flames 4
Storm: forked lightning 1, lightning bolt 3
Time: nothing yet

Talents
Ancestry:
Good Fortune Whenever a creature within short range rolls a 1 on any die, you can
use a triggered action to discard the roll and let the creature roll the die again.
Uncommon Courage When you become frightened, you can use a triggered action to
make a Will challenge roll. On a success, you remove the affliction.

Novice path 1:
Cantrip Whenever you discover a tradition, you learn an extra rank 0 spell from that
tradition.
Sense Magic MAGICIAN UTILITY 0
You learn the sense magic spell described here.
Area A sphere with a 5-yard radius centered on a point within your space
You know if there are any ongoing magical effects in the area and from what points
they originate.

Expert 1 path 1:
Grimoire You acquire a tome filled with magical lore. The tome grants 1 boon on
Intellect challenge rolls you make to recall information about magic. In addition, the
tome also contains spells you have discovered during your travels. Your Grimoire
holds three spells of a rank you can cast. The spells can belong to any tradition, even a
tradition you have not yet discovered. For the purpose of gaining Corruption from
learning certain spells, choosing a spell to include in your Grimoire counts as learning
it. Finally, if you learn a spell already in your Grimoire, you can add another spell to
your Grimoire of a rank you can learn and cast.
You can create additional Grimoires to hold more spells or to replace a Grimoire you
have lost. To create a Grimoire, you must spend 48 hours creating a book using exotic
materials worth 5 gc. When you complete your work, you can inscribe any three spells
of a rank you can cast inside the book.
Grimoire Casting If you are holding a Grimoire, you can cast a spell it contains by
expending the casting of a spell you have learned of the same or higher rank.

Novice path 2:
Spell Recovery You can use an action to heal damage equal to your healing rate and
regain one casting you expended of a spell you learned. Once you use this talent, you
cannot use it again until after you complete a rest.

Expert 2 path 1:
Esoteric Discovery You make one esoteric discovery. Choose one you have not
already chosen from the ones listed below.
Lore of Salvation When you make a challenge roll to resist an attack, you make the
roll with 1 boon.

Ancestry 2: one new spell

Expert 1 path 2:
Spell Expertise Increase by 1 the number of castings for all rank 0 and rank 1 spells
you have learned.

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