
Wizards
These tidbits are extra abilities only for beings that follow the path of a mystic or magi.
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Extra Page
Rather meticulously, your character has managed to expand their mind into being able to hold on to one more spell. You will be able to have 6 spells active from now on. This came with the cost of losing a few of your marbles from the strain.
Cost: 1 Willpower
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Summon Familiar
Every great wizard needs a little arcane familiar pal. It can come in the form of any animal or mythical creature but it cannot be taller than a medium-sized dog. Pint-sized elephant? Go for it. A bumblebee with a cat face? Hell yeah. A familiar holds a portion of the wizard’s magic within it. If you fail a spell casting roll, you can choose to sacrifice your familiar for the day to re-roll twice.
Costs: 1 Strength
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Arcanic Connection
A mage can give up their turn to boost another characters spellcasting. I.e When the chosen character makes an attack. The one who gives up his turn can roll a d100 to add to their roll. Keep in mind that this does only affect the spells chance to hit, not the damage made after that.
Costs: 1 Agility
Mana Harvest
Roll an Intellect [120] to harvest arcane dust in the nearby vicinity to replenish your wizard’s arcane pool. This will allow them to cast more spells in a day and get tired a lot slower. DMs will keep track of how frequently you are casting abilities.
Costs: 1 Charisma
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