Wizards

Apprentice

Medium sentient humanoid (4d6) 
STR 3 (2d6) AGI 3 (2d6) END 2 (1d6)INT 6 (3d6) LOG 10 (4d6) WIL 4 (2d6) CHA 4 (2d6) LUC 1 (1d6) REP 1 (2d6)MAG 6 (3d6)
MELEE DEFENCE 10RANGED DEFENCE 16MENTAL DEFENCE 12VITAL DEFENCE 10
HEALTH 12SOAK 2; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 4d6 SPEED 4; CLIMB 2; JUMP 6'/3'CARRY 50lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Dagger 3d6 melee (2d6 piercing damage)🅡 Arcane bolt 4d6 ranged (2d6 fire or cold damage; range 8)
Skills [artistic] 3 (2d6), [lore] 3 (2d6), linguistics 1 (1d6), history 3 (2d6), herbalism 1 (1d6), insight 1 (1d6), concentration 3 (2d6), tactics 1 (1d6), staves 1 (1d6), evocation 1 (1d6), enchantment 1 (1d6), movement 3 (2d6), perception 1 (1d6)Gear dagger

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Attuned. Magi easily detect magic. They do not need to make an attribute check to detect magic within 30'; they are automatically aware of its existence.    
Prestidigitation. Magi learn little magical tricks to help with their chores as an apprentice. They are able to use small displays of magical prestidigitation at will to assist them with day-to-day inconveniences: cleaning clothes, keeping the rain or mud off, a tiny reading light, polishing silverware, and the like.    

Archmage

Medium sentient humanoid (10d6)  
STR 6 (3d6) AGI 15 (5d6) END 6 (3d6)INT 21 (6d6) LOG 15 (5d6) WIL 15 (5d6)CHA 15 (5d6) LUC 3 (2d6) REP 15 (5d6)MAG 15 (5d6)
MELEE DEFENCE 20RANGED DEFENCE 40MENTAL DEFENCE 30VITAL DEFENCE 20
HEALTH 30SOAK 5; VULN noneIMMUNE none
INITIATIVE 8d6PERCEPTION 10d6SPEED 5; CLIMB 3; JUMP 30'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Staff 5d6 melee (3d6+3 blunt damage)🅡 Elemental bolt 10d6 ranged (5d6 fire or ice damage; range 23)🅥 Concussive fireblast 9d6 vital (4d6 fire/air damage; burst 5; push)🅞 Friendship 9d6 mental (range 6; charmed)🅞 Word of sleep 9d6 mental (range 4; sleeping)
Skills staves 3 (2d6), perception 10 (4d6), tactics 3 (2d6), evocation 10 (4d6), abjuration 10 (4d6), enchantment 10 (4d6), history 6 (3d6), spellcraft 10 (4d6), alchemy 3 (2d6), herbalism 3 (2d6)Gear high quality staff of abjuration (+36 MP)

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Attuned. Magi easily detect magic. They do not need to make an attribute check to detect magic within 30'; they are automatically aware of its existence.    
Prestidigitation. Magi learn little magical tricks to help with their chores as an apprentice. They are able to use small displays of magical prestidigitation at will to assist them with day-to-day inconveniences: cleaning clothes, keeping the rain or mud off, a tiny reading light, polishing silverware, and the like. 
Concussive fireblast. This signature evocation causes an explosion to burst outwards in a 25' cone, doing 2d6 fire damage and 2d6 air damage, and knocking creatures back by 5' with a MAG (9d6) vital attack.
Elementalist spirit. The archmage cast an evocation and is surrounded by a fiery or icy nimbus for 10 minutes, 5' in diameter, which does 2d6 damage of the appropriate type to any who come into contact with him. He also gains SOAK 10 to that damage type.
Friendship. With this enchantment one humanoid target within 30' becomes Charmed with a MAG (9d6) mental attack.
Word of sleep. This enchantment inflicts the Sleeping condition on one humanoid within 30' with a MAG (9d6) mental attack.

Enchanter

Medium sentient humanoid (7d6) 
STR 3 (2d6) AGI 4 (2d6) END 3 (2d6)INT 10 (4d6) LOG 6 (3d6) WIL 6 (3d6) CHA 10 (4d6) LUC 3 (2d6) REP 3 (2d6)MAG 10 (4d6)
MELEE DEFENCE 14RANGED DEFENCE 21MENTAL DEFENCE 28VITAL DEFENCE 14
HEALTH 21SOAK 4; VULN noneIMMUNE none
INITIATIVE 5d6PERCEPTION 7d6 SPEED 11; CLIMB 6; JUMP 7'/3'CARRY 84lb (max lift 105lb)
REACH 5-ftACTIONS 2
🅜 Dagger 4d6 melee (2d6 piercing damage)🅞 Enchantment 7d6 mental (range 10; effect)
Skills enchantment 6 (3d6), compulsion 6 (3d6), persuasion 6 (3d6), bluffing 6 (3d6), hypnotism 6 (3d6), insight 6 (3d6)Gear -

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Controller. A mental attack makes the target Charmed. 
Taunt. A mental attack makes the target Angry.
Mind Reader. The enchanter can read the minds of those with 10', immediately knowing when they are not speaking the truth.
Friendship. With this enchantment one humanoid target within 30' becomes Charmed with a 7d6 mental attack.

Firemage

Medium sentient humanoid (8d6)                                                 STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)INT 15 (5d6) LOG 10 (4d6) WIL 10 (4d6)CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)MAG 10 (4d6)
MELEE DEFENCE 16RANGED DEFENCE 32MENTAL DEFENCE 24VITAL DEFENCE 16
HEALTH 24SOAK 4; VULN noneIMMUNE fire
INITIATIVE 6d6PERCEPTION 8d6SPEED 4; CLIMB 2; JUMP 20'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Flaming sword 4d6 melee (3d6+3 slashing/fire damage)🅡 Firebolt 8d6 ranged (4d6 fire damage; range 18)         🅥 Fire ball 8d6 vital (3d6 fire damage; range 14; burst 4)                                                                                                             Skills bluffing 3 (2d6), concentration 6 (3d6), reactions 1 (1d6), dodging 3 (2d6), swords 1 (1d6), evocation 10 (4d6), creation 6 (3d6), abjuration 6 (3d6), perception 6 (3d6)Gear dagger, high quality wand of fire

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Firesculptor. The firemage can 'sculpt' fire easily; any non-magical flame within 30' can be shaped or enlarged as a single action and a mere effort of will as long as it remains within 30' (things outside can catch fire as normal, but the firemage has no control over them).
Fire ball. A ball of fire streaks out and explodes, attacking all within Burst 4 at a range of up to 14 squares, doing 3d6 fire damage.

Icemage

Medium sentient humanoid (8d6)                                                                                                                         STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)INT 15 (5d6) LOG 10 (4d6) WIL 10 (4d6)CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)MAG 10 (4d6)
MELEE DEFENCE 16RANGED DEFENCE 32MENTAL DEFENCE 24VITAL DEFENCE 16
HEALTH 24SOAK 4; VULN noneIMMUNE cold
INITIATIVE 6d6PERCEPTION 8d6SPEED 4; CLIMB 2; JUMP 20'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Icicle dagger 4d6 melee (3d6+3 piercing/cold damage)🅡 Icebolt 8d6 ranged (4d6 cold damage; range 18) 🅜 Freezing touch 4d6 melee (restrained)                                                                                                                    Skills bluffing 3 (2d6), concentration 6 (3d6), reactions 1 (1d6), dodging 3 (2d6), swords 1 (1d6), evocation 10 (4d6), creation 6 (3d6), abjuration 6 (3d6), perception 6 (3d6)Gear ice dagger, high quality wand of ice

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Icewall. The icemage creates a wall of ice up to 50' in length and 10' in height which lasts for one hour.
Icy ground. The icemage creates icy, difficult terrain in a Burst 4.
Freezing touch. With a 4d6 melee attack, the icemage touches a target which becomes Restrained.

Mage

Medium sentient humanoid (6d6)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6)CHA 10 (4d6) LUC 1 (1d6) REP 6 (3d6)MAG 8 (3d6)
MELEE DEFENCE 12RANGED DEFENCE 18MENTAL DEFENCE 24VITAL DEFENCE 12
HEALTH 18SOAK 6 (mage armor); VULN noneIMMUNE none
INITIATIVE 6d6PERCEPTION 6d6SPEED 6; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Staff 3d6 (2d6+2 blunt damage)🅡 Magic bolt 5d6 (3d6 force damage; range 9)🅥 Arctic blast 5d6 vital (3d6 ice damage; line 10)🅡 Mage's thrust 5d6 ranged (range 6; push)🅞 Word of sleep 5d6 mental (range 6; sleeping)🅞 Friendship 5d6 mental (range 6; charmed)
Skills [artistic] 6 (3d6), [lore] 6 (3d6), linguistics 3 (2d6), history 6 (3d6), herbalism 3 (2d6), insight 3 (2d6), concentration 6 (3d6), tactics 3 (2d6), staves 1 (1d6), evocation 3 (2d6), enchantment 3 (2d6), movement 6 (3d6), perception 3 (2d6)Gear staff, shortsword

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Attuned. Magi easily detect magic. They do not need to make an attribute check to detect magic within 30'; they are automatically aware of its existence.    
Prestidigitation. Magi learn little magical tricks to help with their chores as an apprentice. They are able to use small displays of magical prestidigitation at will to assist them with day-to-day inconveniences: cleaning clothes, keeping the rain or mud off, a tiny reading light, polishing silverware, and the like.                                                            
Arctic blast. The mage releases a mighty spray of ice shards and dense, frigid water, impacting foes and possibly freezing them. Creatures in the area of effect (50' line) take 3d6 points of elemental ice damage from the cold if struck by a successful MAG (5d6) ranged attack. The area of the line becomes slippery.
Friendship. One humanoid target within 30' becomes Charmed if hit with a successful MAG (5d6) mental attack.
Mage's thrust. The mage throws a large-sized or smaller person within 30' back by 10' with a successful MAG (5d6) ranged attack. This spell is used primarily to knock opponents around, like Saruman did to Gandalf.
Rescue featherfall. This is a contingency spell which automatically activates when the mage falls. The mage descends up to 600' at a safe speed of 60' per round, at which speed they take no damage.
Word of sleep. Though this spell creates just a light sleep from which the target can be easily awoken, it is easy to cast and can affect even the strongest minds within 30' with a MAG (5d6) mental attack as long as the caster is powerful enough. The target gains the Sleeping condition.

Necromancer

Medium sentient humanoid (7d6)    
STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)MAG 10 (4d6)
MELEE DEFENCE 21RANGED DEFENCE 21MENTAL DEFENCE 28VITAL DEFENCE 21
HEALTH 42 (regen 1d6)SOAK 7 (cropse visage); VULN noneIMMUNE none
INITIATIVE 6d6PERCEPTION 6d6; lifesenseSPEED 7; CLIMB 4; JUMP 20'/10'CARRY 200lb (max lift 500lb)
REACH 5-ftACTIONS 2
🅜 Touch of the grave 6d6 (3d6+4 unholy damage)                                         
Skills bluffing 3 (2d6), concentration 6 (3d6), reactions 3 (2d6), dodging 3 (2d6), knives 3 (2d6), summoning 6 (3d6), compulsion 3 (2d6), creation 3 (2d6), hardy 6 (3d6), perception 3 (2d6)Gear ceremonial dagger

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Undead servant. Once per day, the necromancer can summon 1d6 skeletons or zombies within 30' which will obey and protect him.  These undead fall apart in one hour. 

Skyseer

Medium sentient humanoid (6d6) 
STR 4 (2d6) AGI 3 (2d6) END 2 (1d6)INT 12  (4d6) LOG 10 (4d6) WIL 6 (3d6) CHA 6 (3d6) LUC 10 (4d6) REP 2 (2d6)MAG 6 (3d6)
MELEE DEFENCE 12RANGED DEFENCE 18MENTAL DEFENCE 24VITAL DEFENCE 12
HEALTH 18SOAK 3; VULN noneIMMUNE none
INITIATIVE 8d6PERCEPTION 8d6 SPEED 6; CLIMB 3; JUMP 6'/2'CARRY 72lb (max lift 90lb)
REACH 5-ftACTIONS 2
🅜 Staff 3d6 melee (2d6 blunt damage)
Skills divination 10 (4d6), insight 10 (4d6), perception 10 (4d6), Gear wooden staff

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Skyseer vision. The skyseer rolls 8d6 for INITIATIVE and PERCEPTION.
Prophetic. By spenidng a LUC die, the skyseer can warn an ally within 30' about an attack which would otherwise hit, causing that attack to miss. 

Witch

Medium evil sentient humanoid (7d6)        
STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)INT 15 (5d6) LOG 15 (5d6) WIL 10 (4d6)CHA 15 (5d6) LUC 3 (2d6) REP 10 (4d6)MAG 21 (6d6)
MELEE DEFENCE 14RANGED DEFENCE 21MENTAL DEFENCE 28VITAL DEFENCE 14
HEALTH 21SOAK 4; VULN noneIMMUNE none
INITIATIVE 7d6PERCEPTION 7d6SPEED 7; CLIMB+ 7; JUMP 20'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Dagger 4d6 melee (2d6+3 percing/poison damage; pain)🅡 Infernal bolt 6d6 ranged (3d6 poison damage; range 11)  🅞 Maniacal cackle 7d6 mental (burst 6; afraid)
Skills hexes 6 (3d6), enchantment 6 (3d6), infliction 6 (3d6), transformation 6 (3d6), divination 6 (3d6), perception 3 (2d6), knives 1 (1d6), reactions 3 (2d6)Gear sacrificial dagger    

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Evil eye. The witch can make a 7d6 MAG mental attack at a target within sight. On a success, that target is unable to access its LUC pool for one hour.
Sacrificial dagger. The witch's dagger automatically causes the Pain condition on a hit.
Backstab. The witch leaps onto the back of a target (she must be behind the target to do this); on a successful hit, she plunges her dagger repeatedly into the target's back, doing double damage. On a miss, she is flung to the ground and lands prone.  
Maniacal cackle. The witch lets loose a deranged cackle which disturbs all who hear it. She makes a 7d6 MAG mental attack against those within 30'; on a hit, targets are made Afraid.
Raven's Flight. The witch trasnforms into a raven, with a FLY speed of 10. She immediately moves that speed. She can only use this ability once per day.  
Torturous curse. With a 7d6 MAG mental attack, the witch casts one of the following curses on a creature within 30'. She can only do this once per target per day. The effects are persistent, and last until the victim takes a night's rest.  
Amateur's amnesia. Affected creatures are unable to remember the thing they do the best — for example, for a firemage this is fire magic; for a knight this is how to fight with a sword. Affected creatures simply cannot take actions having to do with their signature talent, as determined by the GM.  
Brainless. The affected creature cannot communicate with anything more than gestures, grunts, and gibberish, nor understand other people’s linguistic communications. This does not prevent spellcasting.
Cowardly lion. The affected creature becomes Afraid of the witch.
Heartless. The affected creature cannot heal.
Layabout's lethargy. The target suffers -1d6 to all physical checks, and always go last in the INITIATIVE order.    
Madman's mirth. The witch curses foes with insane laughter. The victim suffers -1d6 on all checks due to constant chortling and giggling. Additionally, the first time the victim takes damage in each encounter, he falls prone in a sudden fit of inexplicable laughter at the pain.               
Prey for the Coven. All attacks deal an extra 1d6 necrotic damage to the affected creature. Natural animals are spooked by the affected creature.