Mighty +1
Deft +6
Smart +8
Defense
Armor Points
Hit Points
Wounds
Initiative
Mana Points
Fate Points
Story Points
Abilities
The Reformed
You found the road to redemption after leading a life of wrongdoing, but your dark past still haunts you. You seek absolution from the shadow of your misdeeds.
Disturbed
You have unresolved trauma from events that changed your life forever.
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.
Dweomerist
kit
Your extensive experimentation with dweomers has taught you how to map out and manipulate magic auras as a form of arcane field theory. For 1 MP you may enchant an inanimate, mundane object with any spell from the Enchantment school, even if you are not a spellcaster. Invest any number of MP into the item as desired. The spell may be discharged at a later time, up to a number of hours equal to your level, by a word or gesture of command. While enchanted, the item is conspicuously magical to all those who behold it. Enchantment spell checks explode on a 5 or a 6.
Equipment
Weapons
Obsidian Blade +8
Small
Staff of the Hermit +8
Small
Bare Fists or Feet +1
Hand-to-Hand
Armor
Roc Down
Padded
Shield
You have no shield equipped.
Deeds
Heroic deeds of valor are not your forte.
Skills
Languages
Supply
Magic
Maleficence
Venom
Sorcery +10
The victim is poisoned and receives an additional 1 HP damage on the next round at the start of their turn, and each round thereafter, for a number of rounds equal to the damage dealt.
Spells
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Basilisk Gaze
Enchantment +10
Your gaze transmits a maleficence that transmogrifies a single target into magic stone. The transmogrified is petrified for the duration of the spell, but they remain conscious. This spell can only affect a victim if they meet your gaze. Magic stone cannot be destroyed by physical means, and is unharmed by magic.
-
Bestow Curse
Enchantment +6
You bestow upon a single victim a curse of your choosing: blindness, deafness, or muteness.
-
Charm (Person)
Charm +10
Your enchantment makes a single humanoid target friendly towards you and assuages their suspicions. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with a charmed person, you receive advantage on all rolls. A charmed person maintains their disposition toward you even after the spell ends, unless there is reason to question the friendship or the enchantment is revealed.
-
Dimension Door
Dimension +10
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.)
-
Forget
Charm +10
You suppress the most recent short term memory of your target. For each MP you spend, you suppress one round of recent memory. The effects of your charm are permanent, but a victim whose memory is suppressed by this spell can recall the suppressed memory if your charm is dispelled at a later time. Victims are not entitled to a spell check to resist this spell unless they are aware that this spell will tamper with their memory.
-
Magic Mark
Artifice +10
You mark a number of targets equal to the MP you spend with an invisible symbol that burns with your maleficence. You may reveal the mark to anyone of your choosing. When revealed, the mark reveals its victim, even if they are magically hidden or stealthed. Those who see the mark gain advantage in actions that target its victim. This spell lasts for 1 day per MP spent.
-
Magic Shield
Abjuration +10
You shape your maleficence into a protective shield. In any given round, you may shield yourself or any single target you choose, conferring a defense bonus equal to the MP expended to cast the spell, up to +3. The shield may also be used to absorb a point of damage for each point of defense it grants against a single target, but is dispelled when the MP invested into it is depleted in this way. This spell can be cast as a reaction if you have not already acted in the round.
-
Rune Sigil
Artifice +10
You encode a secret message into a magic rune by touching an inanimate object of your choosing. The message is permanently embedded in the symbol, and may be read by any spellcaster or anyone with an Arcana skill. Alternatively, you may spend MP to encode a spell of your choosing or a maleficence into a magic symbol. Anyone who attempts to read the symbol is subject to the spell, which is cast with the reader as its target.
-
Shapeshift
Enchantment +10
You physically shapeshift into a form of your choosing, adopting the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as your natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift into, and you may not replicate any specific person. While shapeshifted, you adopt the physical qualities of the form you've been shapeshifted into. The GM has discretion to alter your freedom of movement or attributes and abilities to suit the fiction.
-
Shapeshift Other
Enchantment +10
You physically shapeshift a single target other than yourself into a form of your choosing, and they adopt the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as their natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift your target into, and you may not replicate any specific person. While shapeshifted, your target adopts the physical qualities of the form they've been shapeshifted into. The GM has discretion to alter their freedom of movement or attributes and abilities to suit the fiction.
-
Slithering Shadow
Necromancy +10
You extend your lifeforce into your shadow, enabling it to grow in length equal to the spell's area of effect. The shadow grows at a walking pace and may slither across any surface in any direction, silently and indetectable to the untrained eye. You may see, hear, and speak through the shadow as if you are standing where it is extended (as well as cast spells), but it is unable to interact with any physical object. If it is attacked (physically or magically), you become the subject of the attack. This spell lasts for the duration of the scene.
Maleficence
Venom
Sorcery +10
The victim is poisoned and receives an additional 1 HP damage on the next round at the start of their turn, and each round thereafter, for a number of rounds equal to the damage dealt.
Stances
Focus
Arcane Versatility
Arcane
You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.
Known Stances
-
Arcane Versatility
Passive
You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.
-
Fey Resistance
Passive
The powers of your lineage awaken within you as you adventure farther into your quest. When you learn this stance, you are 50% immune to magical or mundane sleep and charm.
-
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.
-
Keen Senses: Sight
Passive
You've honed your natural sense of sight beyond its natural limits. When you use this stance, any check you make which relies principally on sight (trying to spot an inscription from far away) has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of at least a clean success is improved one tier (Good becomes Exceptional).
-
Silver Tongue
Active
Your eloquence often gets you out of sticky situations. As a reaction, you may re-roll any check involving social interaction.
-
Spell Substitution
Active
The years you spent in the libraries of your apprenticeship have left an indelible mark on your memory. As an action, you may substitute a single spell you know for a different one in the same school of magic. You may cast the substituted spell until you rest, after which time your old spell replaces it.
-
Steal Spell
Active
Whether by accident or practice, you bear a sacred aura, the demon's mark, or the crystalline eye and it makes your body a conduit for magic. As long as the opposing spellcaster is visible to you and you have not already acted in the round, you may absorb their spell before its targets are affected by the magic as a reaction. 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. You may then cast this spell as if it were known by you until you rest.
-
Wanderer's Lore
Active
In your time as an adventurer, you've traveled far and wide. When you explore an unknown place, you may create a GM advantage concerning lore known to you about this place.
Focus
Arcane Versatility
Arcane
You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.
Inventory (3/11) 970
Choose a Weapon
Armament
Weapons
Armors
Shields
Supply
Notes
Quest Log
Enchantment Magic
Archetype
None Selected
Experience
- 2+1 Smart
- 3Sorcery
- 4+1 Smart
- 5+3 Mana Points
- 6+1 Deft
- 7+1 Skill
- 8+1 Deft
- 9Choose Perk
- 10Choose Perk