D&F Viscarion Fane
- Origin High People
- Class Psychic
- Kit Wild Mage
- Ethos Radical
You have advantage on Smart, but you have disadvantage on Mighty.
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 have learned that this is not The Way. Your resistance to the teachings passed down to you by those in charge allow you to overcome your people's shortcomings. When making attribute checks that involve magical skill, you may negate any disadvantage conferred by your origin. The GM gets the final say as to whether the check qualifies. You start with 3 extra MP.
Long Sword +5
Bare Fists or Feet +5
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.
Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.
You unleash a web of ectoplasm through your maleficence, coating the area of effect with magic webs. The web is vulnerable to fire and slashing. All those who attempt to move through the webs are stuck in the ectoplasm and must spend their action cutting their way out; they are only entitled to a spell check if the web does not pre-exist and is cast upon them. The web is permanent until destroyed.
You or your targets are able to see the full spectrum of light and are immune to blindness for the duration of the spell. This includes the ability to perceive radio waves, microwaves, infrared, ultraviolet, x-rays, and gamma rays.