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MAGE SPECIALIZATIONS

HEALER:
Healers are chosen by the Gods to be heralds of kindness and healing

Primary Abilities: Accuracy, Communication, Intelligence, and Willpower


Starting Health: 20+Constitution+1D6
Weapon Groups: Brawling and Staves plus one based on deity

LEVEL 1:
Holy Lance: Acts like Arcane Blast
Holy Symbol: Acts as Arcane Device but must be a deity’s symbol
Magic Training: the same
Magic Points: 10+Willpower+1D6
Zeal: Acts like Spellpower (10+Willpower+Arcana Focus)
Talents: Chirurgy Plus one of the following: Linguistics, Lore, or Alchemy

LEVEL 4: Holy Light: You can Spend 3 Magic Points to cast a pure light in a 10 yard radius. Any
target within the light must make a Will (Self-Discipline or Morale) Test vs. your Zeal or they will flee
in terror and take 3 points penetrating damage. It takes a toll on you however and you cannot cast a
spell on the same turn you activate this power for rounds equal to your Willpower

LEVEL 6: Spell Lace: Same as Spell Blast

LEVEL 8: Big Lance: Same as Big Blast

LEVEL 10: Power Lance: Same as Power Blast


Deities: one is chosen at creation
Jerik, god of Law: Bludgeons Weapons Group: Sword held by Gauntlet
Archon, god of Knowledge: Polearms Weapons Group: Hammer and Anvil
Herma, goddess of Healing: Lances Weapons Group: Circle with a heart and arrow
Vali, goddess of Trickery: Light Blades Weapons Group: Keys on a ring
Bane, god of Malice: Axes Weapons Group: Mace and Shield
Kenneth, god of Earth: Heavy Blades Weapons Group: Scale and Sword
Balem, goddess of Nature: Bows Weapons Group: Leaf with Third Eye
Kiara, goddess of Water: Spears Weapons Group: Tome with Quill
RahvÍn, god of Protection: Heavy Blades Weapons Group: Sigil
Vograth, god of Air: Bows Weapons Group: Cloak with Dagger
Zemma, goddess of Luck: Dueling Weapons Group: Raven with Wings Spread
Kaloria, goddess of Truth: Light Blades Weapons Group: Dragon Head in Profile Reigess, god of Destiny: Any Weapons
Group of choice: Spiral Ending in an Arrow

Source: Taylor Bland


SHAPE SHIFTER
Requirements: Constitution and Willpower 3 or higher

“Sometimes to slay a monster, you must become a monster.”


The craft of shape-shifting is ancient and powerful. Allowing the caster
to take one the shape and abilities of different beast grants versatility,
and makes them into powerful combatants,.

Novice: You learn the shape shifter spell, Small Animal Form. While
you’ve taken on a creature’s form with a shapes shifter spell, the
following general rules apply.
You cannot speak or cast spells. Spells you cast before the
transformation remain in effect as normal, and you can pay mana when
required to keep them going.
You retain your Intelligence and your Health if it is greater then your new shapes, but the rest of your
stats are determined by the shape shifter spell you use.
Journeyman: You learn the shape shifter spell, Large Animal Form.
Master: You learn the shape shifter spell, Vicious Beast Form.
Small Animal Form
Requirement: Shape Shifter Specialization
Spell Type: Utility Mana Cost: 5+ Mp
Casting Time: Major Action Target Number: 12
Test: none
You transform yourself into a small animal for a number of rounds equal to your Willpower ability. You
can extend the spell for the cost of 1 MP per additional round. Dogs and Falcons are examples of small
animals You retain your own Intelligence and Willpower but otherwise your stats are those of the
animal. GMs may create similar stats for others

Large Animal Form


Requirement: Shape Shifter Specialization
Spell Type: Utility Mana Cost: 10+ Mp
Casting Time: Major Action Target Number: 12
Test: none
You transform yourself into a large animal for a number of rounds equal to your Willpower ability. You
can extend the spell for the cost of 3 MP per additional round. You retain your own Intelligence and
Willpower but otherwise your stats are those of the animal. Black Bears and Giant Spiders are
examples of a large animals GMs may create similar stats for others

Vicious Animal Form


Requirement: Shape Shifter Specialization
Spell Type: Utility Mana Cost: 25+ MpCasting Time: Major Action Target Number: 12
Test: none
You transform yourself into a large animal for a number of rounds equal to your Willpower ability. You
can extend the spell for the cost of 10 MP per additional round. You retain your own Intelligence and
Willpower but otherwise your stats are those of the animal. Manticore and Ogres are examples of
vicious animals. GMs may create similar stats for others
GOLEMANCER
Requirements: Dexterity (Crafting) and Intelligence 3

Using the coveted art of crafting golems, you shape clay, stone, steel and all other manner of material
into your own personal guardian. With bit a command, it lumbers forward, fearless, unflinching, and
single-minded. Obey.
You learn to craft a golem from clay. You may come across manuals or masters
who can teach you to use other materials to augment your golem and make it
more powerful.
If your golem is destroyed you can make a new one with a weeks worth of time
spent crafting.
Your Golems Accuracy, Strength, and Constitution stats increase an amount
equal to half its masters Intelligence score rounded down. Additionally you
golem has extra health equal to half of its masters health.
Novice: Your golem acts on your turn and follows your commands. Your golem has a minor action it
can use. You must use your major action to mentally command it to attack, or otherwise do any major
actions.
Pick two of the following traits to give your golem from the list.
 Focus: Strength (Might)
 +2 Damage
 +15 Health
 +1 Defense
Journeyman: Your golem gains the focus Accuracy ( Brawling ).
Pick one of the following traits to give your golem.
 +2 Armor
 +1 Attack
 Focus: Strength (Intimidation)
 +10 Health
Master: Your golem has it`s own major action. While your golem is with in 3 yards of you, it will
shield you, granting you +2 armor
Pick two of the following traits..
 + 2 Armor
 + 2 Damage
 + 15 Health
 + 2 Attack
Clay Golem
Speed 9 Health 30 Defense 10 Armor 4
Weapon Fist Attack Roll +2 Damage 2D6+3
Immunities: Mental, Poison, Charm, Paralysis, Sleep
Ability Abilities ( Focuses)
Scores
2 Accuracy
0 Communication
2 Constitution
0 Dexterity
0 Fighting
0 Intelligence
0 Perception
3 Strength
0 Willpower

BLOOD MAGE
Requirements: Constitution and Willpower 3 or higher.

You have learned the forbidden art of Blood magic.

Novice: You can use your own blood to power your spells. You must
use the activate action to enter the Blood Magic mode. When casting
a spell in this mode, you can inflict 1d6 penetrating damage on
yourself and you gain mana points equal to the damage. The mana
points so generated must be used on the spell you are casting this
round; any excess are lost. You can use this mana to cast spells from
any school but you must be in Blood Mage mode to cast Blood
Spells. While in this mode, you cannot be healed with potions or
healing spells. You can end Blood Magic mode with another activate
action.
Journeyman: You can use the blood of a willing ally to power your spells. This works as per the
novice degree, but your ally takes the damage. The ally must be within 6 yards of you when you cast
the spell.

Master: You can use anyone’s blood to power your spells. You can pick a target with in 6 yards of you
and attempt to use their blood as a minor action. Success requires an opposed test of your Intelligence
(Blood Arcana) vs. the target’s Willpower (Faith or Self-Discipline). If you win things work as per
the journeyman degree and you inflict 2d6 penetrating damage to the target.
You must have the Blood Mage specialization to learn Blood Arcana
Novice: You learn the spells Blood Sacrifice and Blood Wound
Journeyman: You learn the spell Hemorrhage. You also gain the focus Inelegance (Blood Arcana)
Master: You learn the spell Blood Slave. You can also choose one spell stunt you can preform for
-1SP when casting Blood Arcana spell

Blood Sacrifice

Requirements: Blood Arcana (Novice)


Spell Type: Enhancement
Mana Cost: 5 Mp
Casting Time: Major Action Target Number: 14
Test: None
You can draw upon the life force of a willing and visible ally within 20 yards to replenish your own
Health. This ally must have blood (no golems, for example). You gain 1 Health for each 1 Health lost
by your ally, up to 25. This can result in the subject’s death, if reduced to 0 Health. The subject of a
blood sacrifice recovers the lost Health normally

Blood Wound

Requirements: Blood Arcana ( Novice )


Spell Type: Attack
Mana Cost: 8 Mp
Casting Time: Major Action Target Number: 17
Test: Constitution (Stamina) vs. Spellpower

You make the blood of all enemies within 12 yards of you boil, causing excruciating pain. All targets
take 1d6 + Intelligence penetrating damage and must make a Constitution (Stamina) test vs. your
Spellpower. Those that fail can only take a minor action on their next turns. Targets without blood or
some similar substance are not affected by this spell. Golems are not affected, for example, while wild
sylvans are affected through their sap. Insubstantial and incorporeal targets like shades and ash wraiths
are also not affected.

Hemorrhage

Requirements: Blood Arcana ( Journeymen )


Spell Type: Attack
Mana Cost:15 Mp
Casting time: Major Action Target Number: 18
Test: Constitution (Stamina) vs. Spellpower

You take control of a large volume of a target’s blood and force it out through their mouth, nose, and
eyes unless they succeed at a Constitution (stamina) test vs. your spellpower. If the target fails the
test it takes 3d6 + Intelligence penetrating damage; if it succeeds it suffers only 1d6 + Intelligence
penetrating damage. Regardless of whether the target succeeds, the horrific nature of this spell may
demoralize enemies; the Imposing Spell stunt only costs 2 SP when used while casting hemorrhage.
The target of this spell must be within 50 yards and visible to you.

Blood Slave

Requirements: Blood Arcana ( Master )


Spell Type: Attack
Mana Cost; 20 MP
Casting Time: Major Action

Target Number: 18
Test: Willpower ( Self-discipline) vs Spellpower

One of the most feared powers available to blood mages, this spell allows you to take complete control
of an enemy’s body unless they make a successful Willpower ( Self-discipline ) test vs. Spellpower. If
the subject fails, you may dictate the actions he takes on his next turn. The subject may attempt a new
test to resist you at the start of each of his subsequent turns. Once the target successfully resists, the
spell ends. All attacks made by a target under your control suffer a –2 penalty (if the target chooses to
resist) due to the imprecise nature of your manipulation. Targets without blood cannot be affected by
this, such as rock golems or skeletons.
Source: https://gamingingotham.wordpress.com/age-system/

CLERIC
Fear Is The Key
andrew dickinson G+ Fantasy AGE RPG Community

Requirement Intellegence (Religious Lore)

You can fight the undead with force of will.

Novice: Sanctuary: You can force the undead to fear you.


By expending 1-4 MPs and making an opposed Willpower(Self
discipline) +MPs spent vs Willpower(Courage) test. If the undead
fails this then they cannot close with the mage, and if failed by 4 or
more, must flee the caster. A single undead creature can be effected
within 60ft.

Journeyman: No Prayer For The Dead: As above but the undead also suffers damage equal to the
failure amount and the score of the stunt die of the attackers result. The up to 8MPs can be expended to
boost the test, and can effect one creature per Willpower score.

Master: Dance of Death: the damage inflicted is equal to the score of the stunt die multiplied by the
failure differential.
TELEKINETIC
Requires Willpower 2
Casting roll - 3d6 + willpower
Uses willpower instead of intelligence and loses the chance to
get arcana focus of normal casting

Novice: You gain 1d6 + willpower mana, gain Kinetic Leap


Journeyman: You gain 1d6 + willpower mana, gain Push-
Pull (Dexterity test for Kinetic Leap reduced to TN11.)
Master: You gain 1d6 + willpower mana, gain Kinetic
Throw. (Dexterity test for Kinetic Leap reduced to TN9.)

Kinetic Leap - Minor - Utility - 3MP - TN10


Leap your Speed + 2d6 in any direction as a minor action that
requires mana. Requires TN13 Dexterity (acrobatics) test on
landing or take 1d3 Penetrating Damage.

Push-Pull - Minor - Utility - 4MP - TN11


Move a character other than yourself 1d6+Willpower towards
or away from you
You become more adept at manipulating the battlefield. You can pull or push others into or out of
harm’s way.

Throw - Major - Attack - 4+ MP - TN13


Test - Dexterity(acrobatics) vs. Spellpower
Hurl an object within 20 yard at an enemy.

Small Objects: (up to 50lbs) - 4MP = 1d6 penetrating damage (pdmg)


Medium Objects: (50 to 100lbs) - 5MP= 2d6 pmdg
Large/Heavy Object: (101lbs +) - 6+MP (1MP for every 50lbs, ie 101-150 = 6MP, 151-200 = 7MP etc
etc) = 3d6 pdmg.
Objects over 400lbs (fatigue): After resolving the spell, the caster must perform a TN13 Constitution
(stamina) test to avoid suffering a -2 penalty to all Dexterity and Willpower checks for 1d6 -
constitution rounds.

Saving Throw: Target of Throw perform an opposed Dexterity (acrobatics) Vs. Spellpower test. If
successful the target will suffer reduced dmg as follows: 1d3 pdmg, 1d6 pdmg, 2d6 pdmg for small,
medium and large objects respectively.

If no appropriate objects are known to the Caster - Perform TN11 Perception (seeing) test to get a
more detailed image of his/her surroundings before casting Throw.
SORCERER

Sorcerers are born with magic running through their veins making them
powerful opponents
It is the same as MAGE in the Basic Rulebook with the following
changes:

Weapon Groups: Brawling, Staves, and either Light Blades or


Bludgeons
Talents: Pick 2: Linguistics, Lore, Alchemy, or Unarmed Style

Level 4: Magic Burst: by Spending 3 Magic Points you expend that


magical energy in a 3 yard radius. Any enemy within that area must make
a Dexterity (Acrobatics) Test vs. your Spellpower or take 3 points
penetrating damage and be knocked prone. It takes a toll on you however
and you cannot cast a spell on the same turn you activate this power

Source: Taylor Bland

Compiled by Kelly Neal from Fantasy AGE G+, Wiki, Facebook pages and Google.

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