Character Creation :
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Races
Choosing a race is the beginning of building your character, but by no means is a limitation of what you can create. Orc priests, Elf rogues, and any other combination of backgrounds and classes are both interesting and important for creating your unique story.
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Humans
Greedy, kind, obsessed, apathetic… all are apt descriptions of the race known as humans. They can be found in every nook and cranny of the world, surviving in climates and living through disasters which are considered legendary. Their tenacity to succeed drives many to greatness and many more to ruin as many races have theorized that they have an overwhelming desire to prove they are among the most powerful and adaptive race to walk the planet.
Their society tends to be localized and deceptively inviting of other cultures, often merging old customs with new in an attempt to move away from the past. Humans often regard other races with an intense interest that unfortunately often remains superficial, as even the best researchers are not often considered experts in any of the social aspects of other races. Their curiosity has led them to mix with other cultures well and settle even in the most unlikely of villages though many races still regard them with trepidation as humans history is littered with golden ages, dark crusades, war, blood feuds, and everything in between.
Physical description : Standing anywhere from 5-6’ tall the skin color of a human relies generally on the area they live in, with the most sunny and warm climates providing a darker hues and the colder winter climates tending to be paler. Eyes, bone structure and even muscle distribution can differ drastically between humans, though many tend to have identifying traits from their place of birth.
Society : There are very few governments, lifestyles, attitudes and traditions that have not been tried and used by Humans. Given their fluid nature even the most ancient of traditions of humans can only go back a few centuries at most, mere child's play to some of the other long lived races such as elves or dwarves. Their willingness to adapt is envied by many, and their recklessness to explore the unknown is cautioned against by more.
Religion : Humans have no formalized religion and worshipers can be found among nearly any religion around the world.
Racial Features :
Attributes : +1 to any stat of their Choice
Size : 1
Speed : 30 ft
Languages : Humans begin play speaking Common, Humans with high Intelligence may begin with a number of additional languages equal to their positive intelligence modifier.
Adaptive : Humans have learned many different skills in many different ways and can use skills in new and original ways. Select two skills and change the stat they gain their bonus to another of the same type. Str could choose Dex/Con. Int could choose Wis/Cha. They also gain a level of proficiency with those skills.
Elves
There are 3 races of elves, the arcane driven High Elves, nature warden Forest Elves, and underground warriors of the Shadow Elves. Each of them boasts a proud and storied history as their relationship with magic has changed over the millennia.
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Forest Elves
Tall and fit the long lived Forest Elves embodies the spiritual force of nature. Many of their kind seek to maintain a balance with the world to ensure that both mortals and nature survive. Their complexion and features slowly change to adapt to the area they live in as they bond with the local wildlife and community often staying in one place for centuries at a time.
Respect for Tradition runs deep within their blood, and few stray from the old ways of life. They strive for friendships with races whose lifespan matches their own or longer. Such comradely once formed last centuries and provide strong alliances. Once slighted however, their ire remains just as long. Others prefer to interact with the short lived races such as humans though it pains them to watch several generations pass by as they outlive entire family lines.
Physical description :The Forest Elves live among the trees and swamps, crafting their homes from the trees and shrubs themselves. They often travel several miles in a day to gather and search for provisions when their surroundings plants bloom. They often have the closest bond to Natural magic of any elf.
Racial Features :
Attributes : +1 Constitution and +1 Wisdom
Size : 1
Speed : 30 ft
Languages : Elves begin play speaking Common, Elves with high Intelligence may begin with a number of additional languages equal to their positive intelligence modifier.
Natural Affinity : Forest Elves gain a level of proficiency with the Herbal Lore or Animal Lore skill, and may roll with advantage on one of these checks per day.
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High Elves
Tall and slender, the High Elves can be found around the world. They have forsaken their innate tie to nature, and instead have formed a connection with the arcane. Anywhere a source of magic is found, high elves are sure to be there.
Respect for tradition runs deep within their blood, and few stray from the old ways of life. Often the form friendships with long lived races, though they associate with short lived races such as humans as they have demonstrated a remarkable aptitude for learning the art of the arcane in such short amounts of time.
Physical description : The High Elves call the plains and plateaus their homes and have created great cities devoted to their ancient arcane teachings. Their bodies are lithe and minds are sharp.
Society : Regardless of where they are from all elves hold a regard for nature and living with it, instead of using it as an expendable resource. Leaders of elven societies are often the oldest and wisest and adhere strictly to tradition as change does not come quickly to them.
Religion : Elves can be found among any religion but many are often found worshiping gods that center around community, nature, and family.
Racial Features :
Attributes : +1 Dexterity and Intelligence
Size : 1
Speed : 30 ft
Languages : Elves begin play speaking Common, Elves with high Intelligence may begin with a number of additional languages equal to their positive intelligence modifier.
Arcane Affinity : High Elves gain a level of proficiency with the occult skill, and once per day may roll with advantage on that skill check.
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Shadow Elves
Tall and slender, the High Elves can be found around the world. They have forsaken their innate tie to nature, and instead have formed a connection with the arcane. Anywhere a source of magic is found, high elves are sure to be there.
Respect for tradition runs deep within their blood, and few stray from the old ways of life. Often the form friendships with long lived races, though they associate with short lived races such as humans as they have demonstrated a remarkable aptitude for learning the art of the arcane in such short amounts of time.
Physical description : The High Elves call the plains and plateaus their homes and have created great cities devoted to their ancient arcane teachings. Their bodies are lithe and minds are sharp.
Society : Regardless of where they are from all elves hold a regard for nature and living with it, instead of using it as an expendable resource. Leaders of elven societies are often the oldest and wisest and adhere strictly to tradition as change does not come quickly to them.
Religion : Elves can be found among any religion but many are often found worshiping gods that center around community, nature, and family.
Racial Features :
Attributes : +1 Dexterity and Intelligence
Size : 1
Speed : 30 ft
Languages : Elves begin play speaking Common, Elves with high Intelligence may begin with a number of additional languages equal to their positive intelligence modifier.
Arcane Affinity : High Elves gain a level of proficiency with the occult skill, and once per day may roll with advantage on that skill check.
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Backgrounds
Now that we know what you are, lets find out who you are and you got to this point in life. You will make 3 separate background choices that will help create your story that take place at three important stages in your life.
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Childhood
Your early years a child, often shaped by numerous experiences.
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Orphan :
You lost your parents and family early on in life and have learned to adapt to your surroundings during your formative years.
Gain +1 to any 4 attributes and choose two skills, gain a level of proficiency in those skills.
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Street Urchin :
Your living situation was poor and you had to turn to living on the streets of a city to survive.
Gain a +1 to Dex/Wis, +1 to two other attributes, and gain a level of proficiency in Thievery and you may roll with advantage 1/day.
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Noble :
Living as a noble's child you were raised to learn and be sociable to advance your family's standing.
Gain a +1 to Int/Cha, +1 to two other attributes, and gain a level of proficiency in History or Persuasion, and may roll with advantage 1/day.
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Apprentice :
Whether a parent or family friend you started your learning in a trade early.
Gain a +1 to Int/Wis, +1 to two other attributes and choose either a Craft or Profession skill, gain a level of proficiency in that skill and you may roll with advantage when using that skill.
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Farmhand :
Born and raised a farmer you've lived your early life around animals and plants.
Gain a +1 to Str/Con, +1 to two other attributes, and gain a level of proficiency in either Animal Lore or Herbal Lore, and you may roll with advantage with the chosen skill 1/day.
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Acolyte :
From a young age you have frequented temples of a specific god.
Gain a +1 to Wis/Cha, +1 to two other attributes, and gain a level of proficiency with Theology, and may roll with advantage 1/day.
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Deckhand :
Growing up on a ship has taught you to learn the waves patterns, and be quick to react.
Gain a +1 Dex/Wis, +1 to two other attributes, and gain a level of proficiency with either Profession sailor, or Geology and my roll with advantage 1/day.
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Mage Initiate :
Lucky enough to be found at an early age you gained the interest of a local mage who began to tutor you in the arts of the arcane.
Gain a +1 Dex/Int, +1 to two other attributes, and gain a level of proficiency in Spellcraft, and you may roll with advantage 1/day.
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Traveling Merchant :
You traveled far and wide learning how sell, and how read those who are attempting to slight you.
Gain a +1 Wis/Cha, +1 to two other attributes, and gain a level of proficiency in either Persuasion or Insight and you may roll with advantage with the chosen skill 1/day.
Coming of Age
An event that changed your future path.
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Bandit Brawl :
While on a merchant caravan, journey to visit distant family or simply farming in the fields you were waylaid by bandits and found that you have an aptitude for both assessing danger and defending yourself.
Gain a +1 to Str or Dex and two other attributes. You also gain a level of proficiency with a class of weapons, Dodge, and the Notice skill.
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Impressive Creation :
Your skill in the forge lead to a weapon or piece of armor that looks to be made from a renowned blacksmith, not a young child. Some have tried to take this from you, but thus far you have managed to keep it in your possession.
Gain a +1 to Intelligence and two other attributes. You also gain a level of proficiency with a class of weapons and with Block , and begin play with either a Skilled level medium/light piece of armor, or a skilled level weapon.
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Arcane Adept :
While studying magic your aptitude for one of the Branches of Magic impressed not only your peers but your tutor as well.
Gain a +1 to Int or Cha, +1 to two other attributes, and gain a level of proficiency in a branch of magic, Dodge, and in Spellcraft. When making Spellcraft checks pertaining to that branch you roll with advantage.
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Squire :
Early on you made contact with a knight who agreed to train you.
Gain a +1 to Str or Con, +1 to two other attributes and a level of proficiency with a class of Weapons, and one Defense. You begin with either a Skilled level light/medium armor, Weapon or a common Heavy armor of your choosing.
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Family Tragedy:
An attack upon your family, a death from a disease, no matter what happens you lost someone or something you cared about very deeply.
Gain a +1 to three attribute, and gain a level of proficiency in a class of weapons and in a Defense. You begin play with an heirloom item of skilled quality, whether that be a set of tools, light/medium armor, or a weapon that once belonged to the people you lost.
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Star Navigator :
While traveling through an unknown area you took a wrong turn and had to use the stars and your wits to get back to civilization, fighting off the wild creatures along the way.
Gain a +1 to Wis and +1 to two other attributes, and gain a level of proficiency with Geology, and your choice of a proficiency level with a class of weapons or Defense.
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Restored Honor:
Perhaps it was a flash of rage, the spite of jealousy, or any other number of pitfalls that lead some inf your family to make a mistake, it cost you your reputation. Building it back up took time and diligence before people were willing to trust you again.
Gain a +1 Cha or Int and +1 to two other attributes. Gain a level of proficiency with Persuasion and roll with Advantage when using them against someone you have successful Persuaded before. You may also gain a level of proficiency with another skill you used to restore you honor, and either a class of weapons or a Defense skill.
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False Nobility :
Your skill with words has convinced your local group of people that you are far more regal than you presume to be.
Gain a +1 Cha, and +1 to two other attributes. Gain a level of proficiency in Deception or Intimidate, and when using them to influence common people to believe that you are a noble you roll with Advantage. You also gain a level of proficiency with either a class of weapons and a Defense.
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Call from the Void:
An odd voice found its way into your head one day, whispering dealings of great power and you accepted. Whether it is benevolent or malicious is up to unknown.
Gain a +1 Int or Cha, and +1 to two other attributes. Gain a level of proficiency in a Branch of Magic, and in Occult.
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Adulthood
How you have, or haven’t followed your coming of age event.
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Town Guard :
Once you reached an appropriate age you were able to join the local guard and begin to earn a name for yourself.
Gain a +1 to Str or Con and one other attribute. You gain a level of proficiency with a class of weapons a Defense, and the Profession skill.
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Love Scorned :
You found your soulmate, or so you thought. The feeling of betrayal has led you to become better at reading someone.
Gain a 1 Cha or Int and one other attribute. You also gain a level of proficiency with Persuasion, Deception and Insight.
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Minstrel Training :
You sought out training in the arts having found a calling to perform. While they showed you how to enhance your performance with magical talent, and also how to dodge a drunkards flagon.
Gain a +1 Cha, +1 to one other attribute, a level of proficiency in a branch of magic, and in a performance of your choice.
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Arcane Savant :
A prodigy of magic that even seasoned mages are impressed by.
Gain a +1 to Int, +1 to another attribute, a level of proficiency with Defense, a branch of Magic, and either Spellcraft or Occult.
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Knight :
Requires the Squire Background.
Having finished your training you have become a full fledged knight.
Gain a +1 Str or Cha, and gain a level of proficiency in a class of weapons, and a Defense. You begin play with a Skilled quality Weapon, light/medium armor set or a normal quality Heavy Armor of your choice.
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Guild Member :
From adventuring to crafting to sailing and more, guild houses offer a home for anyone with a specialized interest, one that you took them up on.
Gain a +1 to any two attributes, and gain a level of proficiency a with any two of the following skills.
Profession
Animal Lore
Herbal Lore
Thievery
Art
Perform
History
Theology
Spellcraft
A class of weapons
A Defense
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Freedom Fighter :
From either your past a slave or your desire to right the worlds wrongs, you have taken up arms against slavers.
Gain a +1 Dex or Con and +1 to another attribute. Gain a level of proficiency with Insight, a class of Weapons and a Defense.
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Beast Trainer :
You've often formed tighter bonds with beasts rather than the people you live with.
Gain a +1 Wis or Cha, and +1 to another attribute. Gain a level of proficiency in Animal Lore and when training an animal you roll with Advantage. You also gain a level of proficiency with either a class of weapons and a Defense.
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Ex Noble:
Whether you disavowed your family or it fell into ruin only your charm has allowed you to continue moving through life.
Gain a +1 Int or Cha, and +1 to another attributes. Gain a level of proficiency in Persuasion, Deception, and Insight.
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Classes
Choosing your class is the final step in determining where you life has lead you. Pick one to begin the game with at level 1.
Fighter
The Fighter controls the battlefield through their arsenal of weaponry. While many tend to focus on the versatility of their armaments, there are several who dedicate their lives to a single weapon and hone it's abilities to legendary levels. The focus on pushing weapons to their absolute potential and interrupting their enemies flow of battle.
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Level 1 Class Features
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Saving Throws :
Fortitude : Trained
Reflex : Novice
Will : Novice
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HP : 12 + 6/lvl
Starting Equipment : Fighter's begin with a Dungeoneer's Kit and 50 s.
Skill Increases : Athletics and Intimidate
Weapons : Fighters begin with 2 levels of proficiency with weapon classes. A fighter may only raise any given weapon class to Skilled at level 1.
Defenses : Fighters Gain a level of proficiency in a Defense Skill.
Combat Style
At level 1 Fighters choose a combat style from the list below:
Two Handed
Fighters gain 2x their strength bonus instead of just 1.5x to damage when wielding a two handed weapon.
Archery
Gain a +2 to Ranged strikes.
Defender
Gain the distraction reaction, if an opponent tries to attack an adjacent ally you may spend your reaction to grant an ally a +4 Bonus to their AC.
Two Weapon
While fighting with two weapons you can use your full strength bonus to damage on each instead of ½ .
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Rogue
A rogue is the friend that you need no matter where you go. Anything from talking their way in and out of any situation, to picking the locked door to save the princess the Rogue will have you covered. They focus on putting opponents off guard to deal as much damage as they can.
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Level 1 Class Features
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Saving Throws
Fortitude : Novice
Reflex : Trained
Will : Novice
HP : 10+ 5/lvl
Starting Equipment : Rogue's begin with a Thieves kit and 50s
Skill Increases : Thievery and Stealth
Weapons : Rogues begin with a proficiency in a class of weapons
Defense : Rogues gain a level of proficiency in the Dodge skill.
Exploit Weakness
At level 1 Rogues learn where to hit an enemy to give both themselves and any allies bonuses against opponents hit:
Off Balance
When a rogue successfully strikes an opponent regardless of if the attack does damage the defenders take a -2 penalty to any Defenses until the beginning of the rogues next turn.
Expose Armor
The rogue reduces the DR of any opponent he hits by 1 for each hit he succeeds at during the round. The penalty lasts until the beginning of the rogues next turn.
Twist the Knife
Once per turn when a rogue successfully strikes an opponent he may increase the damage of that attack by 50%.
Two-Weapon
While fighting with two weapons you can use your dexterity bonus to damage instead of your strength.
Duelist
While fighting while wielding only a one handed weapon gain a +2 to damage rolls.
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Mage
The Mage seeks to control the battlefield through powerful spells and supreme intellect. Those who walk this path are called upon often for their magical acuity. Mages learn several branches of magic and can become specialists of the highest caliber in a tree of magic.
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Level 1 Class Features
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Saving Throws
Fortitude : Novice
Reflex : Novice
Will : Trained
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HP : 8 + 4/lvl
Starting Equipment : Mages begin play with Scholar's Kit and 50 s.
Skill Increases : Spellcraft, Occult
Weapons : Mages do not gain proficiency with a weapon classes.
Defenses : Mages gain a level of proficiency with a Defense.
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Tree of Magic
A Mage gains a level of proficiency in a branch of magic.
Arcane Specialty
Starting at level 1 the Mage chooses a branch of magic to specialize in. Each tree grants different bonuses.
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Creation
Any creation spells with a maintenance costs is reduced by half.
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Destruction
Increase the damage of any destruction spells by 1 per die rolled.
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Enhancement
When casting an enhancement spell the duration of the spells are increased by 50%.
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Enfeeblement
When casting an enfeeblement spell the duration of the spells are increased by 50%.
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​Illusion
Increase the DC of any illusion spell you cast by 1 per 5 levels (min 1).
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Necromancy
You may cause anyone who fails a save from a necromancy spell to take a -2 penalty to all actions until the beginning of your next turn.
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Restoration
Increase the healing done of all restoration spells by 50%.
Acolyte
A devotee of an old faith, a crusader of a new one. All who find their calling to a divine being name themselves acolytes. The acolyte focuses on using blessings imparted by their god to sway the battle field with both magic and might.
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Level 1 Class Features
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Saving Throws
Fortitude : Novice
Reflex : Novice
Will : Trained
HP : 10 + 5/lvl
Starting Equipment : Acolytes begin play with Acolyte's Kit and 50 s.
Skill Increases : Theology and Spellcraft
Weapons : See Devotion
Defenses : See Devotion
Devotion:
At level 1 Acolytes choose how they will devote themselves to their god. This choice is made at level 1 and cannot be changed.
Zealot
Those who walk the path of the zealots forgo the power of magic, opting instead to channel their divine power through combat. They gain with a level of proficiency in a class of weapons and a Defense skill.
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Cleric
Serving as pillars of the society they belong two they balance their martial training with magical study to obtain a balance of the two. They begin with a proficiency level in a branch of magic and in a class of weapons.
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Priest
By studying magic, and combining it with gifts of their god priests become the harbingers of diefic power. They begin with a proficiency level in a branch of a magic and in Defense skill.
Skills
Pick two skills that you would like your character have some training in. You may not raise any skill above Expert level, including those gained from your background. Unlike regular skills, martial skills use 2 skills to determine their bonus, Strength and Dexterity.
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Physical Skills
Athletics (Str)
Used for climbing, swimming, jumping, or any other general purpose physical activity.
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Craft (Dex)
Your ability to make a certain variety of items, such as blacksmithing.
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Ride (Dex)
Riding a mount of any kind.
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Stealth (Dex)
The ability to move silently, and hide from view.
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Thievery (Dex)
The ability to pick locks, lift an object off someone.
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Mental Skills
Animal lore (Int)
Knowledge about basic animals, and even some that have become infused with magic.
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Appraisal (Int)
The ability to find an items worth, even if it is disguised as something else.
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Art (Cha)
Your ability to draw/sculpt. When choosing art you must pick a type. Painting, Sculpting, etc.
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Deception (Cha)
Your skill at telling a lie and getting your target to believe them.
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Disguise (Cha)
Alter your appearance to that of another.
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Geology (Int)
Knowledge of the local land or water features.
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Heal (Wis)
Anything from stitching up a wound to performing a major surgery belongs to the heal skill.
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Herbal Lore (Int)
Knowledge of various plants and their potential uses. Can also be used to identify poisons.
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History (Int)
Knowledge of the past, and major events that affected large areas.
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Insight (Wis)
Your ability to read someone, or tell from a mere glance that someone might be more dangerous than they appear.
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Intimidate (Cha)
Being scary to get your way.
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Notice (Wis)
How perceptive you are. Used for looking for traps, seeing that almost invisible spider web, or spotting where an assassins arrow came from.
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Occult Lore (Int)
Knowledge of otherworldly creatures and places.
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Perform (Cha)
Your ability to dance, sing, play music, etc.
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Persuasion (Int)
The ability to use your words to turn someone to your point of view.
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Profession (Wis)
Your training with a given set of skills, such as soldier, tailor, merchant.
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Sciences (Int)
Need to know how to topple a wall, or build a pulley system to get you up the cliff? Sciences has you covered.
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Spellcraft (Int)
This allows you to determine the various magical effects of a spell by simple visual or audio queues as well as going into detail about what an effect does through examination.
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Theology (Int)
The study of gods and religion, both new and forgotten.
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Track (Wis)
More than just looking for tracks it is knowing where to look for them, or how to cover them up.
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Martial Skills
Grapple
Grabbing onto an opponent and forcing them to the ground, or tossing a mage around to prevent them from casting are all examples of grappling.
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Feint
Feinting is a combat action that allows you to trick your opponent into a misstep, granting you and your opponents the chance to capitalize on their mistake.
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Disarm/Steal
As a melee strike, you may attempt to disarm or steal an item from your opponent. If you do so with a weapon, you knock the opponent’s weapon out of his hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand if you so choose. Disarm’s count as attacks for purposes of multiple attack penalties.
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Bull Rush
When you need to push someone out of the way, bull rush is the optimum maneuver.
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Feats
Feats are unique abilities that represent your characters breadth of experience, often allowing you to combine abilities in new and interesting ways. A list of feats can be found below, but there are more listed at Feats.
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Feats List
Heavy Strike, Combat :
Requirement : Trained in a class of weapons, or +2 Str
Type : Active 1, Strike, Full Round Effect.
Description : The melee swings of your weapon bear the full weight of your strength though this causes them to become less accurate.
Effect : Your attacks take a -1 penalty in exchange for +2 damage
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Twin Strike, Combat :
Requirement : Trained with Light Blades, or +2 Dex
Type : Active 2, Strike
Description : You strike an enemy with two one handed weapons simultaneously.
Effect : Once per turn you may make a strike with both your main hand and off hand simultaneously. This counts as one attack for purposes of multiple attack penalty.
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Spell Strike, Combat :
Requirement : Novice with Magic and a class of Weapons
Type : Active 2
Description : When casting a spell either from accumulated Natura or as a result of the gather power action you may channel a spell with range of Short or touch through your weapon and perform a strike. If you succeed you do your weapons damage and affect the target with the cast spell. If you miss the spell is resides within the weapon for a number of rounds equal to your level or until its duration has elapsed.
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Deft Dodger :
Requirement : Skilled in Dodge
Type : Reaction
Description : After making a successful dodge roll you may take a 5ft step. This movement does not provoke from your attacker but provokes from any other enemies.
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Twin Shot, Combat :
Requirement : Trained in Bows, or +2 Dex
Type : Active 1, Ranged Strike
Description : You fire two shots off in quick succession with your bow.
Effect : Once per turn you may make two ranged strikes with your bow against an opponent as a single action. Both of these attacks take a -2 penalty and are included towards the penalty for multiple attacks.
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Pinning Shot, Combat :
Requirement : Trained in Bows and +2 Str
Type : Active 2, Ranged Strike
Description : You fire an arrow with such force that you lodge the arrow in your opponent.
Effect : On a successful hit your lodge an arrow in an opponent. They gain the Hindered 2 condition until the arrow is removed. Removing the arrow requires a Str check DC 12, if they spend more than one action they get a +3 to this check for each action. Every additional arrow increases Hindered by 1, up to a maximum of 5.
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Sweeping Strike, Combat :
Requirement : Trained in Axes
Type : Active 2, Strike
Description : You swing your axe in a large arc attempting to hit multiple opponents.
Effect : You may make a strike action against an opponent and upon successfully hitting them may continue the attack on to another enemy who is adjacent and within reach of the first. This affect stops once someone successfully blocks your attack or you.
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Denting Blow, Combat :
Requirement : Trained in Hammers
Type : Active 2, Maneuver
Description : Leveraging all your strength into a single strike you aim to render an opponents armor useless.
Effect : When attempting to Dent an opponents armor you add 2 additional dents to your result upon a successful hit.
Magic
If you start with any proficiency in magic, you will be able to choose spells, and how you cast them. More information can be found here. Magic. A few example of magic spells are listed below.
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Magic Spell List
Spell Name : Flame Dart
Type : Novice Destruction, Fire
Range : Short (30ft +5 per 2 levels)
Cost : 1 Natura
Casting: Verbal, Gesture
Description : Flings a dart of pure fire at the target.
Effect : Deal 1d6 fire damage per level up to 4d6
Amplify (2) : +1d4 per level up to 4
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Spell Name : Jolt
Type : Novice Destruction, Electricity
Range : Short (30ft +5 per 2 levels)
Cost : 1 Natura
Casting: Verbal, Gesture
Description : Send of bolt of lightning crashing into a foe, causing damage and spasms.
Effect : 1d4 per levl up to 4d4, apply a -1 all action penalty, fort negates.
Amplify (2x) : Increase the penalty by 1, up to a maximum of 4.