- Origin High People
- Class Mage
- Kit Summoner
- Culture Muraian
- Faction Yevna
- Ethos Benefactor
You have advantage on Smart, but you have disadvantage on Mighty.
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 communion with otherworldly realms has created a friendship with a being imbued of your maleficence that you may summon to your aid. It has 1d6 HP plus 1 per MP spent, 3 in all attributes (plus 1 per MP spent that you may divide among its attributes), and may use your skills where appropriate. All of its attacks have the peril of your maleficence, and it acts independently of you. Your summon is returned to its plane of existence for a day's rest whenever it is slain. Conjuration spell checks explode on a 5 or a 6.
Bare Fists or Feet +2
The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.
You transform a volume of liquid equal to the area of effect into a soapy bath of potable water. Spectral hands restrain and wash all those within the area of effect.
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 magic coats the area of effect with a powerful grease that makes all who pass through it fumble, unable to stand. Victims must make a Deft check vs your spell check in any round they are subject to the grease, or else they lose their action in the round as they fumble on the ground. The grease is highly flammable.
Grow / Shrink
For 1 MP, you or the target you touch grows twice as large or twice as small in physical size; for 2 MP, the growth/shrinking is tripled; for 3 MP, quadrupled. Victims shrunk or enlarged in this way retain their abilities and attributes but may be more difficult to grapple than they were in their original forms.
Choose a Weapon
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.