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1

Amarante

  • Origin Humans
  • Class Mage
  • Kit Illusionist
  • Culture Arcadian
  • Faction Xanthreel
  • Ethos Megalomaniac
1

Mighty +1

+1

Deft +4

+4

Smart +5

+5

Hit Points

2 / 2

Armor Points

4 / 4

Magic Points

10 / 10

Fate Points

3 / 3

Abilities

Adaptable

Talent

Icon

You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.

Arcane Adept

Technique

Icon

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.

Illusionist

kit

Icon

You have been entrusted with ancient secrets from a secret order of master magicians. Casting spells is not a risky action for you and does not compromise your stealth status. When you are casting spells, it is not apparent to the untrained eye. You may spend MP to cast the spell Phantasm, even if you are not a spellcaster. Illusion spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
3

Stiletto +4

Small

Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Roc Down

Padded

4
1

Shield

You have no shield equipped.

  • Defense +4
  • Initiative +0
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Vampiric

Sorcery +7

Enervates and feeds on lifeforce.

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.

Spells

  • Spell Icon

    Charm (Person)

    Charm +7

    Your enchantment makes a single humanoid target friendly towards you and assuages their suspicions. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with a charmed person, you receive advantage on all rolls. A charmed person maintains their disposition toward you even after the spell ends, unless there is reason to question the friendship or the enchantment is revealed.

  • Spell Icon

    Fauxmien

    Illusion +7

    You weave an illusion to disguise your appearance or the appearance of a target you touch. Though your illusion may not replicate any specific person, you may appear thin or fat, short or tall, and any origin or form similar in size and shape to your own. The spell lasts 1 hour per MP spent. The illusion is tactile. Those suspicious of the illusion may make a spell check to disbelieve.

  • Spell Icon

    Fear

    Illusion +7

    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.

  • Spell Icon

    Phantasm

    Illusion +7

    You weave an illusion that is perfectly real to all who behold it. For 1 MP, the illusion is insubstantial and visual; for 2 MP the illusion also has sound; for 3 MP the illusion has physical substance. Harm caused by illusions can kill but is undone when the illusion ends or is disbelieved. Those suspicious of the illusion may make an opposed spell check to disbelieve. You must concentrate on the phantasm for the duration of the spell, or else it ceases to exist.

  • Spell Icon

    Seduction

    Charm +7

    You evoke a feeling of overwhelming sexual arousal in a single target, and the target believes only you can satisfy it. The feeling is irrational and works independent of the target's sexual orientation. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with a seduced person, you receive advantage on all rolls. A seduced person loses their disposition after the spell ends.

Maleficence

Maleficence Icon

Vampiric

Sorcery +7

Enervates and feeds on lifeforce.

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.

Stances

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Known Stances

You have not learned any stances.

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Inventory (0/11)
230

Item Icon
Roc Down
Armor
Item Icon
Stiletto
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Stiletto
Attr
+4
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Roc Down
AP
+4
Soak
Mighty
1
MP

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

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