- Origin Humans
- Class Mage
- Kit Battle Mage
- Culture Arcanese
- Faction The Retainers
- Ethos Esurient
Mighty +3
Deft +5
Smart +4
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Apt Pupil
You had a taste of the knowledge growing up, but the power gained thereby merely whet your appetite. You seek greater and greater secrets, at greater and greater peril.
Addicted
You need it. You want it. Your dark addiction frequently takes control. (This includes alcoholism, drug, and sex addictions.)
Adaptable
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Arcane Adept
Technique
You may cast the spells Dispel Magic and Counterspell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.
Battle Mage
kit
You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.
Equipment
Weapons
Bare Fists or Feet +3
Hand-to-Hand
You have no weapons equipped.
Armor
You have no armor equipped.
Shield
You have no shield equipped.
- Defense +5
- Initiative +0
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Cold
+4 Smart
The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.
Spells
-
Control (Energy)
Elemental +4
You can manipulate the flow, direction, and intensity of a single source of energy, such as a burning fire, arc of electricity, light, or sound wave. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.
-
Control (Gravity)
Dimension +3
You can manipulate gravity fields in the area of effect, causing everything within to have far greater or lesser density or mass. (You do not actually change their density or mass, but gravity behaves as if you had.) If gravity manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.
-
Control (Magnetism)
Elemental +3
You can manipulate magnetic fields in the area of effect as if you were a powerful magnet. You can control your magnetic influence as attraction or repulsion. If magnetism manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.
-
Control (Plants)
Elemental +5
You can command all vegetation in the spell's area of effect to do your bidding, as if each plant were a marionette. If the plant life is intelligent, it is entitled to a spell check to resist.
-
Control (Water)
Elemental +4
You can manipulate the flow, direction, and form of any volume of water equal to the area effect of the spell. For example, you may part bodies of water, create walls of water, stir up crashing waves, or direct forceful torrents. If the water is used to cause harm to a target, apply the peril of the corresponding maleficence.
-
Control (Weather)
Elemental +5
You can manipulate the flow, direction, and intensity of a weather pattern in the area effect of the spell, invoking torrential rain, strikes of lightning, or torrents of wind. If the weather is used to cause harm to a target, apply the peril of a corresponding maleficence.
-
Counterspell
Abjuration +4
You use your maleficence to dispel the magic of your target's spell. As long as the opposing spellcaster is visible to you, you may absorb their spell before its targets are affected by the magic. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell and succeed in a contested spell check against them. This spell may be cast as a reaction if you have not already acted in the round.
-
Courage
Enchantment +5
You call upon your magic patron to inspire courage in targets other than yourself. The targets become fearless and gain an additional 1 HP per MP spent, up to the target's maximum HP. The HP are temporary and do not recover after they are lost, but persist beyond the spell's duration.
-
Demonic Succor
Conjuration +5
You draw a circle of power equal to the area of effect to summon a demonic spirit within its confines. The demonic spirit possesses 1d6 spells chosen at random, which the spellcaster may command the demon to cast as a bonus action. The demon has the same attributes as you, 1d6 HP, an Arcana skill of your choosing, and 3 MP per MP spent to cast the spell. Its maleficence is random. At the end of each round, make an escalating spell check (TN 7) or else the demon breaks free and turns against you.
-
Dimension Door
Dimension +4
You create a pair of spacetime portals that serve as doorways to each other. The portals can be any size, up to that of a personal space. You may place either portal anywhere in the area of effect. (If they are placed too close together or subject to destructive force, the portals immediately blink out of existence.)
-
Dimension Walk
Dimension +3
You magically shift yourself and your targets into a higher physical dimension, using the additional dimension to traverse great distances. Anything on your person accompanies you, and man-sized objects may be substituted for targets. For every round traveled through this higher dimension, you travel 1 kilometer in ordinary space. Impassable, mundane objects like mountains or oceans are traversable with this spell, however magic objects that are impassable in ordinary space are also impassible in this higher dimension.
-
Dimensional Blade
Dimension +3
You charge an object of your choosing with psychical energy, flattening it into two dimensions—the object has height and length, but no width. For the duration of the spell, attacks made with that weapon ignore armor and deal damage to HP. Every successful attack you make with the weapon consumes 1 MP. If you release the object, the spell ends.
-
Overgrowth
Time +5
You accelerate the growth of all unintelligent, mundane plantlife in the area of effect such that each round of time that passes for the plantlife is up to 30 years per MP you spend.
-
Permanency
Alchemy +4
This spell requires a combination of material components and knowledge of the spells that create the effects you desire to make permanent. The spells involved must be cast in conjunction with this spell, and the components are consumed in the casting of the spell. Confer with the GM to determine the required components and casting time.
-
Phantasm
Illusion +4
You weave an illusion that is perfectly real to all who behold it. For 1 MP, the illusion is insubstantial and visual; for 2 MP the illusion also has sound; for 3 MP the illusion has physical substance. Harm caused by illusions can kill but is undone when the illusion ends or is disbelieved. Those suspicious of the illusion may make an opposed spell check to disbelieve. You must concentrate on the phantasm for the duration of the spell, or else it ceases to exist.
Maleficence
Cold
+4 Smart
The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.
Stances
Focus
Focus Slot
Empty
Known Stances
-
Focused Research
Active
You're a practiced academic with a voracity for knowledge. When you consult the relevant texts (such as might be found in a library, psychic codex, or other font of knowledge), you may create a research tag that you may later invoke to create narrative advantage; consult with the GM regarding how long it takes to complete your research.
-
Fork Maleficence
Active
You've mastered the destructive flow of your magic made manifest. You may affect two targets when you use your maleficence, applying the damage, peril, and secondary effect to both targets with a single attack roll, but the attack is made with disadvantage.
-
Fortified Stance
Active
You hunker down against the hordes, mustering all your might to become a shield against all harm. When you use this stance, you may attempt an unlimited number of parries (one per attack) in the round from the start until its end, but you cannot move or take any other actions.
-
Free Running
Passive
For you, gravity is a suggestion, not a law: you fear no freefall. As a reaction, you may negate 1d6 points of falling damage for every 1 MP you spend; as an action, you may leap a distance equal to 1 melee space per MP you spend by parkouring, tumbling, or using gymnastics to springboard between nearby surfaces. (If you are an Acrobat, you may immediately move after you fall in lieu of negating falling damage.)
-
Furtive Spell
Active
You've sharpened your spellcraft as a thief hones her dagger for the dark. As an action, you may cast a single spell you know surreptitiously. The casting of this spell does not compromise your stealth status, and it is not apparent to the untrained eye.
-
Goliath Stance
Active
A life of rough adventure has made you tougher than you appear. As a reaction to receiving lethal damage, you gain extra HP equal to your Mighty attribute. The HP are temporary and cannot be recovered after they are lost, and only persist until the end of the scene in which you use this stance.
-
Granite Chin
Passive
Hit me again, you say—I can take it. When you are struck by bludgeoning or force damage, you take half the damage, rounded up. Apply the benefits of this stance after accounting for your soak.
-
Hide in Shadows
Passive
Years of skulking in darkness have turned you into a master of shadows. When using this stance, you are effectively invisible if you are least three-quarters obscured by darkness. Most checks to detect you automatically fail, unless the observer knows you are hidden and is using a different sense to detect you, per the rules of invisibility. If the GM requires a check to remain hidden, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.
-
Infravision
Passive
The powers of your lineage awaken within you as you adventure farther into your quest. When you learn this stance, you gain infravision.
Focus
Focus Slot
Empty
Inventory (0/13) 250
Armament
Weapons
You have no weapons in your inventory.
Armors
You have no armors in your inventory.
Shields
You have no shields in your inventory.
Supply
The Great Crystal
Person
Description ounclocxclower
Notes
Quest Log
Nótable escena describanl+á
The Monstrous
Living Effigy
If you stare into the abyss, the abyss stares back at you. Take 1 stress: When you look into a mirror, you may adopt the face and mien of anyone you have personally met. This transformation lasts 1 hour. While stressed, you are immune to any effects, mundane or magical, that would transform your body or change your appearance against your will.
Experience
- 2+2 Hit Points
- 3+3 Magic Points
- 4+3 Magic Points
- 5+3 Magic Points
- 6+3 Magic Points
- 7+1 Deft
- 8+1 Bonus Spell
- 9+1 Bonus Spell
- 10+1 Bonus Spell