Mage
Intellectual monk cultists, devoting their minds to learning the intricacies of taboo Magicks. While thoroughly educated, Mages neglect their bodies to wither, and live with litle life experience outside of their school and study. Impressive as their Magick talent may be, they fail to understand that Gehenna is a test of both ones body and mind.

Attributes
+2 MND / -2 PHY

Skills
Intuition, Knowledge, Willpower

Hit Die
D4

Spellcraft (A)
A well-studied Mage can learn the mystic patterns behind Magick, and can create their very own personal spells composed of components. If a Mage is to find a Hexen, they may perform Spellcraft. A spell requires 5 different elements:

Target: Who the Spell is targeting. Entity, Self, Area, Object, World.

Effect: What the Spell does to the target.

Component: What is used to cast the Spell. Verbal, Somatic, Object,

Duration: How long the effect of the Spell lasts in seconds, minutes, or hours.

Cost: How costly the Spell is to cast. One time use, X per rest, X per battle, Per X amount of time, Per X item, Unlimited.

To create the Spell, The Mage must succeed a Knowledge Skillcheck. The DC for the Skillcheck is subject to the GM on how outstanding of a Spell it is. As long as the Skillcheck is successful, The Mage owns the Spell. However if the Skillcheck is failed, The Mage will suffer a potentially catastrophic mishap, as Magick is a very dangerous and volatile concept to toy with.

In the event of a failed Spellcraft, make a Coin Flip. If this Coin Flip fails, roll a D20 and refer to your result in the list of mishaps: Mishaps and for more information on Spellcraft, check Here

Before my very eyes, I saw colors I had never seen in dye, and pictures I had not seen with my eyes.
Enchant (A)
A well-studied Mage may learn how to apply Magick to an object, to act as a catalyst. A Mage may transfer a Spell from their Compendium into an object, such as a scroll, weapon, pendant, or even a piece of furniture such as a door.

This Spell may only be activated once from this object, and The Mage no longer holds the Spell in their Compendium. Once done, The Mage may choose to lock the object's function behind a Knowledge Skillcheck with the DC being up to their choice, or they may allow anyone to freely activate the object.
Clarity
An unfettered and clear mind makes for a strong tool. Whenever someone succeeds in using an EGO Skill on you, gain a +1 bonus for your next Knowledge Skillcheck.
Dark Arts
You channel your Magick from a very dark place, and make the most of it. Your Spells do twice as much damage when currently under the effect of a failed Temper or Mood Skillcheck.
Jinxed
You've had your fair share of Mishaps in the past, but you've always made it out alive. You must make an additional Coin Flip when met with a Mishap, but you're completely immune to Mishap effects. Instead, they are both fortunately and unfortunately re-directed towards others.
Madman
Your occult studies brought you to the brink of insanity. All Spells casts instaneously when under the effect of a failed Composure Skillcheck.
Omnipotence
With intelligence as high as yours, it almost feels as if you can predict the future. Whenever you'd like, make a Knowledge Skillcheck with the DC being up to the GM. If your roll is correct, you may predict anything that may happen soon, and it will come true.
Penetration
Your Magick is sharpened enough to not be confined to the physical realm. Your Spells may travel through walls.
Scholarly Soldier
You never neglected your physique, unlike your peers. With every succesful Spell cast, you gain a +1 for your next Strength Skillcheck.
Sensual Spells
You put your whole body into your Spell casting, in an alluring dance. Any Spells with a Somatic component will be performed as a dance, and can trigger a Willpower check against any witness.