Mighty +5
Deft +4
Smart +7
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Transformed
The stars aligned on your birth; the dark wizard failed to kill you; you bear the magic mark. Your secret is a gift and a curse. You seek to understand what you really are.
Fanatical
Your unquestioning devotion to a particular belief, person, or thing is not only irrational, but potentially dangerous for you and those in your stead.
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
Zweihänder (Parade Sword) +7
Heavy
Bare Fists or Feet +5
Hand-to-Hand
Armor
Armored Coat
Piecemeal
Shield
You have no shield equipped.
- Defense +4
- Initiative +2
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Fire
Sorcery +9
The victim is burning. If the victim does not spend their next turn putting themselves out after being subject to the source of flame, they suffer 3 damage on the second round, 6 on the third, 9 on the fourth, and so on. The damage is applied at the start of their turn.
Spells
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Antimagic Whip
Metamagic +9
You convert your maleficence into a magic-draining whip that saps MP from your target. The whip remains in existence for the duration of the spell. A successful spell check vs. the target's defense drains 1d6 MP from your victim and restores the amount drained to you; you cannot regain more MP than your pool's maximum.
-
Chain Maleficence
Metamagic +9
This spell may be cast simultaneously with the use of a maleficence. You rally the power of your maleficence into a chain of magical energy that strikes 1 target per MP spent. You may divide the damage your maleficence causes among any of these targets as you wish, and the peril and secondary effect of your maleficence affect all those subject to the spell.
-
Command
Charm +9
You command a single target to perform a single action, as if they were charmed by you. No form of magic can be used to command the target to perform suicidal actions or actions that would knowingly endanger them, including alterations to this spell. A victim so charmed attempts to carry out the action for as long as the spell's duration, or until it is accomplished or made impossible.
-
Enchant Weapon
Enchantment +9
You may bestow an enchantment on any number of weapons you touch. Decide how much MP you wish to invest across the weapons you touch. Each weapon gets a +1 to damage and to hit, per MP spent (up to a maximum of +2 per weapon).
-
Fear
Illusion +9
Your maleficence manifests as an illusion that induces fear and panic in your targets. Each round the spell is in effect, your targets must make a spell check or else become frightened and flee from you in terror. While frightened of you, you receive advantage in all actions against them. If they are unable to flee, they may be compelled to speak the truth or do your bidding. You must concentrate on the working of the spell, or else your targets will no longer fear you.
-
Magic Monitor
Conjuration +9
You conjure into existence a flying magical monitor no larger than a small bird and no smaller than a large insect, with like maneuverability and speed. The monitor has 1 HP and uses your defense and attributes against attacks, and you can control where it goes within the area of effect with your thoughts. You are able to see and hear through the monitor.
-
Mirrorshield
Abjuration +9
You charge a shield or other protective surface with your maleficence. If you are dealt physical damage, you may spend MP equal to the damage of the attack roll to reflect the damage back at its source, and you receive no damage. The victim is entitled to a spell check to avoid the reflected damage. This spell may be cast as a reaction if you have not already acted in the round.
-
Spell Turning
Abjuration +9
You use your maleficence to reflect a spell to its source. You must spend MP equal to the MP spent by the opposed caster and succeed against them in an opposed spell check in order for the spell to be reflected. This spell may be cast as a reaction if you have not already acted in the round.
-
Summoning
Conjuration +9
You summon an otherworldly entity to your aid imbued of your maleficence. The entity abides by your command and its HP are equal to 1d6, +1 per MP spent. Generally the creature has 3 in all attributes, and always enough MP to use its maleficence. Alternatively, the GM may choose a corresponding creature to determine its attributes, but all its attacks will have the peril of your maleficence. Your summon acts independently of you. It is returned to its plane of existence when the spell ends.
-
Thought Shield
Abjuration +9
You close your mind or your target's mind to outside influence, preventing spells or other perils that influence the mind from having effect. This includes charm-like effects, madness-inducing spells, as well as any form of psychic contact that affects thought (such as telepathy or ESP, but not all psionic spells in general). You must concentrate on closing your mind for the duration of the spell (or concentrate on protecting your targets, if they are the subject), or else the minds you seek to protect become vulnerable to psychic contact.
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Transmutation
Alchemy +9
You can transmute mundane, non-living, raw material between the five states of matter (liquid, solid, gas, plasma, and condensate), at a rate of one transmutation per round. The volume of the material you may affect is equal to the area of effect. If targets in the area of effect would be subjected to a state of matter that could cause harm on the same round the spell is cast, they are entitled to a spell check to resist the harm. Harm caused by the spell effects the peril of an appropriate maleficence.
-
Word of Undoing
Force +9
You utter a magic word at your targets, which unleashes a destructive resonance within them. Your targets can be of any size in the area of effect, up to a weight of 100 pounds per MP spent. Brittle and fragile objects immediately explode; rock, metal, and other similarly tough materials may require you to make a spell check vs. a TN of the GM's choosing. This spell does not work against living flesh or magical objects.
Maleficence
Fire
Sorcery +9
The victim is burning. If the victim does not spend their next turn putting themselves out after being subject to the source of flame, they suffer 3 damage on the second round, 6 on the third, 9 on the fourth, and so on. The damage is applied at the start of their turn.
Stances
Focus
Focus Slot
Empty
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
Inventory (0/15) 250
Choose a Weapon
Knockdown
A successful attack with this weapon knocks your opponent prone until after their next action. You have advantage with attack rolls against them while they are prone.
Two-Handed
You cannot wield a shield or any other weapon while wielding this weapon. When you add this tactic as a specialty, it deals an additional +1 damage.
Armament
Weapons
Armors
Shields
You have no shields in your inventory.
Supply
Notes
Quest Log
This hero has not logged any notes.
Archetype
None Selected
Experience
- 2+1 Smart
- 3+1 Skill
- 4+1 Smart
- 5+1 Skill
- 6+1 Smart
- 7+1 Skill
- 8+1 Mighty
- 9Influence
- 10+1 Mighty