Circle Mage
In ages past the use of magic was outlawed outside the Tevinter Imperium, and those who practiced it were persecuted and hunted. This only got worse with the rise of the Chantry, as the new religion spoke out against magic as corrupt and evil. Magic, of course, was also quite useful, particularly when fighting creatures like darkspawn. This led to a compromise in which mages could legally practice magic—but only under the watchful eye of the Chantry. Blood Magic, the practice of the dreaded maleficarum, was also strictly forbidden.
During the Second Blight the mages proved their worth and helped save humanity. This allowed them to gain a measure of autonomy, and thus was born the first Circle of Magi. While there are still Chantry templars stationed in every Circle tower, it is the mages who police those with magical power. Circle mages find humans and elves with magical talent and bring them to their towers for training and supervision, and to teach them to defend themselves against demonic possession. Practicing magic outside a Circle is a serious or even capital offense in many time periods.
Playing a Circle Mage
If you choose to play a Circle Mage, modify your character
as follows:
- Add 1 to your Magic ability. This represents the training you have received from your Circle.
- Pick one of the following ability focuses: Cunning (Arcane Lore) or Cunning (Historical Lore).
- Choose whether your character is a human or an elf. Most Circle mages are human, but some elves choose to join to avoid becoming apostates.
- You can speak and read the Trade Tongue and language of your native land, if different from Trade Tongue. You can read Ancient Tevene.
- Take the mage class.
Additional Benefits
Roll twice on the Circle Mage table that matches your chosen
race (elf or human) for additional benefits. Roll 2d6 and add
the results together. If you get the same result twice, re-roll
until you get something different.
Elf Circle Mage
2d6 Roll | Benefit |
---|---|
2 | +1 Communication |
3-4 | Speak Elven |
5 | Focus: Cunning (Healing) |
6 | Focus: Perception (Seeing) |
7-8 | +1 Cunning |
9 | Focus: Cunning (Cultural Lore) |
10-11 | +1 Dexterity |
12 | Weapon Group: Bows |
Human Circle Mage
2d6 Roll | Benefit |
---|---|
2 | +1 Willpower |
3-4 | Focus: Willpower (Self-Discipline) |
5 | Focus: Communication (Etiquette) |
6 | Focus: Cunning (Heraldry) |
7-8 | +1 Cunning |
9 | Focus: Constitution (Stamina) |
10-11 | Focus: Cunning (Religious Lore) |
12 | +1 Constitution |
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