Magician Quirks


Concentration (Two point edge)
You can concentrate hard and block out unnecessary distractions. Penalties to non-physical tests due to distraction are ignored, while drain related modifiers are halved (round down).

Hidden (Two point edge)
Whereas magicians can be detected by spells and some abilities your talent is hidden and cannot be discerned from the "normals" of this world. Tests to discern your magical aura suffer a -4 penalty.

Resistant (Three point edge)
Although you may not have a strong will, you can repel mental attacks better than most. You gain +2 to resisting mental attacks or possession.

Sensitive (Three point edge)
You are tuned to the magical ebbs and flows of the world. You gain +2 to all sensing/detection rolls. The downside to this quirk is supernatural entities may be attracted to you.

Summoner (Two point edge)
You have talent in calling people (including dead ones) and you gain +2 to any roll dealing with summoning a spirit or calling someone telepathically.

Tutor (One point edge+)
The vast majority of magicians are taught by a mentor and once they find their feet, move on. It is rare for a mage to maintain contact with their tutor.


Magicians with beginner talents will often have to gesture and vocalise in order to get their magic to work. This is not the same as those mages who must chant/gesture as mentioned below.

Arcane Tongue (Three point flaw)
By some strange personal quirk you cannot learn or cast a spell unless it is written in an ancient language. You must have at least +6 in an ancient language such as ancient greek, latin or hebrew.

Chanting (Three point flaw)
A mage who selects this flaw must chant loudly to cast any spells (even if their spell skill is high enough to allow silent casting). This prevents casting a spell secretly or if the caster is silenced (or gagged). It is possible to learn magic without necessitating vocalistation but you will need to relearn the spell at a +20% experience point cost (you start at half your existing spell skill level when relearning).

Dark Side (Two point flaw)
Everything and everyone has a dark side; indeed your magic is fuelled by it. The weak say beware as it will devour you, however you know better and have nothing to fear. You can call on the Beast, but it will never call on you. These mages have an extra +50% te points but each point of damage taken through power loss, or if the spell's te cost is over their spirit rating, then they loose a point of identity loss! This is not regainable with therapy. Sadistic refs may rule that for every ten points identity points gained the magician incurs a -1 penalty to resist vindictive or violent acts. Additionally this penalty could apply to resisting hostile magic inducing the mage to similar acts. ("I feel your hate growing within you young Skywalker").

Gesturing (Two point flaw)
Any magician who selects this flaw must be able to gesture and move their fingers freely (regardless of their spell skill). Being bound or having injured hands prevents casting. The magician will always have to gesture to cast a spell, even if he reaches high ritual skill levels that would normally make the spell "gesture only".

Focus (Four point flaw)
The magician with a focus flaw cannot use any magic unless he has his material focus with him. The focus must have at least three distinctive parts, ie: a quartz crystal on a leather thong. If the original is lost, the mage must acquire a new one of similar design.

Spooky (One+ point flaw)
Your aura upsets the mundanes of this world.

Weak Spirit (Two point flaw+)
Unlike your strong spirited cousin, you do not have the ability to stretch your inner powers to the limit.