Collegiate Mage

The most prestigious magic schools of Areast teach their students that a mix of the elements is best. Collegiate Mages tend to be much less specialized than their peers but make up for it with flexibility, with unsurpassed abilities to merge elements for incredible effects.

Class Benefits

Aspect Bonus: +1 [IP]

Combat Value Bonus: +1 <SA>

Starting Skills: Discipline, Knowledge: Academia, Knowledge: Arcane, Notice [IP], Any one other skill

Starting Proficiencies: Light Armor, Simple Melee, Any one other proficiency

Starting Money: $100.00

Sample Starting Equipment: Light armor, sturdy clothing, knife, walking stick, traveling pack, $51.15 left

Talents

Rank 1: Basic Spellcasting (Collegiate Mage)

  • You choose six spells. These must come from at least three different types (including neutral).
  • You start with a mana pool consisting of 4 elemental mana, no more than 2 of which can come from the same element.

Rank 2: Increased Power 1 (Collegiate Mage)

  • You gain 2 mana. These must come from different elemental types.
  • You learn one spell of any type you could theoretically cast.

Rank 3: Increased Power 2 (Collegiate Mage)

  • You may subtract one phase from the time it takes to perform the Cast a Spell action.
  • You gain 1 Mana of any elemental type in your mana pool.
  • You learn one spell of any type you could theoretically cast.

Rank 4: Increased Power 3 (Collegiate Mage)

  • You gain 2 mana. These must come from different elemental types.
  • You learn two spells of any type you could theoretically cast.

Rank 5: Elemental Cohesion

  • Once per encounter, you may discard a card from your Hand of Fate when casting a spell. If you do so, you may choose any elemental magic spell to cast, not just those you have learned. You still pay all mana costs as normal.