There are some who seek to look beyond the veil to unravel the mysteries of the universe, unlocking ancient power that was never intended to fall into mortal hands. These masters of the arcane arts bend the universe to their will by breaking the laws of physics and inventing new laws at whim. They fling fireballs as easily as an archer might launch an arrow. They warp space and time to create portals that span across continents. They bind their enemies under powerful spells to leave them as helpless as newborn kittens. Do you dare to rip apart the fabric of spacetime to tinker with reality? Unfathomable power awaits those foolish or brave enough to try.
An aged wizard spends his days poring over tomes to create a new spell.
A war mage devastates his foes with orbs of raw energy and powerful hexes.
A scientist researches bizarre magical anomalies hoping for the next big scientific breakthrough.
Barrier • Action
When you gain this trait, work with your GM to determine a unique feature for your walls (they’re bigger than normal, they reflect projectiles, they deal damage on touch, etc).
Describe how you use defensive magic → Bolster. Within a far distance, create a wall that is up to a close distance across.
Once each combat, at any point, describe how you counterspell → A combatant’s roll is automatically the worse possible result, no matter what. Then, stun the target for 1 turn.
Evoker • Action
Describe how you create an explosion → Deal ranged damage in a blast.
If you aren’t wearing armor, you have +5 block and your block can’t be reduced or ignored.
Spell Swap • Action
Describe how you swap magic → Bolster. The GM must describe all of the buffs and debuffs on present combatants. You can move a buff or debuff from one present combatant to another present combatant.
Blink • Move
When you gain this trait, work with your GM to determine limitations (you can only teleport short distances, you leave something behind, you must have visited your destination before, etc).
Describe how you teleport → Teleport to another location.
Cantrips • Action
Describe how you cast minor magic → Achieve a minor magical effect (inscribe a glowing floating rune on a surface, make a handheld item vanish or appear, light all candles and torches in a room, etc).
You can detect and experience magic with your normal senses.
Invisibility • Slow Action
Describe how you render something invisible → Turn a creature or object you’re touching invisible. It lasts for about 1 hour, or until the target attempts a strenuous or complicated action (attack, run, pick a lock, etc). You can only have 1 invisibility effect active at a time.
Tell the GM an effect you want to achieve through ritual magic (eternally seal a creature in a tomb, open a portal to another plane, make a magical effect permanent, etc). The GM must explain everything you have to do in order to complete the ritual (sacrifice rare items, join with other mages, visit a certain location, etc). If you perform the ritual and satisfy the requirements, gain creative license to achieve the effect.
Wizard Eye • Slow Action
Describe how you conjure a magic orb → Conjure an eyeball-sized floating orb, which lasts for about 1 hour. It goes wherever you telepathically command it to go, but never more than 1 space off the ground. You can see, hear, and sense through the orb whenever you want.
Increase all rolls you make to engage in diplomacy and debate.
Call Familiar • Slow Action
Describe how you summon a familiar → Work with your GM to obtain a very small creature (imp, frog, raven, etc), or restore your old one if it died. It has life equal to your toughness, can speak or communicate with you telepathically, and logically appropriate qualities (a raven flies, a cat climbs, a frog swims, etc). You can use traits through your familiar, as if you are standing at its location.
When you gain this, select a topic (nature, monsters, nobility, etc). Whenever you encounter something that relates to that topic, declare a plausible fact about that topic (this tree sap cures disease, wyverns only hunt at dusk, King Ramus III was buried near here, etc). The GM must make it true.
When you uncover obscure information and share your findings with the world, mark on your character sheet that you are an authority on that subject. Increase all future rolls you make to understand or remember information about that topic. People who are interested in that subject will have heard of you and will be significantly more respectful and helpful to you.
Sleep • Slow Action
Describe how your magic lulls creatures that are performing relaxing or mundane activities to sleep → Creatures in a blast within a close distance fall asleep, assuming they are capable of sleeping. Using this trait doesn’t give off any cues (unless you want it to). Resisting.