- Origin Humans
- Class Psychic
- Kit Chaos Mage
- Ethos Radical
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
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 experiment with raw, primordial magic, which is as unpredictable as it is powerful. You may choose to cast any spell you have not learned, but if you do, make an Arcana success check: if you do not roll exactly clean success (11 or 12), a chaos surge occurs and affects the encounter, as determined by the GM. Roll a d6: on a 1, there is collateral damage; on a 2, your spell has unintended targets; on a 3, something is gained and something is lost; on a 4, there is a transformation or reversal; on a 5, the spell is out of control; on a 6, the spell costs twice as much to cast. Probability spell checks explode on a 5 or a 6.
Bare Fists or Feet +2
Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)
You can manipulate gravity fields in the area of effect, affecting targets as if they had far greater or lesser density or mass. (You do not actually change their density or mass, but gravity behaves as if you had.) If gravity manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.
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 scan your target's mind to read their thoughts. For 1 MP and in the first round of contact, you can read your target's emotions; for 2 MP in the second round, you can glean surface thoughts and intentions; for 3 MP in the third round, you know exactly what the target is thinking. While you may target multiple minds with this spell, you can only focus on one at a time.
Your magic cures a single disease or site of poison per MP spent. For each MP you spend, your target recovers 1 point of attribute damage. You must touch the target, and the target must be willing.