Saebin of Kaith
The mysteries of the Great Crystal are mine to behold.
- Origin High People
- Class Mage
- Kit Warlock
- Culture Muraian
- Faction Thelxince
- Ethos Mastermind
Sword & Sorcery
A Quest of Queens
Can you restore balance to the World of Ruin?
The Dune Sea
Defy destiny in this pulp action-adventure.
Great White North
Find your fortune in the outlands of Farlas.
Magic University
Face the fantastic at the Magic University.
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You've made a powerful enemy due to your misdeeds or mistakes. At every turn, their minions seek you out to bring you into their grasp. You must become strong enough to confront them.
Your unquestioning devotion to a particular belief, person, or thing is not only irrational, but potentially dangerous for you and those in your stead.
Talent
You have advantage on Smart, but you have disadvantage on Mighty.
Technique
You may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic). Additionally, as a reaction, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you (per the spell Counterspell) and you have not already acted in the round. 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.
kit
Your pact with a dark patron has enhanced your maleficence with eldritch power. You roll damage caused by your maleficence with advantage. For 2 MP, apply a weapon tactic of your choosing to your maleficence attack.
Dueling Pistol +10
Firearms
Bare Fists or Feet +0
Hand-to-Hand
You have no armor equipped.
You have no shield equipped.
Heroic deeds of valor are not your forte.
Fire
Sorcery +12
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.
Command
Charm +12
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.
Control (Energy)
Elemental +12
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.
Ensorcell
Charm +12
You shape your maleficence into a mesmerizing pattern: glittering dust, hypnotic colors, or stunning pyrotechnics. Each target in the area of effect who can see the pattern must make a spell check or be stunned as long as they behold it. If a subject is harmed or otherwise would have their concentration broken, the spell loses its hold over them. You must concentrate on the working of the spell, or else your targets are immediately released from its hypnotic effect.
Fauxmien
Illusion +12
You weave an illusion to disguise your appearance or the appearance of a target you touch. Though your illusion may not replicate any specific person, you may appear thin or fat, short or tall, and any origin or form similar in size and shape to your own. The spell lasts 1 hour per MP spent. The illusion is tactile. Those suspicious of the illusion may make a spell check to disbelieve.
Fear
Illusion +12
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.
Invisibility
Illusion +12
You or your targets and the gear on their person become invisible for the duration of the spell. If you take risky action or are successfully attacked while the spell is in effect, the spell immediately ends.
Magic Armor
Abjuration +12
You shape your maleficence into a weightless suit of armor. Its armor class is equal to 1 per 2 MP you spend, and it confers no magic penalty, regardless of its class. This armor protects you or your target as would any ordinary armor, and is destroyed when the spell ends. (This spell is incompatible with targets already equipped with armor, magical or mundane.)
Mirror Image
Illusion +12
Through the working of this spell, you conjure a number of illusory duplicates of yourself equal to the MP you spend. These insubstantial clones imitate your actions, making it difficult for opponents to determine which among them is the real you. When you are targeted by an attack or spell, there is a 1 in X chance of actually targeting you, where X is the number of duplicates you generate. If a duplicate is touched or otherwise physically or magically interacted with, it blinks out of existence.
Phantasm
Illusion +12
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.
Phantom Steed
Illusion +12
You summon into existence an illusory steed that abides by your command. It is immune to physical damage and needs no rest or sustenance. This spell lasts for 2 hours per MP spent.
Prism Shell
Metamagic +12
You weave a collection of spells into a chaotic shell of wild magic, its boundaries forming the edges of the area of effect. Choose as many spells as you wish to invest MP. Each spell becomes a shell within the boundary; anyone who passes through the boundary is subject to the effects of one of the spells at random (which is then discharged from the shell).
Sleep
Charm +12
You weave your maleficence into a charm that induces magical spell in a single victim. The victim is considered unconscious, and the spell is broken if the victim's sleep is disrupted in any way that would ordinarily wake them.
Summoning
Conjuration +12
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.
Fire
Sorcery +12
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.
Focus Slot
Empty
You have not learned any stances.
Focus Slot
Empty
You have no armors in your inventory.
You have no shields in your inventory.
Group
Test
This hero has not logged any notes.
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