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System Stuff Skill List - Class List - Permissions List - Stunts List
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Battle Cunning Thought Charm
Fighter Rogue Scholar Diplomat
Barbarian Assassin Sage Spy
Knight Gleeman Tactician Chevalier
Sorcerer Druid Summoner Namer
Monster Enchanter Abjurer Priest
Warrior Monk Ranger Wizard Skald
Specialist Classes
Soldier Thief Mage Leader
Martial Artist Wanderer Loremaster Performer

Class Information

Class Primary Archetype Secondary Archetype Required Permission
Wizard Thought <Player's Choice> Hermetic Education
Hermetic Education You’ve been trained in the proper handling and application of magic. In addition to a theoretical understanding of magic, you can draw circles to contain magical forces. Passive, Skill Roll <Mechanics>

The Wizard is the most recognizable of the Hermetic magic users. They use spells to channel magical energy towards very specific tasks. Beyond that, Wizards also have a strong understanding of the theoretical underpinnings of magic.

Wizard Magic:

  • Magic Missile- Roll Knowledge instead of Combat to make a ranged attack against an enemy.
  • Burning Hands- Envelop an area with flames, dealing two physical stress to any that fail to pass a +2 Reaction Time roll.
  • Grease- Cover an area in a slick oily substance that takes a +2 Athletics roll or better to cross.
  • Mage Armor- Increase target's Reaction Time rolls against attacks by +1 for the duration of a battle.
  • Dispel- Attempt to disrupt magic by rolling Knowledge against it.
  • Knock- Attempt to unlock a lock using Knowledge instead of Mechanics.

Starting Stunts

Lay Wizard [Requires Hermetic Education] Choose one spell from the Wizard’s spell list. You may cast this spell by spending one mental stress.
Arcane Scholar [Requires Hermetic Education or Eldritch Font] Gain a +2 to Knowledge rolls related to magic.
Wizard [Requires Lay Wizard and Arcane Scholar] Choose two more spells from the Wizard list to learn.

Class Specific Stunts

Empowered Spell Choose a specific known spell to improve. This spell receives a +1 to all mechanical benefits, or a different bonus determined by the player and GM.
Combined Spell Choose two known spells to mix, creating a new spell (i.e. Burning Missiles, Dispelling Grease).
New Spell Choose another spell from the Wizard list to learn. Or, create a new spell with the GM's approval.