Mage Archetypes

There are two Mage Archetypes currently available.

The Healer (or cleric) and the Sorcerer.

Healer (Cleric)
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 Willpower (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

Sorcerer
Sorcerers are born with magic running through their veins making them powerful opponents.

The Sorcerer Archetype is the same as Mages in the Basic Rulebook with the following changes:

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

Talents: Pick two between 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.