- Origin Humans
- Class Mage
- Kit Illusionist
- Culture
- Faction
- Ethos Mastermind
Mighty +2
Deft +3
Smart +6
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Apprentice
Your apprenticeship has come to an end, and now you must prove yourself to your masters in a final test of worthiness.
Strange
Nature recoils at your presence. Animals actively fear and avoid you. Dogs bark, birds caw.
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
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.
Illusionist
kit
You have been entrusted with ancient secrets from a secret order of master magicians. Casting spells is not a risky action for you and does not compromise your stealth status. When you are casting spells, it is not apparent to the untrained eye. You may spend MP to cast the spell Phantasm, even if you are not a spellcaster. Illusion spell checks explode on a 5 or a 6.
Equipment
Weapons
Bare Fists or Feet +2
Hand-to-Hand
You have no weapons equipped.
Armor
You have no armor equipped.
Shield
You have no shield equipped.
- Defense +3
- Initiative +2
- Soak 0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Sound
Sorcery +8
The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)
Spells
-
Dispel Magic
Abjuration +8
You may expend MP to dispel an enchantment. To dispel an opponent’s magic, the MP you spend must be equal to the MP your opponent spent to create the enchantment (unless you fail to dispel the magic, in which case you expend 1 MP). If the enchantment is spread across multiple targets, all targets in the spell's area of effect are dispelled. If the enchantment was created by a spellcaster more powerful than you, you must also make a contested spell check (either a new spell check from the opposing spellcaster, or in the absence of an opposing spellcaster, a TN of the GM's choosing). This spell cannot be used against spells; only their effects. You can dispel the effects of magic items for 1 round per MP you spend if you succeed on a spell check: use TN 7 + the strength of the magic item.
-
Fauxmien
Illusion +8
You weave an illusion to disguise your appearance or the appearance of a target you touch. Though your illusion may not replicate any specific person, you may appear thin or fat, short or tall, and any origin or form similar in size and shape to your own. The spell lasts 1 hour per MP spent. The illusion is tactile. Those suspicious of the illusion may make a spell check to disbelieve.
-
Fear
Illusion +8
Your maleficence manifests as an illusion that induces fear and panic in your targets. Each round the spell is in effect, your targets must make a spell check or else become frightened and flee from you in terror. While frightened of you, you receive advantage in all actions against them. If they are unable to flee, they may be compelled to speak the truth or do your bidding. You must concentrate on the working of the spell, or else your targets will no longer fear you.
-
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.
-
Phantasm
Illusion +8
You weave an illusion that is perfectly real to all who behold it. For 1 MP, the illusion is insubstantial and visual; for 2 MP the illusion also has sound; for 3 MP the illusion has physical substance. Harm caused by illusions can kill but is undone when the illusion ends or is disbelieved. Those suspicious of the illusion may make an opposed spell check to disbelieve. You must concentrate on the phantasm for the duration of the spell, or else it ceases to exist.
Maleficence
Sound
Sorcery +8
The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)
Stances
Focus
Focus Slot
Empty
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
Notes
Quest Log
This hero has not logged any notes.
The Indignant
Mergrim's Black Book
You may spend 1 consumable to cast any spell you have not learned from Mergrim’s Black Book: when you do, recite an embarrassing fact about the spell’s author and make an Arcana success check per the rules of the Chaos Mage kit. Once per session, you may create narrative advantage regarding any single Wizard of Watervein by drawing on scandalous knowledge from the book.
Experience
- 2Choose Perk
- 3Choose Perk
- 4Choose Perk
- 5Choose Perk
- 6Choose Perk
- 7Choose Perk
- 8Choose Perk
- 9Choose Perk
- 10Choose Perk