Priest Horace McMan
Celibate, inconsistent, pyro
- Origin Humans
- Class Mage
- Kit Pyrokineticist
- Ethos Arbitrator
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
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.
Your rage boils just beneath the surface, but the only thing stronger is your control. You can manipulate the flow, direction, and intensity of any existing fire source. If the source is used to cause harm, apply the peril of the fire maleficence. As long as you have MP, you are immune to mundane fire.
Bare Fists or Feet +2
The victim is burning. If the victim does not spend a turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.
You create a pair of spacetime portals that serve as doorways to each other. The portals can be any size, up to that of a personal space. You may place either portal anywhere in the area of effect. (If they are placed too close together or subject to destructive force, the portals immediately blink out of existence.)
You evoke a feeling of overwhelming sexual arousal in a single target, and the target believes only you can satisfy it. The feeling is irrational and works independent of the target's sexual orientation. 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 seduced person, you receive advantage on all rolls. A seduced person loses their disposition after the spell ends.
You weave your maleficence into a charm that induces magical sleep in a single victim.
You telekinetically move a volume of liquid equal to the area of effect to the lips of your target within the area of effect for the duration of the spell. If the target is unwilling to drink, they are entitled to a spell check, and if they fail, they must spend their action resisting the flow of liquid to avoid drowning for the duration of the spell (they are considered entangled). If you subject a victim to forced imbibing in this way, you must concentrate on the spell or else the spell ends.
Choose an Armor
Choose a Weapon
Damage you deal with this weapon ignores soak.
Choose a Weapon
Choose a limb before making an attack, in lieu of dealing damage. If the attack is successful, your opponent drops any object or weapon carried by the limb you target.
Choose a Weapon
Called shots with this weapon are not made with disadvantage.