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You had a taste of the knowledge growing up, but the power gained thereby merely whet your appetite. You seek greater and greater secrets, at greater and greater peril.
Phobic
A specific phobia you harbor freezes you into inaction.
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
As a reaction, you may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic) if you have not already acted in the round. Additionally, 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.
Chronomancer
kit
For you, time is just another force of nature to be manipulated by magic. You may act on any turn in the round. (You do not roll for initiative). Time spell checks explode on a 5 or a 6.
Equipment
Weapons
M/2
Bare Fists or Feet +2
Hand-to-Hand
You have no weapons equipped.
Armor
Linen Armor
Padded
4
1
Shield
You have no shield equipped.
Defense +2
Initiative +0
Soak0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Psychic
Sorcery +8
Bewilders the mind.
The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.
Spells
Contingency
Metamagic +8
You couple one or more spells to cast simultaneously at a later time. For each spell you couple in this way, this spell adds a cumulative cost in MP to cast: coupling two spells costs 2 MP plus the cost of the spells involved; coupling 3 spells costs an additional 5 MP; coupling four costs an additional 9 MP. The spells cast in contingency have duration, targets, and area of effect equal to MP cost at which they were coupled. This spell cannot be coupled in this way.
Sleep
Charm +8
You weave your maleficence into a charm that induces magical sleep in a single victim.
Time Stop
Time +8
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.
Timewarp
Time +8
You alter the flow of time around yourself or your target to rebound into the immediate past. For each MP you spend, you may rebound 1 round into the past. Once there, you may take an extra action in that round before you are returned to your present. You cannot take actions that contradict the GM’s past resolutions, and they must be resolved by the GM such that they do not contradict any actions that have been taken in the past.
Maleficence
Psychic
Sorcery +8
Bewilders the mind.
The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.
Stances
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.