When autocomplete results are available use up and down arrows to review and enter to select. Touch device users, explore by touch or with swipe gestures.
You found the road to redemption after leading a life of wrongdoing, but your dark past still haunts you. You seek absolution from the shadow of your misdeeds.
Delusional
To say you have a big head is an understatement... you hold yourself is such high esteem, you might take flight.
Adaptable
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Arcane Adept
Technique
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.
Necromancer
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.
Equipment
Weapons
3
Throwing Dart +5
Thrown
Swift
M/2
Bare Fists or Feet +1
Hand-to-Hand
Armor
You have no armor equipped.
Shield
You have no shield equipped.
Defense +3
Initiative +2
Soak0
Wounds
Skills
Languages
Supply
Magic
Maleficence
Divine
Generates radiance and dispels negative energy.
This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Spells
Animate Dead
Necromancy
+3
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.
Anti/Sympathy
Charm
+3
You inspire in all those within the spell's area of effect an unnatural revulsion or attraction to you. If the attraction is sympathetic, they are compelled to stop what they are doing to approach and behold you immediately upon successfully casting the spell. If the attraction is revolting, they are compelled to back away and avoid your gaze. This spell does not otherwise change the attitudes of those affected, nor does it prevent them from taking action against you.
Renewal & Decay
Necromancy
+3
Your magic patron endows you with the power to restore the lifeforce of plant and animal life in the area of effect. Such lifeforms must be mundane (non-magical and non-monstrous) and of low intelligence. This spell will also reverse the decay of food and other organic material. The inverse of this spell snuffs out the lifeforce of plant and animal life in the area of effect, and causes food and organic material to rot in the area of effect.
Slithering Shadow
Necromancy
+6
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.
Word of Reckoning
Necromancy
+3
You utter a magic word at your targets. If they can hear it, they are wracked with crippling pain for the duration of the spell. Such victims are stunned and cannot move. You must concentrate on working your spell or their pain ends.
Maleficence
Divine
Generates radiance and dispels negative energy.
This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its 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)
235
Throwing Dart
Weapon
15
3
Choose a Weapon
Loading...
Swift
Attacks you make with this weapon are not risky and do not compromise your stealthed status.