Mages are mentally-focused characters who have an Arcane Connection that allows them to cast magic. Wizards, sorcerers, elemental magicians, nature mages, shapeshifters, illusionists, magical tricksters, psychics, necromancers, seers, enchanters, summoners, conjurers, arcane investigators, and mystical scholars can all be made using this class.

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Arcane Connection
You have a connection to arcane energies that allows you to cast magic. There are several forms that this Arcane Connection can take, each with its own requirements. Choose one of the following four types of Arcane Connection from the list below. You must fulfill the requirements of your particular type of Arcane Connection in order to use magic.
- Concentration: You connect to arcane energies by concentrating. In order to cast spells, you must be able to concentrate. Only significant disruptions to concentration impede your ability to cast magic.
- Spell Components: You connect to arcane energies through physical objects, such as magical plants, water from special places, gemstones, or magical implements. The kind of physical objects you use is up to you. You have a pouch containing a full set of your type of spell components. In order to cast spells, you must be able to access and use these spell components.
- Gestures: You connect to arcane energies through physical gestures. In order to cast spells, you must be able to use your body to make these physical gestures.
- Vocalizations: You connect to arcane energies through chanting or other verbalizations. In order to cast spells, you must be able to clearly vocalize these sounds.
There are many different types of magic, such as Fire Magic and Illusion Magic, that can be cast using your Arcane Connection. Each type of magic is a separate ability that needs to be studied individually before you can cast it. You will be choosing which types of magic you know in the “Arcane Training” section below. For this purpose, magic is any ability with the word “Magic” in its name.
Arcane Training
For standard characters, choose four abilities off the following list. This list is divided into sections to make it easier to navigate.
Elemental Magic
Fire Magic: You can create magical effects with fire and light. Examples of effects that you can make are magical illumination, dazzling lights, walls of fire, fire breath, flaming weapons, and fireballs. You can also do things like resist harm from fire, sense fire, melt things, burn things up, put out fire, and create darkness. Fire Magic is used by rolling mind and you are trained in it.
Water Magic: You can create magical effects with water and cold. Examples of effects that you can make are jets of water, geysers, waves, walls of ice, frost weapons, and blasts of cold. You can also do things like create water, resist harm from cold, sense water, thaw ice, and dry up water. Water Magic is used by rolling mind and you are trained in it.
Air Magic: You can create magical effects with air, flight, and sound. Examples of effects that you can make are gusts of air, vortexes (mini-tornadoes), walls of wind, barriers that block sound, magical flight, blasts of noise, and areas of silence. You can also do things like amplify sound, detect airborne toxins, purify air, calm turbulent air, prevent creatures from flying, and cushion a fall. Air Magic is used by rolling mind and you are trained in it.
Earth Magic: You can create magical effects with earth and stone. Examples of effects that you can make are tremors, earthquakes, walls of stone, holes in the ground, blasts of gravel, and rock armor. You can also do things like animate a statue, stabilize a collapsing tunnel, still earth tremors, burrow through the earth, sense minerals in the ground, turn stone into mud, turn mud into stone, and reshape rock with your mind. Earth Magic is used by rolling mind and you are trained in it.
Nature Magic
Weather Magic: You can create magical effects with weather and lightning. Examples of effects that you can make are sleet storms, rain, clouds of fog, moments of sunshine, blizzards, sandstorms, lightning bolts, and shock weapons (weapons that give an electrical shock to people they hit). You can also do things like resist harm from electricity, control the path of lightning strikes, predict the weather, return the weather to a normal pattern, help people endure hazardous weather, and protect an area from hazardous weather. Weather Magic is used by rolling mind and you are trained in it.
Animal Magic: You can create magical effects that involve animals. There are two main ways to do this: connecting with animals and taking on animal abilities. Examples of ways that you can connect with animals are speaking with animals, calming animals, sensing where animals are, and calling animals to your aid. Possibilities for taking on animal abilities include both shapeshifting (turning into a specific animal) and partial transformations to gain specific animal traits. For example, you could have eagle vision, bioluminescence, wings, gills, claws, poisonous fangs, a keen sense of smell, echolocation, the ability to climb like a gecko, or the capacity to create webs. Animal Magic can also be used to sense, alter, and disrupt the Animal Magic of others. It is used by rolling mind and you are trained in it.
Plant Magic: You can connect with plants and magically manipulate them. Examples of effects that you can create are blasts of sleep-inducing spores, magically animated vines, slippery algae coatings, zones of entangling plants, and thorn walls. You can also do things like reshape plants, cause a plant to become bioluminescent, heal plants, speak with plants, command non-sapient plant creatures, resist harm from plant-based poisons, sense specific plants, wither plants, speed up plant growth, and temporarily give people plant-like traits. Plant Magic is used by rolling mind and you are trained in it.
Shapeshifting Magic: You can temporarily alter the physical forms of yourself and others. This means that you can transform people into different sapient species, magical creatures, animals, plants, and even objects. However this transformation is never directly harmful. For example, a person who is transformed into an object will return to their normal form once the spell is over. This also means that people cannot be transformed into anything that would be immediately be harmed by their environment. For example, it is not be possible to turn someone into a fish on dry land.
For each transformation, the more significant and specific the change being made is, the harder it is to do. When magic is harder, the bigger the consequences of failed rolls will be. This means that it is easier to change someone’s appearance than it is to change what they are. So it is easier to make a person look like a statue than it is to turn them into a statue. This also means that mimicking the appearance of a specific person or thing is possible, but doing so is more risky. Shapeshifting magic can also be used to detect or undo others’ Shapeshifting Magic. This magic is used by rolling mind and you are trained in it.
Perception and Interaction Magic
Sensing Magic: You can create magical effects that aid or block perception. Examples of things that you can do are detect nearby magic, hide from magical detection, enhance a person’s senses, give someone echolocation, circumvent magical alarms, create a zone of silence, make someone invisible, prevent a group of people from leaving a scent trail, and craft magical alarms that will alert you when a specific event occurs (such as a creature entering an area).
You can also use Sensing Magic to locate a person, place, or thing. When doing this, you must specify what you are looking for. For example, you could aim to find a specific lost cat, detect the nearest person wearing armor, or identify all secret doors in an area.
Sensing Magic also allows you to use your senses to remotely observe people, objects, and places. This is known as scrying. While you are scrying, you are unaware of your physical surroundings. Sensing Magic is used by rolling mind and you are trained in it.
Communication Magic: You can create magical effects involving communication. Communication Magic allows you to talk to animals, plants, ghosts, and the spirits of objects (keep in mind that most objects have limited awareness). Examples of other effects that you can do are voice amplification, telepathy, magical translation, and lie detection. You can also do things like send messages, visit someone’s dreams, and prevent communication from being understood. In addition, this magic can also be used to detect, block, or listen in on other’s communications. Communication Magic is used by rolling mind and you are trained in it.
Emotion Magic: You can use magic to affect emotions. One way this is used is to induce specific emotions. For example, you could calm frightened animals, make someone fall in love, provoke anger, foster confusion, intimidate a dangerous person, increase compassion, enhance the emotional impact of an artistic performance, or cause a stranger to feel a strong feeling of friendship toward you. Emotion magic can also be used to do things like detect others’ emotions, assist emotional healing, communicate emotions, intensify emotions, decrease the intensity of emotions, encourage someone to be honest about their feelings, and make it hard for someone to share what they are feeling. This magic can also be used to sense and defend against the Emotion Magic of others.
The targets of this magic still have free will and choose how they react to their emotions. In addition, nonconsensual manipulation of the emotions of sapient beings is illegal. However there may be exceptions for self-defense; these vary based on the setting. Emotion Magic is used by rolling mind and you are trained in it.
Mind Magic: You can use magic to affect the minds of others. Examples of things that you can do are communicating mind to mind (telepathy), transferring a large amount of information directly into someone’s brain, reading a person’s thoughts, retrieving a buried memory, temporarily altering a person’s memory, putting a suggestion into someone’s mind, improving someone’s ability to do a mind-based skill by helping them focus, protecting others from mental manipulation, sensing when someone else is using Mind Magic, and reversing the effects of harmful Mind Magic.
Magical effects that limit free will are possible, but they are especially difficult to do. As a result, they are short-lived, often only lasting a single round. Examples of these effects are magically preventing someone from taking an action, giving someone a compulsion to do a specific task, and freezing someone in place.
Nonconsensual manipulation of the minds of sapient beings is illegal. However there may be exceptions for self-defense; these vary based on the setting. Mind Magic is used by rolling mind and you are trained in it.
Illusion Magic: You can use magic to create illusions that trick people’s senses. Illusions can affect vision, hearing, taste, smell, touch, and other senses, like echolocation. The more senses you want to affect, the more difficult the magic is. It is also more difficult to affect any sense that you do not have. The harder the magic is, the larger the consequences of failed rolls will be.
Illusions can make people perceive things that aren’t there, disguise something as something else, or prevent people from perceiving things that are there. For example, you could create the sound of a dangerous monster in the distance, hide a door behind an illusory wall, animate an illusory scene, make something old appear new, disguise a trap as an everyday object, impersonate someone, make someone invisible, or cause a loud event to seem silent. This magic can also be used to detect, alter, or stop other’s illusions. Illusion Magic is used by rolling mind and you are trained in it.
Because illusions aren’t real, illusory objects can’t directly affect anything that is real. For example, an illusory wall cannot stop a person from walking through it, an illusory chair cannot hold a person up, an illusory lamp can’t illuminate an area, an illusory sword can’t cause wounds, and an illusory sound can’t travel beyond the edge of the area affected by the illusion. In addition, magically disguising a person or object doesn’t change how that person or object interacts with real objects. For example, a person disguised as someone taller can’t reach as far as the taller person could, a puppy made to look like an adult guard dog still acts like a puppy, and an invisible person that steps in a puddle still causes ripples. This means that the more interaction a person has with an illusion, the more opportunity they will have to figure out that it is an illusion. Note that knowing something is an illusion doesn’t make the illusion go away.
Necromantic Magic: You can use your magic to interact with both dead and undead beings. An undead being is anything that is dead that continues to directly interact with the living world. This includes animated corpses (such as zombies), ghosts (such as will-o’-wisps), and full undead which have both bodies and souls (such as vampires). Examples of things that you can do with Necromantic Magic are perceive ghosts, locate nearby zombies, speak with undead beings, control animated corpses, influence the behavior of sapient undead, preserve corpses, temporarily create new undead, and heal or harm undead creatures. You can also communicate with the spirits of those who have passed on, but doing so is more difficult and requires the use of a ritual, such as a séance. Necromantic Magic can also be used to detect and interfere with the Necromantic Magic of others. This magic is used by rolling mind and you are trained in it.
Utility Magic
Transportation Magic: You can create magical effects involving transportation. Examples of things that you can do are speeding travel, way finding, summoning mounts, conjuring temporary magical vehicles, levitating objects, making someone fly, teleporting, preventing harm from hazardous terrain, and enhancing someone’s ability to swim, climb, fly, or ride. This magic can also be used to detect, track, or hinder the transportation of others. Transportation Magic is used by rolling mind and you are trained in it.
Force Magic: You can create magical effects by molding and manipulating raw magical force. There are two main ways to use Force Magic. The first is to mold the raw magical force into crude shapes such as clubs, rams, blades, shields, walls, ramps, domes, and spheres. Each time you do this, select a location, person, or object that the force shape is anchored to. If the anchor is unmoving, then the force shape stays in place with it. If the anchor is mobile, then the force shape moves with it. These force shapes can act as weapons or as barriers to both physical and magical harm. They may also be used creatively to do things like bridge a gap, catch a wild animal, and stabilize an unstable surface. This magic can also be used to alter or disrupt the force shapes of others.
The second way to use Force Magic is to manipulate objects at a distance by wrapping magical force around them. This produces telekinesis-like effects where objects can be levitated, twisted, pushed, and pulled. Flexible objects like ropes may be animated in a more dynamic fashion.
Raw magical force is a semi-transparent substance that is solid to the touch. It gives off a soft glow and a gentle hum. A tingly sensation can be felt when you get close to it. It is possible to prevent magical force from being seen, heard, or felt when nearby, but doing so is more difficult. This means that the consequences of failed rolls will be larger than they would otherwise be. Force Magic can also be used to disrupt others’ Force Magic. It is used by rolling mind and you are trained in it.
Object Magic: You can use magic to create, alter, repair, and interact with objects. Some of these magical effects produce permanent changes, such as fixing damaged items, reshaping objects, breaking non-magical things, and speeding up the process of making something new. Other magical effects are temporary, such as magically animating objects, and creating objects from nothing. You can also do things like locate a specific object, defend against the Object Magic of others, and speak with the spirits inside objects. Keep in mind that the spirits of most objects have a limited awareness that only includes what they have been used for and those things they have come into physical contact with. Object Magic is used by rolling mind and you are trained in it.
Summoning Magic: You can manifest temporary, magical constructs that are based on people and creatures. In doing this, you can either summon a construct that is a generic version of a species, or you can summon a specific being by name. This magic can also be used to detect and destroy the summoned constructs of others. Summoning Magic is used by rolling mind and you are trained in it.
- Generic Constructs: Generic constructs are rough representations of a specific species. They have no connection to actual living beings. This means that they are incapable of independent action. They simply follow your instructions to the best of their ability. In addition, while generic constructs can use any body skill, the only mind skills they can use are Performance, Perception, and Survival.
- Beings Summoned by Name: When a being is summoned by name (regardless of their location), they get to choose whether or not to answer the summons. If the summons is refused, then nothing happens. If the summons is accepted, then a magical construct is created and the summoned being’s consciousness enters that construct, which takes on their form. The summoned being becomes aware of the construct’s surroundings and can control the construct as if it was their own body. As a consequence, however, the summoned being is only vaguely aware of their actual body and is unable to move it. At any point a summoned being can choose to return their consciousness to their own body, but doing so destroys the summoned construct. Because beings summoned by name have their own consciousnesses, they have free will. This means that they aren’t dependent on others to tell them what to do, but they might choose to take unexpected or undesired actions.
- Limitations: Summoned constructs are less powerful than actual people and creatures. As a result, they are not able to use any magical abilities or items. The construct can, however, still use their non-magical abilities, skills, species traits, defensive training, and items. Magic items turn into non-magical versions of the same item. If the summoning was only partially successful, there may be further limitations on what they can do (see the “Summoning Magic” section of “Limitations, Complications, and Side Effects for Partial Successes”).
- Summoned Player Characters: When a player character is summoned by name, the player gets to choose whether or not their character accepts the summons. If they do, then their consciousness enters the summoned construct and they can use their skills and non-magical abilities as if they were physically present (see “Limitations”). Their actual body is left in the position it was in when they accepted the summons. They always know if something touches their body and they get a chance to roll the Perception skill to notice things happening near their body.
- Summoned Nonplayer Characters: If a nonplayer character that is already part of the game is summoned by name, then the person that usually controls that character will continue to do so. Players with the Summoning Magic ability may also choose to create specific friends (people or creatures) that their character regularly summons. These characters will be controlled by the person who created them, unless there is an agreement otherwise.
- Harm: If there is a consciousness inside the summoned construct (a being summoned by name), then they feel any harm the construct takes as if they were physically present. However, if the construct is destroyed, their connection to the construct ends and their consciousness returns, unharmed, to their actual body. Summoned constructs are more fragile than actual people and creatures.
- Die Mechanic for Constructs: This mechanic is for generic constructs and nonplayer characters that were summoned by name. Whenever the construct takes an action, roll one six-sided die. The result indicates how successful they are.
- 6 Is a Failure: Something has gone wrong. Their action was not successful and the situation has become more complicated or difficult in some way.
- 4 & 5 Are Partial Successes: Their action is only partially successful. They have accomplished something useful, but it comes with a limitation, side effect, or complication.
- 2 & 3 Are Full Successes: They are completely successful.
- 1 Is an Outstanding Success: Their action is tremendously successful. In addition to succeeding, they gain an additional benefit.
Analytic Magic: You can use your magic to sense, understand, suppress, and dispel magic. Examples of things that you can do are perceive the magic around you, detect a particular type of magic, locate a specific magical object, figure out what a spell or magic item does, determine how long a magical effect will last, and analyze the properties of ongoing magic. You can also dispel short-term magical effects (such as spells) and temporarily suppress long-term magical effects. For example, you can counter a spell as it is being cast, end an ongoing spell, temporarily suppress the magical properties of an item, pause the effects of permanent magic, and create a zone that provides a short-term shelter from a large-scale magical effect. Note that magic can have non-magical effects (such as damage done to people and objects) and those effects continue even after the magic is dispelled. Analytic Magic is used by rolling mind and you are trained in it.
Casting Abilities
Flexible Casting: You can connect to arcane energies in multiple ways. Choose a second Arcane Connection. You may switch between your two Arcane Connections as you desire.
Arcane Dabbler: You have studied two branches of magic just enough to be able to cast spells, but lack control. Choose two of the following types of magic: fire, water, earth, air, weather, animal, plant, shapeshifting, communication, illusion, force, object, and transportation. Details on what these types of magic can do are given above. You are capable of casting spells with both of these types of magic, but do not receive a die for being trained in either of them. This means that the magic is more likely to go awry.
Mystical Powers
Divination: Momentary fragments of the past, present, and future come to you. If the game master wants, fragments will come to you at plot relevant moments. In addition, once per day, you can focus this ability on a specific question by taking ten minutes to concentrate on what you want to know. The exact divination method you use is up to you. For example, you could sketch random images, meditate, pray, journal, search through a relevant book, do a tarot reading, use a set of rune stones, or gaze into a fire.
This ability is used by rolling mind and you are trained in it. The fragments that come to you may express themselves through your chosen divination method or through sensory experiences, such as visions. These fragments can be realistic, dreamlike, continuous, jumbled, long, or short. Sometimes they are clear and helpful, but other times they are confusing and upsetting.
Keep in mind that the more significant and far-reaching your question is, the more ambiguous the fragments are going to be. For example, the connection between the fragments and your question may not be immediately apparent. This is important because it prevents Divination from spoiling the game by instantly solving big mysteries.
Attunement: You have a special connection to one type of magic that is expressed as an immunity and two specific magical effects that you can do without risk of failure. Choose a type of magic that you can cast. You are attuned to this type of magic. Go to the “Attunement List” and choose one immunity and two minor magical effects from the section for your attuned magic.
The minor magical effects can be used without risk of failure, which means that no roll is needed to use them. However, if you incorporate one of them into a more complicated action, you will need to roll to accomplish that action.
In addition, some minor magical effects have a specified duration while others don’t. If no duration is specified, then the effect wears off at a story appropriate time, usually at the end of a scene. When the effect does wear off, non-magical outcomes, like healing and harm, remain. You may take this ability multiple times, but you must choose a different type of magic to be attuned to each time.
Familiar: You have formed a magical bond with a small creature. This is your familiar. The magic of your bond enhances your familiar’s mental abilities, including their capacity to understand, communicate, and problem solve. Your familiar acts independently, but if you treat them well, they will be helpful and loyal to you.
- Creature Options: Most familiars are small animals like bats, cats, doves, eels, hawks, humming birds, lemurs, lizards, monkeys, owls, parrots, rabbits, rats, ravens, scorpions, seagulls, spiders, snakes, toads, turtles, and weasels.
- Personality: Decide what your familiar is like. What is their typical mood? How do they spend their time? What are their favorite things? What do they hate? How do they react to change?
- Magical Bond: This bond allows you to speak telepathically with your familiar and perceive through their senses. You do not need to roll to do either of these things, but any time you perceive through their senses, you become unaware of your own physical surroundings.
- What Your Familiar Can Do: Your familiar can do anything that is physically possible for their body. They also understand how doors and windows work and can use simple tools. In addition, familiars can make plans and they have a basic understanding of magic.
- Training: To represent your familiar’s main capabilities, choose five skills that they are trained in. For their protection, choose one type of physical defense and one type of mental defense.
- Body and Mind Numbers: Decide what their body and mind numbers are. The three options are Body 5 with Mind 3, Body 4 with Mind 4, and Body 3 with Mind 5. The higher the number, the better they are at doing those things.
- Getting a Familiar to Cooperate: Because familiars are more independent, it can be a bit tricky convincing them to do what you want. If you are asking them to ignore a temptation or do something unpleasant, you need to roll Communicating with Animals to convince them to cooperate.
- Rolling: The dice roll for a familiar carrying out an action is handled separately from the actions of the character they are bonded to. Any time that a familiar attempts an action that has a meaningful chance of failure, make a dice roll using the familiar’s body or mind number and any applicable training, preparation, or help that they have.
- Equipment: You have all of the equipment needed to care for your familiar.
Scholarship Styles
Lore Master: You have a deep knowledge of many subjects. Any time you get a full success (two successes) on an Arcana, Culture, Nature, or Technology roll, the information you gain is more detailed than it would otherwise be. This information is helpful enough to grant you an additional benefit. In essence, this ability turns a full success into an outstanding success.
Knowledgeable: You are extremely knowledgeable. Three times a day, you are considered prepared when you use the Arcana, Culture, Nature, or Technology skills. You may take this ability twice if you desire.
Arcana Expert: You are an expert in arcane knowledge. Once per day, you may turn a failed Arcana skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Perception Abilities
Investigator: You are a skilled investigator who always notices something useful. In any scene where you take the time to examine something closely, you will notice one useful thing about it. Basically, you are finding a clue. This ability works once per scene, when you are carefully investigating an object, a location, or a collection of evidence. No roll is required, but you do need to tell the game master when you are using this ability. The game master will then tell you what clue you find. How significant that clue is will vary from situation to situation, and not every clue will be immediately useful.
This ability can be applied to a broad range of situations that involve investigation. For example, it can be used to investigate something that has already happened, such as examining a crime scene or doing an archeological investigation. It can also be used to make guesses about likely outcomes, such as going over a collection of evidence to guess an opponents next move. And it can be used to figure out the best way to do something, such as scouting an area for the best way to sneak in.
Perception Expert: You are an expert at perceiving things. Once per day you may turn a failed Perception skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Alert: You notice subtle things about the people and places around you. Three times a day, you are considered prepared when you use the Insight, Perception, or Survival skills. You may take this ability twice if you desire.
Social Abilities
Charismatic: You have a natural talent for social skills. Three times a day, you are considered prepared when you use the Communicating with Animals, Deception, Diplomacy, Intimidation, or Performance skills. You may take this ability twice if you desire.
Physical Abilities
Combat Expertise: You have extensive combat training. Three times a day, you are considered prepared when you use the Melee Combat, Ranged Combat, and Unarmed Fighting skills. You may take this ability twice if you desire.
Dexterous: You are extremely dexterous. Three times a day, you are considered prepared when you use the Acrobatics, Manual Dexterity, Mobility, or Stealth skills. You may take this ability twice if you desire.
Strong as an Ox: You are extremely strong. Three times a day, you are considered prepared when you use the Athletics, Climbing, Flying, Riding, or Swimming skills. You may take this ability twice if you desire.
Athletics Expert: You are an expert in athletic activities. Once per day you may turn a failed Athletics skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Climbing Expert: You are an expert at climbing up and down things. Once per day you may turn a failed Climbing skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Flying Expert: You are an expert at flying. Once per day you may turn a failed Flying skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
Swimming Expert: You are an expert at swimming. Once per day you may turn a failed Swimming skill roll (zero successes) into a partial success (one success). This ability must be used before the consequences of failure are revealed. You may take this ability twice if you desire.
General Enhancements
Beginner’s Luck: You are unusually successful when you try new things. Three times a day, you are considered prepared when using a skill that you are not trained in.
Balanced Expertise: You are good at both body and mind skills. Choose one mind skill and one body skill. Three times a day, you are considered prepared when you use either of these two skills. You may take this ability twice if you desire, choosing either the same or different skills.
Specialty: You are especially good at doing one thing. Choose an area of focus for a skill or ability that you already have. This is your specialty. You are particularly good at this specialty and are always considered prepared when using it. This specialty needs to be significantly more specific than the skill or ability it is based on. For example, a character with the Acrobatics skill could have a specialty in leaping, or a character with the Transportation Magic ability could have a specialty in casting flying spells.
Special Technique: You know a special technique that makes it easier for you to do something that is a physical task. Choose one body based skill or ability. You can now use this skill or ability by rolling mind.
Skillful: You know more skills than most people. Choose two additional skills off the skills list. You are trained in these skills. There is no limit on how many times you may choose this ability.
Extra Species Trait: You have manifested an additional species trait. Choose a new species trait off the “Species Trait” list. There is no limit on how many times you may choose this ability.