Black Ghost Mage
- Origin Humans
- Class Mage
- Kit Necromancer
- Culture
- Faction
- Ethos Megalomaniac
Sword & Sorcery
A Quest of Queens
Can you restore balance to the World of Ruin?
The Dune Sea
Defy destiny in this pulp action-adventure.
Great White North
Find your fortune in the outlands of Farlas.
Magic University
Face the fantastic at the Magic University.
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Aristocracy comes with wealth, status, and power, but also political intrigue, infamy, and duty to family. You seek to make your own fortune, not one destined by your birth.
Your strict adherence to a particular moral code alienates you from the rest of society.
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Technique
You may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic). Additionally, as a reaction, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you (per the spell Counterspell) and you have not already acted in the round. 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.
kit
Your study in the dark arts have gifted you with knowledge some would consider to be... unnatural. You may spend MP to cast the spell Animate Dead, even if you are not a spellcaster. If you spend MP to command Undead targets, you may force them to make an opposed spell check using Smart, or else they must obey your every command for a number of rounds per MP spent. Undead subject to your command receive a bonus to their check equal to the difference in level between yours and theirs. You must concentrate on commanding these undead or else they are freed. Necromancy spell checks explode on a 5 or a 6.
Bare Fists or Feet +0
Hand-to-Hand
You have no weapons equipped.
You have no armor equipped.
You have no shield equipped.
Heroic deeds of valor are not your forte.
Necrotic
Sorcery +9
Choose a limb with exposed flesh. The victim cannot use that limb without making a contested spell check (victim uses Mighty) for the rest of the encounter, or until it is healed.
Animate Dead
Necromancy +8
You animate a number of dead bodies equal to the MP you spend, puppeting them as if they were marionettes. Animated dead do not possess spiritual energy to act on their volition; the spellcaster must issue commands, otherwise they stand numb and mindless. (The spellcaster may command them while acting otherwise.) For the purposes of this spell, corpses use the spellcaster's stats to act, but have 0 Smart, 0 Defense, and 1 HP, then are permanently destroyed. This spell does not affect undead, and you must concentrate on the working of this spell or else your animated dead are permanently destroyed.
Animate Dead
Necromancy +8
You animate a number of dead bodies equal to the MP you spend, puppeting them as if they were marionettes. Animated dead do not possess spiritual energy to act on their volition; the spellcaster must issue commands, otherwise they stand numb and mindless. (The spellcaster may command them while acting otherwise.) For the purposes of this spell, corpses use the spellcaster's stats to act, but have 0 Smart, 0 Defense, and 1 HP, then are permanently destroyed. This spell does not affect undead, and you must concentrate on the working of this spell or else your animated dead are permanently destroyed.
Bestow Curse
Enchantment +8
You bestow upon your victim a curse of your choosing: blindness, deafness, or muteness.
Revive
Curative +8
You grab hold of a target's silver cord, anchoring their soul to the world of the living (the target must be on death's door). The target is immediately stabilized and heals 1 wound and 1 HP, while regaining consciousness. Any status effects caused by minor perils on the target are cured.
Slithering Shadow
Necromancy +9
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.
Speak with Dead
Necromancy +8
This spell requires the presence of a corpse. You temporarily return the corpse's spirit to its body, making it possible to communicate with the spirit. While the spirit is compelled to communicate with you, said spirit might not be happy to have been returned to its body, and can divulge only what knowledge it had up until its death.
Transfer Health
Necromancy +0
You act as a conduit for the transfer of lifeforce between a target and someone you touch. For each MP you spend, you may transfer any amount of HP or wounds between targets. The subjects of the transfer must be willing, and the transfer must be symmetrical (1 HP for 1 HP or 1 wound for 1 wound, for example).
Necrotic
Sorcery +9
Choose a limb with exposed flesh. The victim cannot use that limb without making a contested spell check (victim uses Mighty) for the rest of the encounter, or until it is healed.
Move Silently
Survival
Your masterful control over your body weight and poise makes you almost supernaturally deft on your feet. When using this stance, you make no sound when you move, no matter the noisiness of the terrain or what you're carrying (actions involving noise that would ordinarily compromise your stealth status do not). Most checks you make that rely on your silent movement automatically succeed. If the GM requires a check, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.
Infravision
Passive
The powers of your lineage awaken within you as you adventure farther into your quest. When you learn this stance, you gain infravision.
Move Silently
Passive
Your masterful control over your body weight and poise makes you almost supernaturally deft on your feet. When using this stance, you make no sound when you move, no matter the noisiness of the terrain or what you're carrying (actions involving noise that would ordinarily compromise your stealth status do not). Most checks you make that rely on your silent movement automatically succeed. If the GM requires a check, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.
Move Silently
Survival
Your masterful control over your body weight and poise makes you almost supernaturally deft on your feet. When using this stance, you make no sound when you move, no matter the noisiness of the terrain or what you're carrying (actions involving noise that would ordinarily compromise your stealth status do not). Most checks you make that rely on your silent movement automatically succeed. If the GM requires a check, you may re-roll it if you fail. You cannot maintain this stance while engaged in combat.
You have no weapons in your inventory.
You have no armors in your inventory.
You have no shields in your inventory.
This hero has not logged any notes.
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