Burs
- Origin Changelings
- Class Mage
- Kit Geometer
- Culture
- Faction
- Ethos Radical
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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You have lived your life, up until this point, as a hermit, secluded from society. Were you betrayed? What do you fear? Now forces you cannot avoid have drawn you out, and you must face the thing that sent you into self-exile.
A specific phobia you harbor freezes you into inaction.
Talent
You may change your physical appearance and body shape to another humanoid form at will. You can’t mimic the appearance of a specific person. 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
Your metamagical studies have taught you how to rewrite spells as you cast them, altering the very foundations of magic. For 1 extra MP when casting a spell, you may alter a single instance of a word in the text of any spell (excepting numbers or countable values). The resulting text has to make grammatical sense for the spell to function. Metamagic spell checks explode on a 5 or 6.
Bastard Sword +2
Edged
Bare Fists or Feet +2
Hand-to-Hand
You have no armor equipped.
You have no shield equipped.
Heroic deeds of valor are not your forte.
Vampiric
Sorcery +8
You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.
Basilisk Gaze
Enchantment +8
Your gaze transmits a maleficence that transmogrifies a single target into magic stone. The transmogrified is petrified for the duration of the spell, but they remain conscious. This spell can only affect a victim if they meet your gaze. Magic stone cannot be destroyed by physical means, and is unharmed by magic.
Call Hivemind
Conjuration +2
You summon to your command a hivemind of your choosing. The volume of hiveminded creatures is equal to the spell's area of effect (up to a melee space) and the type of hivemind depends on where the spell is cast (an urban setting might summon rats, whereas a woodland setting might summon birds or insects). If the hivemind is used to cause harm, choose a maleficence of equivalent peril to deal damage to all those in the area of effect, once upon its summoning. The hivemind cannot be dispersed by mundane means and has no HP.
Earthquake
Elemental +2
You create a minor earthquake in the area of effect that shakes the ground and opens fissures in the earth. All within the area of effect (except you) must make a Deft check vs. your spell check on the first round of the spell's casting, or fall into a fissure. Those who succeed remain standing, but risk having to check again if they move within the area of effect, or take action that compromises their standing; those who fail suffer 1d6 falling damage and must spend a round climbing out. You must concentrate on working the spell for its duration, otherwise the earth seals back up.
Fate Link
Astral +2
You psychically entwine yours and your target's fate. The binding can only ever be between two targets, and it lasts for the duration of the spell. While your fates are bound, anything done to you is also experienced by your target, and vice versa, including all forms of harm up to unconsciousness and death.
Invisibility
Illusion +8
You or your targets and the gear on their person become invisible for the duration of the spell. If you take risky action or are successfully attacked while the spell is in effect, the spell immediately ends. This spell lasts as long as you concentrate.
Mind Reading
Mind +2
You scan a single 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.
Rage
Enchantment +2
You or a single target enters a berserker rage, which lasts for the duration of the spell. While berserk, the target receives the enraged status, and will not stop attacking its foes, even if its life is in danger. The enraged status will only end when the target's final foe falls or the spell ends. The target has disadvantage on Deft and defense checks.
Stasis
Time +2
You put a single target into stasis by touch. Time stands still for the target; they cannot move, attack, or be harmed for the duration of the spell, though any interaction with the target will bring it out of stasis.
Suffocate
Necromancy +2
You steal the breath of a single target in the area of effect. In the first round this spell is in effect, your target has disadvantage on Deft checks; in the second round, on Mighty and their movement rate becomes 0; on the third round, on Smart as well, and they are stunned. This spell will not kill its victims, but after the third round they will be unable to stand. This spell lasts as long as you concentrate, and if you lose concentration your target will regain their breath.
Vampiric
Sorcery +8
You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.
Focus Slot
Empty
You have not learned any stances.
Focus Slot
Empty
You have no armors in your inventory.
You have no shields in your inventory.
This hero has not logged any notes.
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