I know your name.
- Origin Humans
- Class Mage
- Kit Geometer
- Culture Islander
- Ethos Benefactor
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 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.
Bare Fists or Feet +2
This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.
You can manipulate the flow, direction, and shape of any atmosphere equal to the area effect of the spell. For example, you may disperse noxious clouds, create walls of wind, or unleash hurricane force blasts. If the air is used to cause harm to a target, apply the peril of the corresponding maleficence.
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.
Sacred Geometry (Energy)
You employ mystical geometry to draw a sigil of magic on a surface within the area of effect. The type of any maleficence cast within the area of effect is shifted to a type of your choosing; similarly, you may change the quality of any magical damage that occurs in the area of effect (sound to fire, cold to lightning, etc). The sigil lasts for the duration of the spell.
You summon an otherworldly entity to your aid imbued of your maleficence. The entity abides by your command and its HP are equal to 1d6, +1 per MP spent. Generally the creature has 3 in all attributes, and always enough MP to use its maleficence. Alternatively, the GM may choose a corresponding creature to determine its attributes, but all its attacks will have the peril of your maleficence. Your summon acts independently of you. It is returned to its plane of existence when the spell ends.
Choose a Weapon
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.