Mage

Wizard

Schools: Enchantment, Evocation, Illusion

Cantrips

Magic Missile – spend fate point, roll dice equal to magic rating, range short; deal 2 damage per light point generated, divided up among any number of targets in range. Suffer 1 strain per dark point generated; dark points can be used for 2 additional damage each but each costs an additional fate point. Magic Missile has Pierce 3.

Shield – When targetted by an attack, spend a fate point and roll dice equal to Magic Rating. Upgrade the difficulty of the attack by one per light point. Suffer 1 strain per dark point rolled; dark points can be spent to each upgrade the difficulty, but each costs an additional fate point.

Mage Hand – Spend a fate point to summon an invisible hand within short range. Roll a Magic Rating check; the hand lasts for a number of rounds equal to the number of light points generated and acts with Brawn equal to your Magic Rating. Suffer 1 strain per dark point generated; dark points can be spent to extend the duration by 2 rounds per point but each costs a fate point. Freely move the hand anywhere within short range. The hand can pick up and carry items, open items, or push or pull items. It cannot generate enough thrust to cause harm but could potentially pick someone up and drop them off a cliff!

Wizard

  • Enchantment
  • Charm – When making Coercion, Charm, Deception, Leadership or Negotiation checks, use this power and add light points as successes or advantages (your choice) to the check. This spell can be used once per encounter.
  • Sleep – Causes 5 total strain per light point generated, effecting a target within range with the lowest current strain first, and so on if the spell effects more than one target. This spell can be used once per encounter
  • Suggestion – Make an opposed Intellect VS. Willpower check; roll a Magic Rating check and add light points as successes. The target follows a short suggestion you make for a number of rounds equal to your number of successes. This spell can be used once per encounter.
  • Confusion – Target is staggered for a number of rounds equal to the number of light points rolled. This spell can be used once per game session.
  • Dominate – Make an opposed Intellect VS. Willpower check; roll a Magic Rating check and add light points as successes. If successful, commit a magic die and pick a target. Choose the target’s actions on their turn. This spell lasts until the caster ends it, until the caster falls unconcious, or until the target suffers any wounds. This spell can be used once per game session.
  • Evocation
    • Fireball -
  • Illusion

Mage

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