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5

Blastopheles The Wizard

It's Blastin' time!

By cfish
  • Origin High People
  • Class Mage
  • Kit Sorcerer
  • Culture
  • Faction Teyat
  • Ethos Mastermind
5

Mighty +4

+4

Deft +1

+1

Smart +7

+7
maimed (left leg)
maimed (left leg)

Defense

+1

Armor Points

No soak

Hit Points

5 / 5

Wounds

Initiative

+0

Mana Points

17 / 13

Fate Points

Story Points

0 / 5

Abilities

Arcane Affinity

Talent

Icon

You have advantage on Smart, but you have disadvantage on Mighty.

Arcane Adept

Technique

Icon

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.

Sorcerer

kit

Icon

The source of your magic is weird, dangerous, or untamed... and anything but academic. Choose a second maleficence different than your first. You may make a maleficence attack as a bonus action in the round with either of your maleficences, at disadvantage. As an action, you may mana burn yourself to deal 1 HP damage and recover 3 MP. HP damaged caused by mana burn cannot be prevented by any means, and HP lost by mana burn cannot be recovered except by resting. Elemental spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
d6

Revolver +9

Firearms

Bleeding
Piercing
Weapon Icon
4

Rod +4

Blunt

Weapon Icon
M/2

Bare Fists or Feet +4

Hand-to-Hand

Armor

Icon

Bone

Light

3
3

Shield

You have no shield equipped.

Deeds

Heroic deeds of valor are not your forte.

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Fire

Sorcery +9

Sets flammable objects aflame.

The victim is burning. If the victim does not spend their next turn putting themselves out after being subject to the source of flame, they suffer 3 damage on the second round, 6 on the third, 9 on the fourth, and so on. The damage is applied at the start of their turn.

Bonus Maleficence

Maleficence Icon

Sound

Sorcery +9

Shatters glass and deafens.

The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)

Spells

  • Spell Icon

    Antimagic Whip

    Metamagic +9

    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. This spell lasts for the duration of the scene.

  • Spell Icon

    Breath Weapon

    Elemental +9

    You breathe your maleficence into the area of effect. Everyone within the area of effect is subject to its peril (except you, up to a melee space), but your maleficence deals zero damage.

  • Spell Icon

    Chain Maleficence

    Metamagic +9

    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.

  • Spell Icon

    Control (Energy)

    Elemental +9

    You can manipulate the flow, direction, and intensity of a single source of energy, such as a burning fire, arc of electricity, light, or sound wave. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.

  • Spell Icon

    Elemental Form

    Elemental +1

    You shape your maleficence into a cloak that surrounds you or your target in magical energy. Choose a type: cold, fire, sound, lightning, force, or light/shadow. For the duration of the spell, magical sources of harm from the chosen element are reduced by 50%, rounded down in your favor. You may cast this spell multiple times to improve the protection (down to 1 point of damage) and choose different elements each time. If you are attacked (whether successfully or not), your maleficence inflicts a peril matching the element chosen and deals zero damage.

  • Spell Icon

    Flesh Armor

    Alchemy +4

    You will your body to develop an unnatural hardness, shaping your flesh into armor. For the duration of the spell, your soak is 2.

  • Spell Icon

    Inertial Barrier

    Force +4

    Your force of will creates around you an inertial field that saps kinetic energy in the area of effect, reducing all melee attacks by 1 damage, and all missile attack by 2 damage (prior to accounting for your soak). This spell has no effect against energy-based attacks and you cannot move while also benefiting from the effects of the inertial field. You may cast this spell as a reaction once during the round, in addition to any other action you take. The spell lasts as long as you concentrate.

  • Spell Icon

    Magic Shield

    Abjuration +9

    You shape your maleficence into a protective shield. In any given round, you may shield yourself or any single target you choose, conferring a defense bonus equal to the MP expended to cast the spell, up to +3. The shield may also be used to absorb a point of damage for each point of defense it grants against a single target, but is dispelled when the MP invested into it is depleted in this way. This spell can be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Word of Undoing

    Force +9

    You utter a magic word at your targets, which unleashes a destructive resonance within them. Your targets can be of any size in the area of effect, up to a weight of 100 pounds per MP spent. Brittle and fragile objects immediately explode; rock, metal, and other similarly tough materials may require you to make a spell check vs. a TN of the GM's choosing. This spell does not work against living flesh or magical objects.

Maleficence

Maleficence Icon

Fire

Sorcery +9

Sets flammable objects aflame.

The victim is burning. If the victim does not spend their next turn putting themselves out after being subject to the source of flame, they suffer 3 damage on the second round, 6 on the third, 9 on the fourth, and so on. The damage is applied at the start of their turn.

Bonus Maleficence

Maleficence Icon

Sound

Sorcery +9

Shatters glass and deafens.

The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)

Stances

Focus

Focus Icon

Redoublement

Combat

You have learned to transform your poise and patience into weapons of their own. When you successfully parry an attack, you may redirect it toward another target or object within the attacker’s reach. Resolve the original attack against the new target.

Known Stances

  • Stance Icon

    Arcane Analysis

    Active

    You've seen many a spell and spellcaster and know all their tricks. As a reaction, you can identify a spell or spell-like effect by its telltale signs before it takes form. You know the spell's exact mechanical attributes and the scale of its parameters at the time of its casting.

  • Stance Icon

    Charm Resistance

    Active

    You've learned to steel your mind against the wiles of pretty faces or disingenuous hosts. As a reaction, you immediately shake off the effects of charm (magical or mundane) or any other similar effect that would attempt to alter your disposition.

  • Stance Icon

    Elemental Resistance

    Active

    You resist certain peril by sheer force of will or the grace of your patron. As a reaction, you may negate mundane damage of one type from all sources until the end of your next turn.

  • Stance Icon

    Redoublement

    Passive

    You have learned to transform your poise and patience into weapons of their own. When you successfully parry an attack, you may redirect it toward another target or object within the attacker’s reach. Resolve the original attack against the new target.

  • Stance Icon

    Steal Spell

    Active

    Whether by accident or practice, you bear a sacred aura, the demon's mark, or the crystalline eye and it makes your body a conduit for magic. As long as the opposing spellcaster is visible to you and you have not already acted in the round, you may absorb their spell before its targets are affected by the magic as a reaction. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell and succeed in a contested spell check against them. You may then cast this spell as if it were known by you until you rest.

Focus

Focus Icon

Redoublement

Combat

You have learned to transform your poise and patience into weapons of their own. When you successfully parry an attack, you may redirect it toward another target or object within the attacker’s reach. Resolve the original attack against the new target.

Inventory (0/14)
175

Item Icon
Bone
Armor
—
Item Icon
Companion Stone
Treasure
—
Item Icon
Flying Broom
Treasure
—
Item Icon
Revolver
Weapon
—
Item Icon
Rod
Weapon
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Revolver
Attr
+7
Skill
+2 Firearms
DMG
d6
Tactics
BleedingPiercing
Icon
Rod
Attr
+4
Skill
—
DMG
4
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Bone
AP
+3
Soak
—
Mighty
3
MP
—

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +1 Smart
  • 3
    Sorcery
  • 4
    +1 Mighty
  • 5
    +1 Bonus Spell
  • 6
    Choose Perk
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
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  • 10
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