RulesWD 524 · pp. 8–14
This Cities of Sigmar hero creator builds a custom Collegiate Mage for Path to Glory, with permission required to bring the character into other games. Apprentice, advanced and archmage budgets determine the available destiny points and game points; a basic human wizard then gains an origin, an optional flaw, a bespoke spell, a companion and further upgrades. Flaws deliberately free points for other strengths, making a frail or reckless eccentric as viable a starting concept as a disciplined battlefield specialist.
Age of SigmarCities of Sigmar
RulesWD 524 · p. 11
A modular spell builder lets the player decide whom a custom Battlemage targets, how far the spell reaches and what effects it combines. Damage, healing, concealment, slowed movement, flight and weapon enhancements carry different destiny-point costs, while choosing a harder casting value can recover points. The resulting ability is recorded on a blank spell template and given a name and background that suit the mage’s personality.
Age of SigmarCities of Sigmar
RulesWD 524 · pp. 12–14
A mage can ride a warhorse or acquire a familiar, with separate upgrade paths for fast cavalry, flying companions and fighting familiars. The familiar increases magical capacity but can be drained to rescue a poor casting roll at the cost of later power. Further options develop the wizard’s fighting skills, magical defence or spellcasting mastery, including a blasting wand, a protective ward and the chance to repeat a successfully cast spell.
Age of SigmarCities of Sigmar