Meloth the Merciful
- Origin High People
- Class Mage
- Kit Battle Mage
- Culture Arcadian
- Faction Tehuti
- Ethos Mastermind
Fantasy
A Quest of Queens
Can you restore balance to the World of Ruin?
Great White North
Find your fortune in the wintry outlands of Farlas.
Magic University
Face the fantastic at the Magic University in this YA adventure.
Steampunk
Fear the Light
Fight the frontier in this Weird West one-shot.
The Contract
Play a crew of bloodthirsty, elite assassins.
Ride the Lightning
Brave battle trains on the rail to Red Mountain.
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Aristocracy comes with wealth, status, and power, but also political intrigue, infamy, and duty to family. You seek to make your own fortune, not one destined by your birth.
Experience has taught you that the only person you can trust is yourself. Your companions are a means to an end, until they prove otherwise.
Talent
You have advantage on Smart, but you have disadvantage on Mighty.
Technique
You may cast the spells Dispel Magic and Counterspell. 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.
kit
You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.
Rifle +8
Firearms
Obsidian Blade +3
Small
Bare Fists or Feet +3
Hand-to-Hand
Bone
Light
Targe +2
Body
Heroic deeds of valor are not your forte.
Acid
Sorcery +8
Damage caused by this maleficence ignores soak conferred by armor. Additionally, a successful hit with the maleficence destroys a supply or gold (or an equivalent declared item of the victim's choice if the victim has no gold supply): on 1) 4d6 gold, 2-3) consumable, 4-5) cheap, 6) luxury. If a specific weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack roll, or else the item is destroyed. (Entire suits of armor cannot be destroyed by acid in this way.)
Antimagic Whip
Metamagic +8
You convert your maleficence into a magic-draining whip that saps MP from your target. The whip remains in existence for the duration of the spell. A successful spell check vs. the target's defense drains 1d6 MP from your victim and restores the amount drained to you; you cannot regain more MP than your pool's maximum.
Chain Maleficence
Metamagic +8
This spell may be cast simultaneously with the use of a maleficence. You rally the power of your maleficence into a chain of magical energy that strikes 1 target per MP spent. You may divide the damage your maleficence causes among any of these targets as you wish, and the peril and secondary effect of your maleficence affect all those subject to the spell.
Charm (Person)
Charm +8
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.
Command
Charm +8
You command a single target to perform a single action, as if they were charmed by you. No form of magic can be used to command the target to perform suicidal actions or actions that would knowingly endanger them, including alterations to this spell. A victim so charmed attempts to carry out the action for as long as the spell's duration, or until it is accomplished or made impossible.
Fly
Force +8
You may fly at your normal movement rate for the duration of the spell. Your ability to carry others is limited by your strength.
Mirrorshield
Abjuration +8
You charge a shield or other protective surface with your maleficence. If you are dealt physical damage, you may spend MP equal to the damage of the attack roll to reflect the damage back at its source, and you receive no damage. The victim is entitled to a spell check to avoid the reflected damage. This spell may be cast as a reaction if you have not already acted in the round.
Spell Turning
Abjuration +8
You use your maleficence to reflect a spell to its source. You must spend MP equal to the MP spent by the opposed caster and succeed against them in an opposed spell check in order for the spell to be reflected. This spell may be cast as a reaction if you have not already acted in the round.
Vanish
Astral +8
You fold a target object into the spiritual realm, disappearing it from the physical world. The object thus affected cannot be interacted with by any physical means. The size of the object is limited by the spell's area of effect.
Acid
Sorcery +8
Damage caused by this maleficence ignores soak conferred by armor. Additionally, a successful hit with the maleficence destroys a supply or gold (or an equivalent declared item of the victim's choice if the victim has no gold supply): on 1) 4d6 gold, 2-3) consumable, 4-5) cheap, 6) luxury. If a specific weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack roll, or else the item is destroyed. (Entire suits of armor cannot be destroyed by acid in this way.)
Weapon Mastery
Combat
You have become a master of arms, precise and tireless in combat. If a second attack roll in the round would have disadvantage, make the attack roll without disadvantage. (This stance only negates disadvantage conferred by kits, techniques, or other similar abilities that originate in you.)
Arcane Versatility
Passive
You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.
Read Magic
Active
Your familiarity with the arcane gives you an uncanny inkling about artifacts imbued with magic. When you use this stance, you may read an object's magical aura per a spellcaster's ability to detect magic, or identify a magic item even if you don't have an Arcana skill.
Regenerative Trance
Active
You enter a psychic trance to realign your chakra, willing the cells in your body to heal your ailments. As an action, you may spend 1 MP to recover 1 HP per round, but must close your eyes and may take no other action. In addition to recovering HP, this spell negates the effects of fatigue or necrosis at a rate of one status effect per round.
Weapon Mastery
Passive
You have become a master of arms, precise and tireless in combat. If a second attack roll in the round would have disadvantage, make the attack roll without disadvantage. (This stance only negates disadvantage conferred by kits, techniques, or other similar abilities that originate in you.)
Weapon Mastery
Combat
You have become a master of arms, precise and tireless in combat. If a second attack roll in the round would have disadvantage, make the attack roll without disadvantage. (This stance only negates disadvantage conferred by kits, techniques, or other similar abilities that originate in you.)
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