Flirty 'n flammable
- Origin Clockwerk
- Class Mage
- Kit Chronomancer
- Ethos Arbitrator
Your natural armor soaks 2 points from any single source of damage. If the damage dealt from a single source would be reduced to 0, you take no damage (any subsequent source that would be reduced to 0 deals 1 instead, and then 0 on the next subsequent source, alternating in this way with each subsequent source). Whenever you rest to recover HP or wounds, you require supply equal to 1 gp per HP or wound to repair yourself.
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.
For you, time is just another force of nature to be manipulated by magic. You may act on any turn in the round. (You do not roll for initiative). Time spell checks explode on a 5 or a 6.
Short Sword +2
Bare Fists or Feet +2
The victim is burning. If the victim does not spend a turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.
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.
Haste & Slow
You shape your maleficence into a temporal whiplash that affects a number of targets equal to the MP you spend in the area of effect. If slowed, victims always act last, move at 1/2 their movement rate (a personal space rather than a melee space), and make Deft checks at disadvantage. If hasted, targets act before those who are not hasted, move at twice their movement rate (an encounter space rather than a melee space), and make Deft checks at advantage.
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.
You alter the flow of time around yourself or your target to push them into the future a number of rounds equal up to the MP spent. The subject disappears from the present moment to all those who are not thus accelerated, and cannot be affected by any means in the present moment. The subject may then act prior to any turn they choose, before or after the turn is complete and the actions are resolved. The subject's actions cannot contradict the GM’s past resolutions, and they must be resolved by the GM such that they do not contradict any actions that have been taken in the past.
Choose an Armor
Choose a Weapon
Choose a limb before making an attack, in lieu of dealing damage. If the attack is successful, your opponent drops any object or weapon carried by the limb you target.