This is the final installment of my series of creating basic characters for Pits & Perils.
Creating Magicians is a little different because what shapes them is not just their favored stat or background, but also the initial choice of magic spells. You could be a battle mage, a discoverer of secrets, a maker of illusions, or a necromancer. So the following six magicians are not to suggest that there are only six kinds, but rather six among many. As your magician advances, he will discover new spells, artifacts, and secrets that shape his development.
The initial spell choice may reflect either an interest or a practical consideration of the magician. The subsequent spell choices may also reflect either consideration. As such, magicians may well be the most varied characters as far as mechanical effects are considered.
That being said, mechanical effects are sometimes less important than how the character is played. Magicians only wield daggers and staves, but that does not mean they are wimpy. Perhaps they cannot take a lot of punishment, but that does not mean they cannot dish it out. A Strong Magician, for example, may be a beefy knife fighter (previous link to off-site fictional podcast about a knife fight) preferring his weapon to offensive magic. A dexterous Magician may also be a skilled knife fighter, but preferring quick slashes and pokes to heavy strikes. A Wise Magician may well observe his foes’ patterns, and striking in the weak point of the enemy routine. Same mechanics, different flavor. Hopefully a good referee and good player takes this into account when narrating combat scenes. Perhaps this interpretation is more suited to Blood Of Pangea, but I would not rule out a thematic knife fighter who uses his magic to befuddle, debuff, and confuse his adversaries.
All spells taken from the Complete Pits & Perils.
I use 40 gp for money like the other characters I made.
Spells: Mend, Obey, Cure
Gear: pack, bedroll, rations(7), staff, dagger, cloak, lamp, oil, sack, rope, 23gp
Adelaide served as wizard to a village of farmers. Her surprisingly great strength helped in restraining difficult animals, but also she could cure their diseases and fix the farmers broken equipment.
Spells: Ruse, Keen, Bolt
Gear: pack, bedroll, rations(7), Short Bow, arrows(20), dagger, dagger, cloak, torch(6), sack, 26gp
A bowyer by trade, Biff offsets his lack of facility with weapons with his magical powers. Even if he misses, his spellcraft gives the illusion of accuracy.
Note: I cannot imagine a bowyer not being able to fire the weapon of his creation. So this magician is allowed to fire a bow. Otherwise the same as an ordinary magician.
Spells: Fear, Form, Ally
Gear: pack, bedroll, rations(7), staff, cloak, dagger, lantern, oil(2), sack, sextant, rope, 7gp
Charlie uses his magic for practical purposes, often driving fish into the waiting nets of his fellow fishermen.
Spells: Lift, Find, Hole
Gear: pack, bedroll, rations(7), dagger, mallet, cloak, lantern, oil(2), sack, mirror, stakes(6), rope 6gp
Dana built cranes and assisted researchers in digging up ancient sites.
Spells: Link, Ring, Obey
Gear: pack, bedroll, rations(7), dagger, dagger, cloak, latern, oil, sack, mirror, mule, feed(7), playing cards, 5gp
Gina cheated at cards and was good at it. When she wasn’t, her sorcery was sufficient to drive off any displeased persons.
Spells: Urge, Vine, Wink
Gear: pack, bedroll, rations(7), staff, dagger, cloak, lantern, oil, sack, shackles, rope, 18 gp
Harry earned his daily bread with parlor tricks and escape acts.