Emperor Gazreth Estrise
Kneel! KNEEL! KNEEL BEFORE ME!
- Origin Humans
- Class Mage
- Kit Battle Mage
- Culture Arcadian
- Faction Avestar
- Ethos Megalomaniac
No man can rule in the Mountains of Múspell. It is a mistake to think this way. I am but the instrument of my Lords' will, who are my equals, and the gods give us strength so that we may protect our people. What other purpose can a throne serve?
Lord Gazreth Estrise, Emperor of Arcadia
In his youth, Lord Gazreth was a noble knight descended from the Lords of Men who were responsible for driving the remnants of the children of Asag into the Northern Wastes. His progenitors include those Lords who slew the last of the Colossi after the turn of the millennium. When he was Lord of Albarith in Grael Fastness, Gazreth had three sons by the Queen of Albarith.
Gazreth usurped the throne of Moruin from Lord Paimon and declared himself Emperor of Arcadia after The Fall. Under the Decree of the One God Avestar, he demanded that all the Lords swear allegiance to his cause. It is said that on the day the Lords' Alliance was broken, the Foundation Stone in Castle Moongarm cracked, a physical manifestation of the breaking of the Alliance and the magic oath sworn by the Lords to protect the land from evil.
Of Gazreth's Crimes
The mad Emperor is cruel and vengeful. Most of his advisers avoid direct interaction with him, as his bouts of rage are unpredictable.
In the absence of a sane leader, the Empire is said to be run by three vying forces: the Congress of Judges, the Hierarchate of Avestar, and the Council of Albarith, whose governors are closest to the Emperor. All three further the Decree, but disagree with its execution, and seek a way to unseat the Emperor that will rally the generals of the Empire behind them.
In his reign as Emperor, Gazreth has overseen the deaths of millions through the conquest of war. His children grew up imprisoned in Grael Fastness, on suspicion that they might be used against him. Gazreth regularly has members of his retinue murdered, on suspicion that they are plotting a rebellion against him.
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
As a reaction, you may make a spell check using Smart to dispel the magic of your enemies if you have not already acted in the round. You may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. 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.
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 with disadvantage on the same turn that you cast a spell.
Zweihänder (Parade Sword) +7
Bare Fists or Feet +5
The victim is burning. If the victim does not spend a turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.
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.
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.
You command a single target to perform a single action. 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.
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).
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.
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.
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 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.
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.
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.
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.
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
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.
Choose an Armor
Choose a Weapon
A successful attack with this weapon knocks your opponent to the ground until after their next action. You have advantage with attacks against them while they are prone.
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.