Mage Tables

 

How the system works

Go to the table directed by your previous rolls , and toss the dice. Take the appropriate Skill, Power, Perk or whatever and deduct the cost from the points you had left over after generating your Stat.s. Repeat until you run out of points! If you roll something you already have, then simply increase the value by one step. That's all there is to it!

 

Spellcraft

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2

Cost

Benefit

1-3
1
2

+ 2 BOD (only for Spellcasting, -1)

1-3
2-5
3

Magery

1-3
6
3

Magical inventor

4-6
1-2
3

KS (CHA based)NB - these are useful for the construction of magical devices/fortresses

  • 1. Painting and sculpture
  • 2. Buildings
  • 3. Magical devices
  • 4. Mechanical devices
  • 5. Tricks and traps
  • 6. Weapons and armour
4-6
3-4
15

Increased spell power

  • Primitive Mage: 15 points of new spells
  • Ritual Mage: Increase multipower by 10 character points and add 5 new ultra slots
  • Adept: increase power pool by 13 points
4-6
5
5

Mana source, +10 BOD, bought as - for spellcasting only (-1), OAF (-1) in the form of:

  • 1-2. Jewellery
  • 3-5. Staff or wand
  • 6. Unusual item (lamp, throne etc)
4-6
6
var

Skill Levels

  • 1-3. +1 with 3 related skills (3 points)
  • 4-5. +1 with all skill based on one attribute (5 points)
  • 6. +1 with all skills (10 points)

Arcane Knowledge

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2

Cost

Benefit

1-2
1-2
3

AK: (CHA based)

  • 1-3. Modern geography
  • 4-5. Geography of vanished realms
  • 6. Geography of unearthly realms
1-2
3
3

Computer programming (spirit binding) - programming animate objects - zombies, golems and the like.

1-2
4
3

Cryptography

1-2
5-6
3

Magical inventor

3-4
1-4
3

KS: (CHA based): Roll d6

1-2

3-4

5-6

1.Alchemy

2. Animal Magic

3.Artifice

4. Divination

5. Enchantment

6. Elementalism

1. Illusion

2. Metamagic

3. Necromancy

4. Plant Magic

5. Summoning

6. Nature Magic

1. Planar travel

2. Famous mages

3. Magic devices

4. Magic armour and weapons

5. World history

6. Famous Temples

3-4
5-6
3

Language

  • 1-3, current
  • 4-6 archaic.

Choose another language at the basic conversation level, plus literacy. If rolled again, either increase the level to fluency or choose another.

5-6
1
3

Paramedic (healing)

5-6
2
var

Skill Levels

  • 1-3. +1 with 3 related skills (3 points)
  • 4-5. +1 with all skill based on one attribute (5 points)
  • 6. +1 with all skills (10 points)
5-6
3
3

Spell teaching

5-6
4
3

Spell Research

5-6
5-6
3

Skill Enhancer: scholar (if you already have skill enhancer scholar, choose another or a professional skill enhancer instead)

 

Mage Perks

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2

Cost

Benefit

1-3
1-2
2

Contact (on an 11-, roll d6)

  • 1-2. Senior member of the civil authorities
  • 3-4. Powerful character-type
  • 5. Member of the nobility
  • 6. Powerful sorcerous being
1-3
3-4
1

Favour (on an 11-, roll d6)

  • 1-2. Senior member of the civil authorities
  • 3-4. Powerful character-type
  • 5. Member of the nobility
  • 6. Powerful sorcerous being
1-3
5
var

Perk: follower (familiar)

1-3
6
2

Perk: Member of the lower nobility

4-6
1
5

Money: Well off.

4-6
2-6

Roll on the: (roll d6)

 

Mage Disadvantages

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2
Points
Notes
1-2
1
10

Accidental Change
Through a curse or spell gone wrong, you have an alternate form (or possibly many alternate forms) which sometime uncontrollably overtakes you. This takes place in uncommon conditions on an 11-.

1-2
2-3
5 or 10

Age.
You have become elderly in the course of your adventures. You may have to go back and decrease some CHA to meet the extra cost if you exceed the required maximums

1-2
4
5

Dependance.
You are an addict. You suffer 2d6 damage if you go (roll d6):

  • 1-3. More than an hour without a drink. (Sot!)
  • 4-5. More than 5 hours without a drug.
  • 6. More than 5 hours without a rare sorcerous substance.

If you roll this disadvantage again, increase effect by 1d6.

1-2
5
10

Dependant NPC
You have someone else in your life! Roll d6:

  • 1-3. A servant (Normal, 8-)
  • 4-5. An apprentice (Slightly less powerful, 11-)
  • 6. A fellow mage (As powerful, 14-)

If you roll this disadvantage again, increase frequency of appearance, by one step, or decrease power of DNPC one step.

1-2
6
5

Distinctive features.
A demon hand. The horrible scarring you acquired from an exploding alembic. In any case, something easily concealed, that causes no great reaction. If you roll this disadvantage again, increase the reaction or noticability one step.

3-4
1-2
15

Hunted.
You have attracted the attention of (roll d6)

  • 1-2. The civil authorities (NCI, limited geographical area, 8-)
  • 3-4. A rival magus (As powerful, limited geographical area, 11-)
  • 5. A Demon lord (More powerful, 8-)
  • 6. The local nobility (More powerful, NCI, limited geographical area, 8-)
3-4
3
10

Physical Limitation
A limp. A missing eye. A hunchback. Something that afflicts you constantly, but impairs you only slightly. If you roll this disadvantage again, increase the level of impairment one step. (A hook hand, for example). You may - if you need the points, take a distinctive feature based on this, or combine them if you already have one (A wooden leg, for example).

3-4
4-6
15

Psychological limitation

  • Hungry for knowledge
  • Greedy for magic items
  • Driven to create
  • Hates extraplanar beings
  • etc

If you roll this disadvantage again, just take another one. If you are pressed for information you can always visit the Master List of Psychological Limitations,

5-6
1
10

Public ID
Your famous - or infamous - deeds precede you. People recognise your face wherever you go

5-6
2-4
10

Reputation
Ha! People recognise you for what you are.

  • 1. A powerful mage (11-)
  • 2. A wielder of dark powers (8-, extreme)
  • 3. Honourable and upright (11-)
  • 4. Coward (11-)
  • 5. Easily fooled (11-)
  • 6. Untrustworthy (11-)
5-6
5
5

Rivalry
You'll show that scheming, two-bit, no-good... Roll d6.

  • 1-3. Romantic Rival
  • 4-6. Professional Rival (time to roll up another random character!)
5-6
6
5

Unluck
Somehow, things never seem to go your way. 1d6 of unluck. If you roll this disadvantage again, just take another d6.

The use of this table is fairly self-explanatory. However, there are a couple of points to note. First, since characters in my Fantasy level games are usually built on a 50 or 75 point base, they have a limit of 25 points from any one category. However, for random NPCs you may or may not want to enforce this. Second, to make life easier, I don't insist that random NPC's points totals balance totally. If they get lucky on the Disadvantages, then they just get handed a bunch of experience. However, if something is rolled, and points are lacking, I will often just add an extra disadvantage if it seems appropriate. For instance, a character rolls up the reputation "coward", and since he's only got the one disadvantage, I decide the reputation is true and add in the Psychological limitation "coward". Of course, a reputation might not be true! Either way, I tend to do this adjustment at the end of the process, and only if it seems obvious.

As always, change this approach to suit yourself!

 


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