A tome in your hand, and a skip in your step.
- Origin Tarth
- Class Mage
- Kit Channeler
- Culture Outlander
- Faction Almacantar
- Ethos Arbitrator
You can enter a berserker rage, which lasts for the duration of an encounter. While enraged, you do not receive penalties to your rolls from accruing wounds and you have disadvantage on defense checks. If damage would place you on death's door, make an escalating Mighty check (TN 9) to remain conscious each round. You will not stop attacking your foes, even if your life is in danger, until the final foe falls. You have disadvantage on Deft.
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.
Your studies in wizarding school have taught you how to use arcane implements to intensify your magic. You cast your spells through a focus object, such as a wand, staff, or crystal ball. Whenever you spend MP to cast a spell, you may add 1 MP to your magic pool to cast the spell as long as you have your focus object in your possession. Artifice spell checks explode on a 5 or a 6.
Bare Fists or Feet +1
The victim is deafened until after their next action. Deaf victims receive disadvantage on defense checks.
Your maleficence becomes an invisible tether, animating a number of mundane, inanimate objects equal to the MP spent. You may move the object as if it were a marionette. Sentient objects, such as golems, may also be commanded, but they are entitled to a spell check to resist each command.
You call upon your magic patron to create a spiritual bridge between two points. Choose two mundane objects. The possessor of one object becomes telepathically linked with the possessor of the other object, independent of the distance between the objects, as long as both objects are held by their possessors at the same time. This enchantment is permanent unless one of the objects is destroyed.
Mend & Unmend
Your magic repairs a mundane, inanimate object that is broken to its original state. The area of effect may be scaled up to affect all objects within a melee or encounter space, but you must spend 1 MP per each additional object beyond the first. Armors are restored for 1 AP per MP spent. If cast upon Clockwerk, this spell recovers 1 HP per MP spent. You may reverse this spell to age an object into disrepair or damage armor in the same way. Clockwerk are entitled to a spell check to resist, in this case.
You conjure into existence a physical sanctuary of your imagining which occupies the area of effect. This sanctuary functions as a safe space for you and as many companions as can fit inside to seek shelter and recover for 1 hour per MP spent. When you cast this spell, you may choose to increase the spell's duration by 1 hour for each space you decrease its area of effect, down to a personal space. The sanctuary is magically protected from mundane elements (rain, snow, heat, etc) and contains an environment pleasing to the spellcaster. It can have many physically locked portals (such as windows or doors) as MP spent—make a spell check to set a TN for intrusion—but is otherwise as vulnerable to attack as any mundane structure would be.
Choose an Armor
Choose a Weapon
Choose a limb before making an attack, in lieu of dealing damage. If the attack is successful, your opponent drops any object or weapon carried by the limb you target.