Good male human Mage, level 1

STR 9, DEX 12, CON 15 ( +1), INT 16 ( +2), WIS 8 ( -1), CHA 13 ( +1)
HP 19; Armor 1 (leather armor); Damage d4, (dagger: hand, 1 weight)

When you Parley, you can always offer to cast a spell as Leverage.

Arcane Learning
You are a font of esoteric knowledge. When you Spout Lore or Discern Realities about something magical or otherwise arcane, on a 10+ the GM will also tell you a little-known secret about the subject.

Cast a Spell (INT)
When you weave a spell to help solve a problem, describe it and roll+INT. Spells cast this way can never deal damage directly. On a 10+, the spell certainly helps, but choose one. On a 7-9, the spell takes effect, but then choose two:
• Your spell won’t last long – you’ll need to hurry to take advantage of it.
• Your spell affects either much more or much less than you wanted it to.
• Your spell has unforeseen side effects, and might draw unwanted attention.
• The casting saps your energy. You take -1 ongoing to INT until you have a few minutes to clear your head.
On a miss, something’s gone horribly wrong. Your spell may well have worked, but you will regret casting it.

Spell Focus
When you weave a spell that is Aligned to your Focus, your modifier to the roll can’t be less than +1. When you weave a spell that is neither Aligned nor Opposed to your Focus, take -1 to the roll. You can never weave a spell if it is Opposed to your focus.
Focus: The Chaos
Look: Destructive Touch (objects that touch Rath tend to decay or suffer damage.)
Aligned: Reckless destruction, Impressive display, Strange impulses
Opposed: Healing or repairing, Creating anything solid and permanent

Black Magic (INT)
When you weave a spell to inflict pain, choose two tags and roll+INT. If you do not pick any Range tags, the Range defaults to Hand. On a hit, deal 1d8 damage. On a 7-9, also choose 1:
• You draw unwanted attention or put someone in a spot.
• The GM removes a non-range tag of their choice, and you deal -1 damage.
• The casting saps your energy. You take -1 ongoing to INT until you have a few minutes to clear your head.
Tags: Reach, Near, Debilitating (-1 damage), Elemental (choose 1), Forceful, Piercing 1, Subtle, Two Targets (-1 damage)

Gear (load current/max)

5 Dungeon rations (1 weight)
3 Antitoxins
1 Coin


Rath was the son of a farmer. Rath developed magical abilities when he was 16 and used them to do all the chores on the farm and to impress the local girls. A few years later a terrible drought threatened the village and the villagers came to Rath begging for him to solve the problem. Rath had never done such an impressive spell, but gave it his best shot. The resulting hurricane wiped the village off the map and Rath started traveling between various towns and villages. When Rath has enough booze to drown his sorrows he is generally problem free.


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