Mages: Mage is essentially a catch-all term for someone with magical aptitude. Upon enrolling in the Mage’s College, you receive the title of Mage Novitiate. These first few years at the College are to teach you magical theory and discover where your aptitudes lie for Advanced Studies. Depending on a Mage’s goals and aptitude, a fair number end their studies here, becoming scholars, teachers, researchers, Seekers (those who track down magical adepts), or whatever else they want to be.
((Mages start with 2 Spells. Cast all spells at a -4 though Edges are available once per rank (starting at seasoned) to negate penalties. May give up actions to add +1 to spells cast. Mages must have a free hand for casting. The typical offhand penalty applies to targeted spells.))
Wizards: Wizards are individuals who have devoted great time to studying the Arcane arts. After graduating from basic studies at 16, the students who show no specific specialization (Alchemy, Elementalism, Sorcery, etc…) , are offered admission to Advanced Wizard’s Studies. Since the majority of students do not have specific specializations, many are admitted to this program. Most of them end up dropping out due to the difficulty. Many don’t even make it past the first test. Crafting a focus. Before a wizard may begin their studies, they must travel the world, finding the pieces to craft their particular focus. Each is different and specific to the individual. A wizard’s power is derived from their focus item, most typically a staff for practical purposes, but rods and wands aren’t terribly uncommon. More than a few wizards have attempted to make focuses out of swords and other weapons, but it’s been found that worked metal is incredibly difficult (if not impossible) to use as a focus. Only one Wizard alive has been able to achieve this feat, Desmond “The Blackblade” Giles, and he is unwilling to share his secret.
((Wizards start with 3 Spells. Cast all spells at -6 without their Focus. May take same Edges as Mages to negate this penalty. May give up actions to add +1 to spells. Has access to Improved Focus Edges that grant different bonuses. May change trappings of a spell for -2 on their roll. Wizards must have a focus or free hand for casting. The typical offhand penalty applies to targeted spells.))
Elementalists: Some students find during their initial studies into magic that their spellcasting favors a particular element. These students become Elementalists. Learning the ins and outs of their chosen element. Or maybe more appropriately, the element that chooses them. Nobody knows for certain, but many magical scholars believe that this power comes from the primordial forces that created the world. Whether these forces have any sentience and choose these people or whether it’s dumb luck that some can harness these forces, is heavily debated. Channeling these powers does seem to change or shape the Elementalist, causing their personality to begin to take on characteristics representative of their element.
((Elementalists begin play with the Elemental Protection power of their Element and 2 Powers. Elemental Attunement: Once per rank, choose a self targeting power (that you have). This power can now be cast as a free action. Only one free action cast can be used per round. All trappings must align with their element. Elementalists gain an extra hindrance to go with their element. Earth: Stubborn, Fire: Vengeful, Water: Pacifist, Air: Cautious))
Sorcerers: Some people, though very few, are born with magic inherent to them. These chosen few are known to many as “Wild Mages” though the College has worked hard to change people’s perception of them. Sorcerers do not ask for their power and many initially see it as a curse, as an untrained Sorcerer can be extremely destructive (whether intentionally or not). On top of that, they are typically not hard to spot. Due to the magic flowing through them, a Sorcerer typically has some obvious physical differences. Whether it be strange colored skin or eyes or hair, a radiant aura, some kind of deformity, etc…It’s usually not easy to hide. That said, Sorcerers have the potential to be the most powerful spellcasters, due to their ability to instinctively feel and understand magic on a level that academics cannot.
((Sorcerers begin the game with 1 power plus the Dispel power. Soul Drain: Sorcerers begin with a unique version of this edge. To use this dangerous ability, the arcane character first decides how much power he wants to draw from himself. Every point adds +1 to the Power. Then he makes a Spirit roll minus the number of points he’s trying to drain. (This is a free action.) On a Spirit total of 1 or less, the character suffers a wound and falls unconscious for 1d6 hours. On a failure, the character suffers a wound. Sorcerers do not require a free hand to cast due to them being magical in nature in general. Due to their strange natures, Sorcerers also gain a version of the Outsider Hindrance.))
Alchemists: For some mages, the pursuit of magic can be a frustrating one. Just because you have an understanding of how magic works, you cannot always control the forces required. That’s where Alchemists come in. Alchemists typically have as much knowledge of the arcane as even the most seasoned Wizard, but for whatever reason, lack the ability to control it. Alchemists are often looked down on by other spellcasters, who consider their art “cheating”, but in reality, Alchemy takes a deft hand and depth of knowledge that other spellcasting lacks. These mages have found a way to create or harness forces and focus them into a specific object. Most of the time, they take the form or potions (or grenades), but that isn’t always the case.
((Alchemists begin the game with 3 Powers. Alchemical potions are created prior to the setting and roll on the backlash table found in the Fantasy Companion on failure. An Alchemist can carry a number of potions equal to their Smarts/2 + 2 on their person. Like Wizards, Alchemists are not bound to a particular trapping with powers and can brew potions with any other trappings (other than their initially chosen one) at a -2. Without access to the proper equipment, Alchemists take a -2 on all potion making. With potions used for attacking (grenade using the Blast Power), Alchemists roll throwing rather than their spellcasting skill.))
Blood Mages: While technically not illegal, Blood Magic is highly feared due to it’s close ties to Necromancy. While not all Blood Mages are Necromancers, all Necromancers are Blood Mages. A “Good” Blood Mage gains power through sacrificing their own blood, whereas an evil Blood Mage may use the blood of others. Many believe that a Blood Mage’s power is a mixture of Arcane and Divine magics. ((This will be treated as an Edge and can be taken by Mages, Wizards, and Alchemists))
Alienist: The Alienist is very similar to the Elementalist in that their ability comes from a primordial force. These forces are typically some type of elder being of immense power. Many of whom (it is theorized) may have existed before the gods themselves. While Alienists typically wield great power, the trappings of these powers are often extremely strange and unpredictable. Though they don’t talk about it, all Alienists also hear the voice of whatever has given them their powers. They’re often taught to hide this from others (as many are extremely fearful of them) and often these voices in their head will teach them how to control their power. It’s said that eventually all Alienists are driven insane by the voices, but considering how few there are and how secretive they are, it’s impossible to know this for sure.
((Alienists begin the game with 2 powers plus the Detect/Conceal Arcana power. Alienist powers typically have very strange trappings that don’t fit in with the ‘natural’ world. Due to the strange trappings of their powers, all people witnessing these powers (who aren’t prepared for it) have to make a Fear roll. Failure results in having to roll a D12 on the Fear Table. Alienists gain the Delusional Hindrance as they sometimes hear voices from their patron, promising them more power and knowledge. While the Alienist isn’t ACTUALLY delusional, they often appear that way to people. If an Alienist ever rolls a 1 on their Spellcasting die, they immediately become shaken and must roll a d20 on the Fear Table. If the result causes them to become Shaken again, they take a wound instead. ))
Blessed: Paladins or Priests blessed with divine power from their gods. Typically the Blessed are those who have devoted their life to a god, though occasionally they are also “chosen” due to representing the nature of the deity who has blessed them. Due to their power coming from a divine source, they must be careful not to offend their god(dess) or use this power unwisely, lest they be stripped of it or worse.
((Blessed start with 2 powers. They do not suffer traditional spell failure as their power comes from the Gods, but a roll on their Spellcasting die results in them becoming Shaken. This can cause a wound if already Shaken. On top of this, if your God(dess) determines the spell you are casting at the time is not in line with their purposes, it may just not work. If a Blessed character ever acts against the codes / teachings against their Gods, they can lose access to their spellcasting all together. 2d6 Hours of Repentance for minor sins. 2d6 Days of Repentance for major sins.))
Druids: Similar to the Blessed, but they are granted their power through Nature itself. Many are worshippers of Aella, but not all, giving rise to the idea that there may be another power out there granting them their abilities. Druids typically take certain vows to live a life as close to the land as possible, typically eschewing technology to the point of avoiding even worked steel.
((Druids begin play with 2 powers and the Elemental Manipulation power applied to all elements. Their powers’ trappings must be in line with something nature related and each power requires a small ritual to activate. Due to their vows, Druids eschew technology and may not use mechanical items or worked metal, such as steel weapons. Druids draw their power from nature and must perform complex prayer rituals to do so. Typically, a Druid will perform these rituals every day for several hours. If they go without performing their rituals for more than a day, they take a -2 on all of their spellcasting rolls. If they go a week, it becomes a -4. If it is over a month, they lose all access to their spellcasting abilities. Druids also receive a -2 to casting rolls in “civilized” areas (towns and such) and -4 in large urban areas.))