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The stars aligned on your birth; the dark wizard failed to kill you; you bear the magic mark. Your secret is a gift and a curse. You seek to understand what you really are.
Deranged
You saw into the abyss, and its darkness changed you. Some call you mad, but you believe the truth is out there.
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.
Sorcerer
kit
The source of your magic is weird, dangerous, or untamed... and anything but academic. Choose a second maleficence different than your first. You may make a maleficence attack as a bonus action in the round with either of your maleficences, at disadvantage. Elemental spell checks explode on a 5 or a 6.
Equipment
Weapons
M/2
Bare Fists or Feet +1
Hand-to-Hand
You have no weapons equipped.
Armor
Reinforced Vestments
Padded
4
1
Shield
You have no shield equipped.
Defense +4
Initiative +0
Soak0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Chaos
Sorcery +8
Creates disorder and maximizes randomness.
Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)
Bonus Maleficence
Fire
Sorcery +8
Sets flammable objects aflame.
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.
Spells
Chain Maleficence
Metamagic +8
This spell may be cast simultaneously with the use of a maleficence. You rally the power of your maleficence into a chain of magical energy that strikes 1 target per MP spent. You may divide the damage your maleficence causes among any of these targets as you wish, and the peril and secondary effect of your maleficence affect all those subject to the spell.
Control (Energy)
Elemental +8
You can manipulate the flow, direction, and intensity of a single source of energy, such as a burning fire, arc of electricity, light, or sound wave. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.
Ensorcell
Charm +8
You shape your maleficence into a mesmerizing pattern: glittering dust, hypnotic colors, or stunning pyrotechnics. Each target in the area of effect who can see the pattern must make a spell check or be stunned as long as they behold it. If a subject is harmed or otherwise would have their concentration broken, the spell loses its hold over them. You must concentrate on the working of the spell, or else your targets are immediately released from its hypnotic effect.
Shapeshift
Enchantment +8
You physically shapeshift into a form of your choosing, adopting the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as your natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift into, and you may not replicate any specific person. While shapeshifted, you adopt the physical qualities of the form you've been shapeshifted into. The GM has discretion to alter your freedom of movement or attributes and abilities to suit the fiction.
Maleficence
Chaos
Sorcery +8
Creates disorder and maximizes randomness.
Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)
Bonus Maleficence
Fire
Sorcery +8
Sets flammable objects aflame.
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.
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.
Once per session, you may entertain your allies with a tall tale, strange dance, or winsome tune. Choose an ally who listens to grant advantage on a roll of their choosing once in the next 24 hours.