This section includes new Edges and notes on core edges.
The standard AB for Mystaran clerics, philosophers, and priests.
Druids, per se, are a fairly recent and uncommon phenomenon in Mystara. However, there are traditional nature philosophers called the Balancers, with interchangeble characteristics; they frequently wield a heartwood staff.
Requirements: Smarts d6+, Must be an elf (or a Forester of Thyatis, see below)
Elves have a facility for magic greater than a human or other folk. While they rarely attain the raw power and versatility of a university-trained wizard, they quickly pick up the art, and notably, as a gift of their bloodline, can cast magic spells while wearing armor.
Foresters of Thyatis: The foresters are humans recruited to help the Vyalia forests. They are adopted in elven clans, and receive a special blessing from the Immortal Ilsundal. To take this Arcane Background, the forester must speak the Elvish language, and additionally, must take a Vow (major) to protect the elves, to preserve peace between humans and elves when possible, and generally to uphold Ilsundal's will. Violation of this vow subtracts -2 from their Spellcasting rolls for a week; egregious violations may cause a loss of spellcasting ability entirely until they adequately atone.
Arcane Skill: Spellcasting (Smarts)
Starting Powers: Detect/conceal arcana, dispel, lock/unlock, and three other powers chosen from the wizard list.
Power Points: 10
Available Powers: Exactly as the wizard. Foresters may not learn zombie.
Magic and Wizardry: Elves and foresters can take Edges that require Arcane Background (Magic). Elves and foresters with Occult d8+ can also take Edges that require Arcane Background (Wizard).
Components: Elves and forests have the Material Components Hindrance.
Hakomons are the traditional magic-users of the Ethengar Khanate. While clerics provide guidance in honoring the immortals, and shamans mediate with nature and the spirit world, hakomons are consulted in learned matters. They are similar to the mages and wizards of other lands, but record their magic formulae on collections of sigil scrolls. Each hakomon abides by a mystical taboo; the adherence is part of their strength and discipline.
Requirements: Smarts d6+
Arcane Skill: Spellcasting (Smarts)
Starting Powers: Detect/conceal arcana, dispel, lock/unlock, and three other powers chosen from the list below.
Power Points: 15
Available Powers: Arcane protection, banish, barrier, beast friend, blast, blind, bolt, boost/lower Trait, burrow, burst, confusion, conjure item, curse, damage field, darksight, deflection, detect/conceal arcana, disguise, dispel, drain Power Points, elemental manipulation, empathy, environmental protection, entangle, farsight, fear, fly, growth/shrink, havoc, illusion, intangibility, invisibility, light/darkness, locate, lock/unlock, mind reading, mind wipe, mystic intervention, object reading, planar binding, plane shift, protection, puppet, scrying, shape change, sloth/speed, slumber, smite, speak language, stun , summon ally, telekinesis, teleport, time stop, wall walker, warrior’s gift, wish.
Magic: Hakomons may take Edges that require Arcane Background (Magic)
Armor Interference (Major): Hakomons have the Armor Interference (Major) Hindrance.
Components: Hakomons require special writing and engraving materials to create their magical sigils. They have the Material Components Hindrance.
Resilience: Hakomons are hardy of mind and body, owing to their disciplined lives. The hakomon may add +1 to the total of a final Soak roll for each Power Point spent, to a maximum of +4. If they violate their taboo, they lose access to this Edge until they restore their Spellcasting ability.
Taboo: Each hakomon has a special taboo, part of their ritual disciplines from which they draw inspiration and power. A hakomon who violates their taboo receives -2 on all Spellcasting until 24 hours have passed, and they have performed a simple purification ritual (this requires a few minutes of peaceful meditation and their arcane components). Examples of taboos include:
Requirements: Heroic, Arcane Background (Hakomon)
Hakomons are careful observers of omens and matters of ritual purity. A hakomon who takes this Edge gains a second taboo. As long as they observe all their taboos, they gain a free re-roll on Spellcasting to cast hakomon spells. Breaking this additional taboo has the usual consequences for breaking a hakomon taboo.
Requirements: Novice, Arcane Background (Hakomon)
A hakomon's collection of scrolls includes notations, lore, and spell formulae, each associated with particular set of sigils to unlock their power. Whenever he takes the New Powers Edge, he gets three new powers instead of two. He also gains an immediate power of his Rank or lower on taking this Edge.
This edge is mainly used for creatures with innate magical power. A human or humanoid with this ability would possess an idiosyncratic or blessed talent with magic, perhaps the result of dragon magic or Immortal intervention.
This is relatively rare in the Mystara setting, except in the Ethengar Khanate where they traditionally advise the Khanate.
These are rare in places where clerical or wizard magic is practiced formally. Characters of this Arcane Background are generally known as wokani, especially when referring to savage humanoids and the monster races. Human and demi-human communities can also have witches, also known variously as cunning folk, hedge wizards, and so forth.
This is the edge taken by Mystaran wizards. Elf spellcasters sometimes take this edge as well; while they differ somewhat in philosophy and practice, they have the same general focus. Wizards may have a traditional apprenticeship, or may come from a university background. A few simply purchase tutelage in the magical arts.
This functions as described in the Fantasy Companion. Because it is a Background Edge, it is normally not easily available after character creation. However, dwarves and hin have a natural strong resistance to magic, and can take this edge, and its improvements, freely with no additional explanation needed.
Requirements: Novice, Agility d8+, Persuasion d6+, Stealth d6+
Rakes are swashbucklers, spies, and gentle rogues. They abhor the vulgarity and meanness of thieves, yet move with the same grace, and possess at least a little of the same opportunism.
A rake gains +1 to Athletics rolls to climb in urban areas. The also gain a +1 to Stealth rolls in urban areas. They are adept at talking their way out of trouble, gaining a +1 to all Persuasion attempts.