- Origin Humans
- Class Psychic
- Kit Battle Mage
- Culture Mordavian
- Faction The Mora
- Ethos Arbitrator
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
You can convert attribute points into MP, which are restored when you rest. While you gain MP from converted attribute points immediately upon conversion, reduce your attributes at the end of the round. If all your attribute points are reduced to 0 HP this way, you are immediately placed on death's door. As long as you have MP, you can detect the presence of sentience within a melee space by concentrating for 1 round.
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.
Long Sword +7
Bare Fists or Feet +5
You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.
Your maleficence saps the physical strength from a single target, rendering them weakened, exhausted, and encumbered by any weight they carry. Each round this spell is in effect, your target must make a spell check or become fatigued (their Mighty is reduced to 0 for the duration of the spell), and any action they take that involves physical strength or feats of constitution is performed at disadvantage. You must concentrate on the working of the spell, otherwise your target will regain their strength.
You rise up above the ground at a slow, walking pace. If others grab ahold of you, they too are lifted up.
You whip and entangle a single target's mind with your maleficence. Roll a 1d6. For the duration of the spell, your target is afflicted by uncontrollable laughter, dancing, itching, memory loss, delusion, or paranoia. They are distracted by the form of madness inflicted upon them and may only act to defend themselves. You must concentrate on the working of your spell, otherwise your target will come to their senses.
You teleport yourself to any location within your line of sight. For each additional MP spend, you may also teleport any others you touch. (The distance you can teleport is limited by the spell's area of effect, even if you can see farther away; at 1 MP, the spell's area of effect is a melee space.) In lieu of taking an action to cast this spell, you may cast this spell as your movement. This spell can be cast as a reaction if you have not already acted in the round.
You steal the breath of a single target in the area of effect. In the first round this spell is in effect, your target has disadvantage on Deft checks; in the second round, on Mighty and cannot move; on the third round, on Smart as well, and cannot act except to defend themselves. This spell will not kill its victims, but after the third round they will be unable to stand. You must concentrate on the working of this spell, or else your target will regain their breath.
This spell lasts 1 hour per MP spent. For the duration of the spell, you or your target do not need food, water, or air to survive.