Sage

Description: This aged scholar has come to the Realm to unlock its hidden mysteries. He is well studied and uniquely suited to discovering its lost treasures and can quickly move about its lesser-known pathways. Ill-equipped for combat and of limited magical capabilities, the Sage is best served by moving about cautiously and staying out of the way of hostile Characters and Monsters. With a strong ally, however, the Sage can quickly show the way to the Realm's most valued treasures in relative safety.

Symbol: Wisdom

Weight/Vulnerability: Light

Apprentice
   Fight L4   Move L4   Move L3*

Scribe
   Fight L3*   Move L3*   Move M5

Scholar
   Spell (III or VII)
   Fight M4*   Magic III4*   Magic VII4*

Sage
   Two Spells (II, III, IV or VII)
   Move M4*   Magic II4*   Magic IV4*

Begins at: Inn or House

Special Advantages:

   1. Ancient Realm Lore: The Sage has spent a lifetime studying the lore of the Realm and has memorized maps of its ancient castles and cities. He may roll 1 die instead of 2 when searching in the Ruins tile or any tile with a Lost City, Lost Castle or Ruins chit.

   2. Knowledge of the Realm: Due to his intensive study of the Realm the Sage starts out knowing the locations of all hidden paths and secret passages (enchanted and non-).

Relationships:

   Ally: Scholar
   Friendly: Guard, Soldiers, Crone
   Unfriendly: Bashkars, Shaman



Designer: Deric Page

Designer's notes:

This character was specifically designed to act as part of a group. Without some backup, he's very vulnerable in combat because he can't cast any of the type IV offensive spells without a separate source of color and he doesn't have access to the excellent type VI defensive spells. However, his searching and movement advantages should prove invaluable to treasure hunting parties. As to his magical abilities, I chose Nature, Elvin, Elemental and Alchemical magic as it seemed appropriate to a character focused on lore. In fact, he's second only to the Magician in magical flexibility. However he cannot cast any of the type III or IV spells without a separate color source. Of the type II spells, he can only cast Prophecy (which would give him exceptional adaptability) and talk to Wise Bird (perfect for spying out tiles where he has an advantage in searching). He can cast all of the type VII spells and Control Bats could give him some offensive ability. However, Peace With Nature could potentially allow him to explore on his own or make a compatable ally of the Druid or Dryad.