Don't copystrike me, bro!
- Origin High People
- Class Mage
- Kit Summoner
- Culture Muraian
- Ethos Radical
You have advantage on Smart, but you have disadvantage on Mighty.
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 communion with otherworldly realms has created a friendship with a being imbued of your maleficence that you may summon to your aid. It has 1d6 HP plus 1 per MP spent, 3 in all attributes (plus 1 per MP spent that you may divide among its attributes), and may use your skills where appropriate. All of its attacks have the peril of your maleficence, and it acts independently of you. Your summon is returned to its plane of existence for a day's rest whenever it is slain. Conjuration spell checks explode on a 5 or a 6.
Throwing Dart +3
Bare Fists or Feet +1
The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.
You can manipulate the flow, direction, and intensity of a weather pattern in the area effect of the spell, invoking torrential rain, strikes of lightning, or torrents of wind. If the weather is used to cause harm to a target, apply the peril of a corresponding maleficence.
You may fly at your normal movement rate for the duration of the spell. Your ability to carry others is limited by your strength.
You manipulate the flow of time to alter the actions of your target. The mechanical effect of this spell is that you enable the target to repeat an action they took in the past to produce an extra narrative effect in addition to what has already been resolved by the GM. For example, while the use of this spell cannot contradict the GM’s past resolutions, the target whose actions have been reversed can take an additional action in the past. The MP cost of this spell is equal to the difference between the turn on which you act and the turn in which the act you wish to reverse is occuring. Therefore if you act on turn 2 and the action you want to reverse happens on turn 5, the spell costs 3 MP to cast.
You step out of the flow of time for the duration of the spell. For you, everything in the area of effect is frozen in time. Anything and anyone you interact with enters your time stream for the duration of the spell. (An attack against an opponent is immediately canceled, but they enter your timestream the moment of the interaction.) From the perspective of those outside the area of effect, it appears you have acted faster than can be perceived.
Choose a Weapon
Damage you deal with this weapon ignores soak.