Sages occupy an odd place in the hierarchy of magic users. While they've never received formal training, most do some adept with various kinds of magic.
Sages are unique in being welcome amongst normal civilization. They lack ties to the enigmatic Arcane College, and are shielded from much of the stigma attached to being magic-touched. Villagers and royalty often seek them out for counsel.
You can draw magic circles as though you had the Hermetic Education permission and move raw magic as though you had the Eldritch Font permission.
[Requires Lore] You qualify for stunts that require the Hermetic Education or Eldritch Font permissions.
[Requires Wisdom] Choose one of the Lay ___ stunts.
Class Specific Stunts
[Requires Hermetic Education or Wisdom] You gain access to a set of Abjurer's rings, as described in the Abjurer class.
[Requires Hermetic Education or Wisdom] You may choose one item from the Enchanter's arsenal list.
[Requires Hermetic Education or Wisdom] You may summon a single low-level mook (+1 to Battle skills). Maintaining their presence costs you one mental stress per round of combat, but is not otherwise damaging outside of combat. Destroyed summoned creatures may be resummoned after 24 hours.
[Requires Hermetic Education or Wisdom] You may choose one spell from the Wizard spell list to cast at a cost of one mental stress.
[Requires Eldritch Font or Wisdom] Choose one spell from the Druid's spell list. You may cast this spell by spending one mental stress.
[Requires Eldritch Font or Wisdom] You gain the ability to throw elemental blasts using the Combat skill. You must choose the type of blast when taking this stunt. Every use of this ability costs one Mental stress.
[Requires Eldritch Font or Wisdom] Once per battle, you may influence the roll of an ally or enemy by 1. You must be able to see the target, and the target must be able to hear you. This action does not use a turn.
* Sages may not take Hermetic Education or Eldritch Font as their Permission.