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Archetypes & Pathways

The Mage

The Mage bends reality through sheer force of will, wielding Words of Power to reshape the world around them. Where others rely on steel, strength, or influence, the Mage channels the arcane to achieve the impossible. Dangerous, versatile, and endlessly creative, a Mage is limited only by their imagination — and the consequences of their power.

  • A. [M1] Light Weapon (1), Shield (1), Robe (1), Charm (0)
  • B. [M1] Staff (2), Cloak (1), Trinkets (0), Pack (2)
  • C. [M1] Sling (1), Scroll Case (1), Writing Tools (1), Hat (1)
  • D. [M1] Medium Weapon (2), Heavy Armour (3), Shield (2)

Level 1 Abilities

Sense Power: Gain +1 Outcome to Throws made with {Attune} while identifying magical items. You can always feel the presence of active magic around you.

Fated Moment: Gain +1 Outcome to Throws made with {Augury} as part of a Group Action. Once per Rest, you may Throw {Augury} and record the Outcome. Before you or an ally makes a later Throw, you may replace that Throw’s Outcome with the recorded Outcome. The recorded Outcome is lost when you next Rest.

Ritual Casting: Gain +1 Outcome to Throws made with {Mysticism} in the presece of divinity or a place of worship. Given time and preparation, you may cast a Sorcery without making a Throw unless it is rushed, contested, dangerous, or unstable.

Overchannel: Gain +1 Outcome to Throws made with {Spellcraft} while in combat. The first Sorcery you cast each Scene does not expend Words of Power.

Strange Practice: Gain +1 Outcome to Throws made with {Weird} when resisting consequences. Once per Scene, when a Sorcery misfires, mutates, backfires, or behaves strangely, you may choose one detail of how the weirdness manifests.

Level 5 Abilities

Reckless Casting: You may increase the maximum number of Words of Power used in a Sorcery by 1. When you use 4 Words of Power in a Sorcery, any Consequence from that Sorcery is increased by 1 step.

Verbose Caster: Choose a number of Words of Power you know equal to your Level from among the Mage or any of its Pathways. Those Words gain an additional use. (This continues to update as you level)

Counterspell: Once per Scene, when a creature you can perceive casts a Sorcery, you may Throw {Spellcraft}. On a Success or higher, reduce, redirect, delay, or unravel one Word of Power used in that Sorcery.

Problem Solver: Once per Scene, when a social obstacle could be solved by a minor magical convenience, you may solve it without a Throw or expending Word of Power. Examples include lighting a hall, drying soaked clothes, chilling wine, mending a broken sign, finding a lost ring, cleaning a room, or making a small spectacle.

Level 10 Abilities

Sorcery Champion: Gain Focus in one of the following: {Attune} — {Augury} — {Mysticism} — {Spellcraft} — {Weird} Increase Sorcery attribute by +1. (This bonus can go above the attribute cap of 3)

Wish: Gain the Word of Power — Wish. You may use Wish once per Level. You cannot use Wish to affect unwilling participants, unless they are actively trying to harm you.

Simulacrum: Once per Long Rest you create a Simulacrum of yourself that is identical to you in every way. The Simulacrum does as you command, can cast Sorceries from your Words of Power expending its own slots. The Simulacrum lasts 1 Scene or until it takes any damage.

Level 1 Words of Power

Arcane, Light, Bind, Mark, Blink, Pulse, Bolt, Sense, Channel, Shape, Echo, Shift, Flicker, Spark, Force, Touch, Glimmer, Veil, Imbue, Weave

Level 5 Words of Power

Anchor, Reflect, Barrier, Surge, Conduit, Thread, Displace, Warp, Enchant, Wield, Focus, Fly, Fracture, Manifest, Project

Level 10 Words of Power

Ascension, Collapse, Create, Destroy, Dominion, Infinity, Paradox, Reality, Singularity, Transcend