Lyran the Many
- Origin Changelings
- Class Mage
- Kit Dweomerist
- Culture Valeborn
- Faction Xanthreel
- Ethos Radical
You may change your physical appearance and body shape to another humanoid form at will. You can’t mimic the appearance of a specific person. 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 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.
Bare Fists or Feet +1
Damage caused by this maleficence ignores soak conferred by armor. If a weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack, or else the item is destroyed.
You convert your maleficence into a magic-absorbing shell, the size and placement of which may be as large or as small as desired within the area of effect. Any spells passing through the shell are converted into MP that restore your MP. You regain MP equal to the MP spent to cast the captured spell, but you cannot regain more MP than your pool's maximum. While the shell is active, you cannot move and must concentrate on working the spell, or else the spell ends.
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.
You bestow upon your victim a curse of your choosing: blindness, deafness, or muteness.
You breathe your maleficence into the area of effect. Everyone within the area of effect is subject to its peril (except you).
You command a single target to perform a single action. 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.
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.
You telekinetically move a volume of liquid equal to the area of effect to the lips of your target within the area of effect for the duration of the spell. If the target is unwilling to drink, they are entitled to a spell check, and if they fail, they must spend their action resisting the flow of liquid to avoid drowning for the duration of the spell (they are considered entangled). If you subject a victim to forced imbibing in this way, you must concentrate on the spell or else the spell ends.
Word of Undoing
You utter a magic word at your targets, which unleashes a destructive resonance within them. Your targets can be of any size in the area of effect, up to a weight of 100 pounds per MP spent. Brittle and fragile objects immediately explode; rock, metal, and other similarly tough materials may require you to make a spell check vs. a TN of the GM's choosing. This spell does not work against living flesh or magical objects.
You've developed a uncanny ability to analyze the sensory makeup of food and drink. When you sniff or taste a meal as an action, you can determine its exact composition, and whether it's been corrupted in some way. (The quantity you taste does not harm you.) For each round you concentrate on the flavor, you may determine one mechanical reality. In the case of a poison, examples of mechanical realities include the type of poison, the harm it inflicts, or its onset and duration.
You've always been more comfortable in the outlands than polite society. You are immune to the averse weather conditions of untamed lands, and ignore the deleterious effects of difficult terrain. Even in the worst of circumstances, you can rest comfortably.
You've learn the secrets of the ancient masters, that the mind-body connection is a powerful thing. During any downtime scene, you can meditate by finding a comfortable place to sit, closing your eyes, and concentrating on your well-being to recover 2 MP and 2 HP. You cannot make use of this stance when your surroundings are not tranquil.
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.
Choose a Weapon
Damage you deal with this weapon ignores soak.
Choose a Weapon
Called shots with this weapon are not made with disadvantage.
Choose an Armor
Choose a Weapon
Deity – Xanthreel
Hatred for Clockwork – tied to her shunning