Far off land in the ocean nation of Nazera lays Nazdell, home of the mages. The great city houses the premier school of magic on the planet and aspiring mages are sent here from throughout the world. The seven mages of the Council of Mages approve all applicants to the school and test the new students to see which schools of magical learning they should focus on. Those that are accepted are given the rank of apprentice.
Apprentices train to hone their skills at three of the nine specialized magical schools. The specialized schools are the schools of elemental, necromancy, medicinal, protection, time, summoning, psychic, witchcraft, and alchemy. Normally apprentices have a basic understanding of their magical schools before they seek out work as a mage. Those who rush themselves out into the field either learn or parish quickly.
As a mage’s powers evolve and grow they are examined by the House of Scholars. They are a collection of mages who archive the history of magic and mages. When they feel an apprentice is ready they call them in to demonstrate their powers. If they are satisfied they covey upon them the title of adept.
Adepts leave the school and go into the world to gather real experience. They often find companions from other walks of life to travel with. Adepts usually only return to Nazdell when they are needed for business, though some mages do keep a home in the city of magic, preferring to be where magic is most prevalent. When the House of Scholars deems an adept ready they call them before the Council of Mages.
The Council of Mages assesses the adept and tests their abilities. The adept displays their mastery of one of their magical schools and gains the title of that school. The titles are the same as the tissarrid titles; Necromancer (Necromancy), Alchemist (Alchemy), Elementalist (Elemental), Healer (Medical), Paradox (Time), Protector (Protection), Seer (Psychic), Spellcrafter (Witchcraft), and Summoner (Summon) and are used as a prefix out of respect for the mage’s accomplishments. When a mage reaches this level their lives may take many paths. They could become a teacher at the school, join the House of Scholars, be hired on by various nations, or simply continue adventuring.
The mages are the straight casters, trained in the magical arts. They weave a wide array of spells that vary from mage to mage. Mages are typically stronger mentally than physically and some may raise or summon allies to defend them. With mages experience is everything; it gives them power and the knowledge to use it correctly. They also tend to carry enchanted weapons such as the cobarri or falgus to cast stored spells when their powers are low.
Role: Damage, Disable, Buff, Heal, Stealth
Species: Pacura, Tissarrid, Human, Vampire, Grufia, and Shaross
Professions: Assassin, Explorer, Hunter, Law Enforcement, Mariner, Medic, Soldier, Thief
Suggested Attributes: Intelligence and Wisdom
Starting Health: 4 + Constitution + Species Health
Level Up Health Increase: 4 + Constitution Bonus
Starting Armor Proficient: Cloth
Starting Weapon Proficient: One Handed Weapons, Staves, Falgus, Wands
Starting Skills: Choose 1 starting Combat Art and History: Magic.
Weapon(s): Quarterstaff, Cobarri, Semi-Automatic Pistol
Equipment: Clothing, 1 Day Ration, Backpack, Canteen, 5 Clips (Pistol), 10 Pebbles, 4 Random Mage Stones
Weapon(s): Quarterstaff, Falgus, Semi-Automatic Pistol
Equipment: Clothing, 1 Day Ration, Backpack, Canteen, 5 Clips (Pistol), 6 Random Falgus Shells
Mages choose 3 of the 9 spell schools. They gain 2 spells from the school they choose as their primary and 1 in the other schools. They also get an additional abilities.
Mages magic points or MP are equal to their level + CPB. They can replenishes MP equal to their wisdom for an action and refills out of combat. Mages can use up to their CPB in MP per spell and each MP spent costs an action to use.
Mages generate arcane fury or AF for each MP they spend and can store up to their CPB. They use af to instant cast spells, cast as a reaction, and use some spells or abilities. AF fades out of combat.
This skill gives the mage the ability to imbue objects with magical properties and create mage specific items. When enchanting an item the mage’s skill must match or exceed the rank of crafting that item.
Mage’s Sight, Instant Ability, 20' per mp
This skill gives the mage the ability to look around unseen. Other mages using the ability can see each other. Mage’s Sight is a non-combat skill.
Spell Ward, Reactive Ability, 1 af
This skill allows a mage to wave off incoming spells targeted against the mage. The mage uses Intelligence + CPB as a defense against spells and critical defenses bounce the spell back at the caster.
Fade, Wisdom + CPB vs Wisdom + Sense
The mage has the ability to slip into a shadow to move undetected. Fade allows for sneak attacks and information gathering. Sneak attacks gain 1d4 additional attacker roll and may break stealth. Using a silent weapon or killing the target in one hit will cause an sense roll to maintain fade unless the target is dead and has no allies.
Alchemy is the use of different ingredients to create potions for various purposes. Alchemy cannot be crafted during battles so all potions must be created in advance to use. Alchemy spell list is examples of alchemic combinations and can be tinkered with by the alchemist. Each time the alchemist crafts the same potion the difficulty is reduced by 1, up to 6 times. All potions require inredients and a container. Each time the Alchemy School is taken the character learns to make a new grade of potion from normal to master.
Normal Potion, Intelligence + CPB vs Difficulty 16
The alchemist can brew a potion from a single item.
Improved Potion, Intelligence + CPB vs Difficulty 18
The alchemist's potions can combine 2 items.
Superior Potion, Intelligence + CPB vs Difficulty 20
The alchemist can include 3 items into a potion.
Grand Potion, Intelligence + CPB vs Difficulty 22
The alchemist can brew 4 items into a potion.
Master Potion, Intelligence + CPB vs Difficulty 24
Master alchemists can brew 5 items into a single potion.
Healing Waters: Gives the potion the ability to recover 1d4 health.
Vials: A container used for spells that are drinkable. 1 Per Formula
Spell Balls: A container for spells used to attack or that have an area of effect. 1 Per Formula
Fish Scales: Is used for spells that give the recipient the ability to breathe underwater for 5 minutes.
Venom Sac: Creates 1d4 poison damage attack spells or is the base for poison nullifier.
Waters of Time: Give the effects of the spell a +1 round duration.
Feathers: Creates 1d4 air damage attack spells or is the base for air nullifier.
Fire Oil: Creates 1d4 fire damage attack spells or is the base for fire nullifier.
Essence of Ice: Creates 1d4 ice damage attack spells or is the base for ice nullifier.
Essence of Magic: Gives the potion the ability to recover 1d4 magic.
Blast Powder: Gives the spell a 6' range of effect.
Stone: Creates 1d4 earth damage attack spells or is the base for earth nullifier.
Water: Creates 1d4 water damage attack spells or is the base for water nullifier.
Static Crystal: Creates 1d4 lightning damage attack spells or is the base for lightning nullifier.
Fine Powder: Impairs the targets attacker/defender rolls by -1 or is the base for blind nullifier.
Apoath Jelly: Improves the targets attacker/defender rolls by +1 or is the base for cheer nullifier.
Nullifying Agent: Removes the effects of the spell adding immunity to that spell type.
Flash Powder: Gives the spell a 1 APR stun to target or is the base for stun nullifier.
Sample Normal Potions
Healing, Vial, Healing Waters
1d4 Hp Recovery
Gills, Vial, Fish Scales
5 Minute Underwater Breathing
Cheer, Vial, Apoath Jelly
+1 Attacker/Defender Bonus for Round
Ice, Spell Ball, Essence of Ice
1d4 Ice Damage
Blind, Spell Ball, Fine Powder
-1 Attacker/Defender Roll for Round
Sample Improved Potions
Regeneration, Vial, Healing Waters, Waters of Time
1d4 Hp Recovery for 2 Rounds
Poison, Spell Ball, Venom Sac, Waters of Time
1d4 Hp Damage for 2 Rounds
Fire Shield, Vial, Fire Oil, Nullifying Agent
Immune to Fire Damage for 1 Round
Healing Bomb, Spell Ball, Healing Waters, Blast Powder
1d4 Hp Recovery to 6’ Radius
Dust Quake, Spell Ball, Stones, Fine Powder
1d4 Earth Damage + -1 Attacker/Defender Roll for Round
Sample Superior Potions
Superior Healing, Vial, 3 Healing Waters
3d4 Hp Recovery
Superior Gills, Vial, 3 Fish Scales
15 Minute Underwater Breathing
Superior Cheer, Vial, Apoath Jelly, 2 Waters of Time
+1 Attacker/Defender Roll for 3 Rounds
Quake Bomb, Spell Ball, 2 Stones, Blast Powder
2d4 + 5 Earth Damage to 6’ Radius
Stun, Spell Ball, Flash Powder, 2 Waters of Time
-1 APR for 3 Rounds
Sample Grand Potions
Grand Regeneration, Vial, 2 Healing Waters, 2 Waters of Time
2d4 Hp Recovery for 3 Rounds
Poison Blast, Spell Balls, 2 Venom Sac, Waters of Time, Blast Powder
2d4 Hp Damage for 2 Rounds to 6' Radius.
Shock Shield, Vial, Static Crystal, Nullifying Agent, 2 Waters of Time
Immune to Lightning Damage for 3 Rounds
Flame Bomb, Spell Ball, 3 Fire Oil, Blasting Powder
3d4 Fire Damage to 6’ Radius
Wave Funnel, Spell Ball, 3 Waters, Waters of Time
3d4 Water Damage for 2 Rounds
Sample Master Potions
Master Healing, Vial, 5 Healing Waters
5d4 Hp Recovery
Master Gills, Vial, 5 Fish Scales
25 Minutes Underwater Breathing
Master Cheer, Vial, 3 Apoath Jelly, 2 Waters of Time
+3 Attacker/Defender Roll for 3 Rounds
Air Bomb, Spell Ball, 3 Feathers, 2 Blast Powder
3d4 Air Damage to 12’ Radius
Blind Bomb, Spell Ball, Fine Powder, 2 Blast Powder, 2 Waters of Time
-1 Attacker/Defender Roll for 3 Rounds to 12’ Radius
Mages of this path can harness the elements to strike out for them in battle. One of the optional spell types for mages, the elementals are primarily used for destruction of their enemies. An elemental mage can quickly eat through those beasts that have weaknesses to the elements. Elemental mages can perform minor spell actions to do things like create drinking water, light a torch, recharge a battery, etc.
Elemental Blast, Intelligence + CPB vs Defender, Medium Range
The elementalist can hit a target dealing 1d8 of a chosen elemental damage type. Elemental Blast can deal fire, earth, wind, water, ice, or lightning damage. Elemental Blast can be cast with mp up to the CPB of the mage dealing +1d8 damage per additional mp.
Augment Range, Augment Elemental Blast
The elementalist can use some mp available to cast Elemental Blast to alter the effected area of the cast. For 1 mp Elemental Blast can hit either a 6' radius, a 6' cone, or a 10' line. Augment Range can be stacked for additional mp however the ranges cannot be mixed.
Elemental Shield, Augment Elemental Blast
The elementalist can use an available mp to cast Element Blast as spell resistance to the chosen damage type for a round.
Combining Elements, Augment Elemental Blast
The elementalist can use an af to mix any Elemental Blast augmentations into one spell giving a variety of effect ranges and the ability to create Elemental Barriers.
Elemental Splitting, Augment Elemental Blast
The elementalist can spend af equal to mp to cast a spell on multiple targets.
The primary school of a healer, medicinal magic is one of the optional spell types mages can learn. Helpful to all parties a healing mage can cure the wounded throughout battles. The drawback to this type is that the few drain abilities are the only attack oriented spells.
Healing, Intelligence + CPB vs Difficulty 14 or Defender, Medium Range
The healer sends a healing wave to a target dealing 1d6 hp healing per mp, up to CPB. Healing deals damage to undead targets.
Cure, Intelligence + CPB vs Difficulty 16 or Defender, Medium Range
The healer can remove 1 status effects per mp from a target. Cure can be cast for mp equal to CPB.
Regen, Intelligence + CPB vs Difficulty 18 or Defender, Medium Range
The healer creates a heal over time spell for 1d4 hp recovery per mp for 3 rounds, up to mp eual to CPB.
Resurrect, Intelligence + CPB vs Difficulty 20, Medium Range
The healer can return the recently departed to life, reviving target with 1d4 health for 3 mp.
Furious Medicine, Instant Ability
The healer can spend an af to cast a Medicinal spell and add an additional target. Furious Medicine can be used for additional targets up to available af. The healer can also use af to reduce the difficulty of medicinal spells by 1 per af.
Necromancers have the ability to strike out with the power of death itself. Mages that follow this optional spell type can raise the dead to aid them in battle. They can also cripple the enemies letting their allies take advance of a situation.
Raise Dead, Instant Ability, Medium Range
The necromancer takes control of a dead body to resurrect as a loyal zombie for 1 mp. They can raise a skeleton for 2 mp. The necromancer can Control Dead with a successful roll of 1d10 per mp vs target's health. Necromancers can create a hulking zombie for 4 mp from a zombie they control. The mage can use an Orb of Cardoos to summon a wraith for 5 mp. Raise Dead can be use for mp up to the necromancers CPB.
Death Strike, Intelligence + CPB vs Defender, Medium Range
The necromancer can deal 1d8 shadow damage + Death Mark for 1 rounds for 1 mp. A critical Death Strike on a target with Death Mark deals max damage. Death Strike heals undead targets. Death Strike damage can be increased by +1d8 and +1 round of Death Mark for additional mp up to necromancer's CPB.
Inflict Pain, Intelligence vs Constitution, Medium Range
The necromancer can create or consume a Death Mark on for 1 mp equal to their CPB. When Inflict Pain creates a Death Mark it lasts for 1 round per mp. If Inflict Pain consumes a Death Mark a 1d4 roll determines the results; 1 is Slow for 1 APR per mp, 2 is -1 Defender per mp for round, 3 is -1 Attacker per mp for round, and 4 is Stun for 1 APR per round.
Crippling Grasp, Augment Inflict Pain, Medium Range
The necromancer spends 2 mp to spread Inflict Pain to a 6' radius. If a second Death Mark is in range of Crippling Grasp they can spend an af to spread that 6' as well.
Dominance, Passive Ability
The necromancer can control a horde of undead. Dominance can control a number of undead equal to Intelligence + CPB. Controlled Undead cost 1 Dominance and Necromancy Minions cost Dominance equal to mp required to raise them.
The masters of death, necromancers can raise the dead to aid them. Some may drag the dead with them while others create their minions from resent victims on the battlefield. While the first option is a safer combat system for the necromancers the second is preferred by their compatriots, less of a rotten stench to follow them around. They often drive vehicles with large trucks or beds to house their minions between uses. Carving knives are often found on them as well; making skeletons is a messy business.
As a necromancer advances so do their minions. As they level up they gain new abilities and attributes as well. Armor and weapons for those minions that can use them have to be provided for the minions by the necromancer. As with regular characters they do have to meet level requirements for the use of certain items. Minion attributes and abilities do not reflect their brethren across the world. Summoned minions get one action per round per CPB.
The recently dead minions of the necromancer, zombies are a great line of defense. Their very presence makes the living wary and commands the attention of those around them. They are not the fastest beings but they can take a good deal of abuse. Zombies battle without the use of weapons; instead they grapple and strike their opponents terrorizing them into ignoring the necromancer. Armor is however not an uncommon sight on a zombie. Most necromancers cast spells on their opponents while they deal with their zombie while others have been known to simply wonder off.
Hp: 8, Str: +2, Dex: +1, Cha: -5, Int: -5, Wis: -7, Con: +2, Defender: +1, Soak: 0, Move: Land 4'/Water 2'
Scratch, +4 vs Defender
The zombie can scratch a melee target dealing 2d4 damage. Critical Scratch grabs and gives an instant Bite with +5 bonus to attacker roll.
Bite, -2 vs Defender
The zombie can bite a melee target for 1d6 damage. Critical Bite causes the target to gain the undead plague giving it 3 rounds to be cured before it becomes a zombie.
Herd, Passive Ability
When zombies mass on a target they become tougher opponents. They gain +1 attacker bonus for every zombie linked by 6', move as one, and damage is combined.
Undead Resistances, Passive Ability
The undead are immune to poisons, death spells, and diseases. Healing items and spells deal damage to the undead and they take +5 fire damage. Shadow spells and damage heals the undead.
Either long dead or carved up the skeletons are all offense. Skeletons take a long time to make and are often looked at like children to their masters. The flesh has to be stripped away and magical runes carved onto the surface of each bone. The runes allow the bones to maintain their form and not fall apart everywhere. Like zombies, skeletons are often found wearing armor though they also possess the intelligence to use weapons as well. Necromancers tend to double up the attack with their skeletons to make the battle go faster.
Hp: 24, Str: +2, Dex: +3, Cha: -1, Int: +1, Wis: +2, Con: -2, Defender: +4, Soak: 0, Movement: Land 6’/Water 4’
Strike, +4 vs Defender
Skeleton strikes out with a melee attack that deals 2d4 damage to a target.
Burst, +4 vs Defender, 3 af
Skeleton casts a burst of haste to swiftly attack a target 3 times dealing combo weapon or strike damage.
Counter, Passive Ability
After every successful defense the skeleton has a +2 chance to counter attack.
Deadly Shriek, Instant Ability, 1 af, once per battle
Skeleton lets out a battle cry to invigorate self by +1 attacker/defender roll for 3 rounds. Deadly Shriek bonus can be increased by +1 per additional af.
Raging Assault, Attacker vs Defender, 1 mp
Skeleton unleashes a powerful attack that deals weapon damage + 1d6 per mp + level.
Battle Arms, Items
The skeleton can be equipped with various weapons and armor. They have +4 melee and ranged attack bonuses before weapon difficulties are applied. Skeletons have no natural soak rate but can wear armor they are proficient in. Skeletons share combat arts with the necromancer that crafts them.
Skeleton Resistances, Passive Ability
The skeleton is immune to poisons, death spells, and diseases. Healing items and spells deal damage to the skeleton and they take +5 ice damage. Shadow spells and damage heals the skeleton.
The hulking zombie is magically infused by the mage that raises it. The infusion doubles the mass of the zombie and provides the necromancer with a defensive minion. A hulking zombie rips anything worn on it when it is created. A hulking zombie can be created from a corpse or out of a zombie that is under the control of the necromancer. The hulking zombie lasts for four rounds and additional rounds as long as the mage gives it another magic point each round to keep the chaotic energies holding it together from destabilizing.
Hp: 44, Str: +4, Dex: +2, Cha: +2, Int: -1, Wis: +1, Con: +4, Defender: +2, Soak: 3, Movement: Land 4’/Water 2’, Skills: Sense +1
Strike, +6 vs Defender
Hulking zombie strikes out with a melee attack that deals 2d6 damage to the target. Strike critical attacks cast Infection on targets giving a -2 penalty to all rolls for 3 rounds.
Ghoulish Howl, +5 vs Wisdom + Sense
Hulking zombie lets out a moan when it senses danger to distract and infuriate targets toward the hulking zombie for 1 round. Ghoulish Howl is triggered for free by the hulking zombie’s alertness roll. Ghoulish Howl can infuriate targets equal to the mage's level.
Rend, +6 vs Defender, 1 mp, Melee Range
Hulking zombie tears a target’s flesh causing it to bleed out over time for 1d4 for 3 rounds. While Rend is active the hulking zombie's strikes always deal critical damage.
Rigor Mortis, Instant Ability, 1 af
Hulking zombie’s skin hardens with a +4 soak rating bonus per af for a round making the minion harder to take down. If all damage is soaked the attacker is infuriated against the zombie. Rigor Mortis also applies spell resistance.
The hulking zombie may be wearing armor when it is raised as a minion. The hulking zombie bulges out of the armor when its form is expanded reducing the armor soak rate by half and rounded down.
Undead Resistances, Passive Ability
The undead are immune to poisons, death spells, and diseases. Healing items and spells deal damage to the undead and they take +5 fire damage. Shadow spells and damage heals the undead.
The spirit of the once living that no longer has a physical form is a wraith. Appearing as a dark shape the wraith creates uneasiness and fear in its opponents making them opening to making more mistakes than they normally would. Able to possess the living they often take over an opponent for a short time to aid them in a fight. Undoubtedly the cleanest of all the minions, a wraith is summoned simple through an Orb of Cardoos and upon completion of their duty they return to the netherworld. The orbs can get costly though and are not generally used for every battle. Necromancers often use them to spread fear and confusion when they are overwhelmed.
Hp: 40, Str: 0, Dex: +4, Cha: +4, Int: +5, Wis: +2, Con: +2, Defender: +4, Soak: 0, Movement: Land 6’/Water 6’, Skills: Bartering, Language(Shadow Speech)
Crippling Whirlwind, +10 vs Defender, 4 mp
Nether wraith calls upon dark energy to cripple all opponents within 10’ that gives a -4 penalty to all rolls for a round. The necromancer can use 4 af to command the nether wraith to cast Grasp of Shadows with Crippling Whirlwind to immobilize those affected.
Haunting Shout, +7 vs Wisdom + Sense, 3 af
Nether wraith terrorizes a target into a frightened state for 3 round making it unable to act. Any damage or another Haunting Shout will snap the target back to its senses.
Pain Bolt, +10 vs Defender, Medium Range
Nether wraith casts dark energy to inflict pain on a target dealing 2d8 + level shadow damage.
Possession, +7 vs Wisdom + Sense, 3 af
Nether wraith takes over a target for a time to use the target to attack for 3 rounds. Wraith takes no damage while possessing but can only use the skills of the target.
Nether Wraith Resistances, Passive Abilities
The nether wraith are immune to poisons, death spells, non-magical attacks, and diseases. Healing items and spells deal damage to the nether wraith. Shadow spells and damage heal the nether wraith.
One of the optional spell types a mage can learn, protection is primarily a defensive magic. Mages that specialize in this can block their allies from harm and turn the most powerful attacks against those attacking them. Protection mages can passively sense barriers.
Armor, Intelligence + CPB vs Difficulty 16, Medium Range
The protector strengthens the armor of self or target by +1 soak rate per 1 mp, up to their to CPB. Armor lasts 1 round per CPB.
Barrier, Intelligence +CPB vs Difficulty 18, Medium Range
Protectors can create or dispell a barrier that protects self, target, or item from magical damage with a 2d8 barrier per mp. Barriers last for rounds equal to CPB or until broken but do not stop movement or spells cast within the barrier.
Reflect, Augment Armor or Barrier
The protector can use 3 af to add the reflect property to an Armor or Barrier spell on creation. Armor reflect deals equal damage to damage taken back at a melee attacker. Barrier reflect deals equal spell damage to targets in melee range of the barrier.
Expand, Augment Armor or Barrier
Protectors can use 2 af to copy Armor to an additional target or to make Barrier effect a 6' radius. Expand can .
Entrapping Barrier, Augment Barrier
The protector can use an additional 3 mp to cast a solid barrier that cannot be passed through until it fades or is broken. Entrapping Barrier can be hit with weapon attacks.
Psychic abilities are one of the core magical abilities of the mage. Most mages are trained in a degree in the powers of the mind. Giving them the ability to read and control minds or cast powerful illusions to conceal and confuse, mages can overpower others of a weaker mind. Though trying to toy with others minds can backfire badly if you are caught or they are a stronger psychic.
Psychic Link, Intelligence + CPB vs Wisdom + Sense, Medium Range
The seer can use Psychic Link to connect their mind with a number of targets equal to Intelligence + CPB. Psychic Links allow the seer to apply their CPB to attacker and defender rolls against linked targets. Psychic Link costs 1 mp per target and lasts as long as the target is within range or until broken. Unsuccessful Psychic Links alert the target to the attempt and gives them +1 to the defense of future Psychic Links, this effect stacks up to +5.
Telepathy, Intelligence vs Wisdom + Sense
The seer can affect the minds of others with various results. Any failed Telepathy spells break a Psychic Link on a target but do not incur the defensive penalty. Telepathy can be cast for mp equal to Psychic skill rank. For 1 mp Telepathy can be cast to Read Thoughts giving +1d6 to all actions against the target while Psychic Link is active or to remote view through the target's eyes. For 2 mp, Mind Shield can be cast giving the target a defense bonus against Psychic Link equal to the seer's CPB. For 3 mp, Read Thoughts and Mind Shield bonuses can be spread to all allies under the effect of the seer's Psychic Link including self. For 4 mp, the mage can use Mental Stun on a target removing them from combat for a round. For 5 mp the seer can cast Mind Control on a target for a round. The seer can use mp equal to their CPB for Telepathy.
Tremor, Intelligence vs Wisdom + Sense
The seer can deal 1d8 + level psychic damage for 2 mp. Tremor can be increased by +1d8 psychic damage for 1 addtional mp up to CPB. Critical Tremor stack the damage dealt to the next Tremor cast, this effect fades when out of combat.
Projection, Intelligence vs Wisdom + Sense
The seer can plant a Psychic Image visible to a target and all other targets with Psychic Link for 2 mp. All targets fooled by the Psychic Image use 1 action to move toward or attack the illusion. Psychic Image is destroyed on hit. For 3 mp they can cast a Glamour on a target altering their form and affecting all targets with Psychic Link to see that form. For 4 mp the seer can use Invisibility on a target giving it the mage's Fade bonus and making all targets with Psychic Link have trouble locating the target. Projection can be cast with mp equal to the seer's CPB. The mage can use 1 af up to all af to cast multiple Psychic Images or Glamour and Invisibility to additional targets.
Projected Tremors, Passive Ability, Psychic Link
The seer, while targets are fooled by Psychic Image can cast Tremor for 1 mp.
The followers of one of the four rulers of the Plane of Immortals, summoners call on the aid of the immortals. Summoners can call a sprite from the Plane of Immortals to act as their familiar. Players who choose this optional spell class must rule a four-sided die to determine which land they summon from. 1 = Realm of Nature, 2 = Mountains of Fire, 3 = Sea of Whilker, and 4 = Storms’ Reach.
Summon Champion, Intelligence + CPB vs Difficulty 16, Once per Round
The summoner, summons a champion to aid in battle for a round. Summon Champion can be for additional mp equal to CPB to summon stronger champions. The champion takes the next turn.
Summon Arms, Intelligence + CPB vs Difficulty 18, 1 mp per Item
Summoners can summon weapons or armors they are proficient with for round equal to CPB. Weapons cause elemental damage and armor has elemental resistance based on which immortal the summoner follows; Air (Vailden), earth (Gandoss), fire (Alcamushi), and water (Whilker). Summoned weapons use Intelligence + CPB to attack.
Summon Servant, Intelligence + CPB vs Difficulty 20, 3 mp cast
The summoner calls a servant to aid till its death or dismissal. Summon Servant can be cast for additional mp to summon stronger servants up to the summoner's CPB. When summoned the servant takes the next turn.
Veil of the Immortal, Passive Ability
The summoner's arms that have expertise when summoned. Summoned armor deals 1d4 elemental damage to all targets that melee attack the summoner.
Summon Immortal Lord, Intelligence + CPB vs Difficulty 22, 5 mp cast
The summoner can summon your immortal to deal one massive attack on a group of targets in a 20’ radius. The mage can Summon Immortal Lord twice in a day.
Plane of Immortals
Summoners are bound by blood to one of the plane of immortals. The four lands of immortals are the Realm of Nature, Mountains of Fire, Sea of Whilker, and Storms’ Reach. Each summoner is granted the right to summon creatures from one of the lands by its ruler. These immortal lords are the oldest and strongest in their realms.
Summoned servants and champions have a different advancing style than player characters. Their power is based on the caster's Summon rank. Summoned creatures get one action per round per rank of Summon.
Realm of Nature
A land of widespread forests ruled over by the rock giant Gandoss. Filled with sentient plants and many other life forms the forests are thick and lush, untouched by technology. In the center of the great forests sits Gandoss’s Throne, a large rise of earth with the giant’s seat atop it. The taloc, reptilian rangers, live and hunt around the throne. Deeper in the forest are the flesh eating plants, the yushiaru hunt and thrive. Those bound to Gandoss are able to summon taloc and yushiaru to aid them.
Taloc, Summoned Servant, Hp: 14, Str: +3, Dex: +4, Cha: 0, Int: +1, Wis: +4, Con: +2, Defender: +5, Soak: 9, Movement: Land 8’/Water 8’, Weakness: Air +1d4 Damage, Immunity: Earth, Skills: Tracking
4 mp: Hp 21, Dexterity +5, Soak Rate 12
5 mp: Hp 28, Constitution +3, Soak Rate 15
Longbow, Dexterity + CPB vs Defender
The taloc uses a longbow that deals 1d10 damage to a target. Longbow deals 2d10 damage when summoning stronger servants. Longbow damage can be boosted by 1d10 per af.
Tracking, +5 vs Difficulty
The taloc has the ability to track targets and see those trying to avoid detection throughout the world. Effect doubles in nature. Tracking has +7 for stronger servants.
Yushiaru, Summoned Champion, Hp: 8, Str: +4, Dex: +3, Cha: +2, Int: +3, Wis: +2, Con: +2, Defender: +5, Soak: 2, Movement: Land4’/Water 6’, Weakness: Air +1d4 Damage, Immunity: Earth, Skills: Sense, Vine Wrap
2 mp: Hp 16, Dexterity +4, Soak Rate 5, Healing Wave
3 mp: Hp 24, Intelligence +4, Soak Rate 8, Vine Wrap 2
4 mp: Hp 32, Constitution +3, Soak Rate 11, Healing Wave 2
5 mp: Hp 40, Strength +5, Soak Rate 14, Bartering, Terrorize
Lash, Strength + CPB vs Defender
Yushiaru slaps a target with its vines dealing 1d6 damage to the target. Lash deals 2d6 damage for stronger champions.
Vine Wrap, Strength + CPB vs Defender, 2 af
Yushiaru snakes its vines out through the ground to trap a target, removing it from combat for 3 actions. Vine Wrap rank 2 expands to a 6’ radius for 4 af.
Healing Wave, Intelligence + CPB vs Difficulty 16, 3 mp
Yushiaru radiates a burst of 2d6 healing in a 10’ radius around self to its master’s allies. Healing Wave rank 2 can be cast for 2d10 healing in a 10’ radius for a cost of 5 mp.
Terrorize, Intelligence + CPB vs Wisdom + Sense, 3 af, Medium Range
Yushiaru creates a frightful illusion to cause a target flee gripped in fear for 1 round.
Gandoss appears and crashes his hammer against the ground to quake the caster’s enemies dealing 3d20 knockdown.
Mountains of Fire
The volcanic mountains of the plane of immortals are ruled over by Alcamushi the Dragon Lord. From Mount Yurn he leads his army of dragon mages, the shurrico, to aid his followers. The obberiss, four horned fire born rams, also live in the mountains. Alcamushi rides an obberiss ceremonially from time to time and his shurrico have tamed them as well. His followers can summon the obberiss and shurrico to aid them for a time.
Shurrico, Summoned Servant, Hp: 12, Str: 0, Dex: +1, Cha: +2, Int: +4, Wis: +4, Con: +3, Defender: +2, Soak: 4, Movement: Land 6’/Water 4’, Weakness: Water +1d4 Damage, Immunity: Fire, Skills: Fire Breath, Fire Blast
4 mp: Hp 18, Intelligence +5, Soak Rate 5
5 mp: Hp 24, Soak Rate 6
Staff, Dexterity + CPB vs Defender
The shurrico uses a staff that deals 1d6 damage. Staff deals 2d6 damage from stronger servants. The shurrico can deal Fire Blast through a melee weapon strike adding the weapon damage to the attack.
Fire Breath, Intelligence + CPB vs Defender, 2 mp
The shurrico breaths out a 10’ cone of fire before it dealing 1d8 fire damage + 1d4 for 2 rounds. Fire Breath can be cast for 3d4 fire damage + 1d6 for 2 rounds for a cost of 4 mp by stronger servants.
Fire Blast, Intelligence + CPB vs Defender, 2 af, Medium Range
The shurrico blasts a target with an impactful wave of fire from its palm dealing 1d10 fire damage + knockdown. Fire Blast can be cast to deal 2d4 + 1d6 fire damage + knockdown at a cost of 4 af from stronger servants.
Obberiss, Summoned Champion, Hp: 8, Str: +4, Dex: +2, Cha: +2, Int: +3, Wis: +2, Con: +3, Defender: +3, Soak: 6, Movement: Land 8’/Water 4’, Weakness: Water +1d4 Damage, Immunity: Fire, Skills: Flame
2 mp: Hp 16, Intelligence +4, Soak Rate 9, Sense, Charge
3 mp: Hp 24, Dexterity +3, Soak Rate 12, Flame 2
4 mp: Hp 32, Strength +5, Constitution +4, Soak Rate 15, Charge 2
5 mp: Hp 40, Soak Rate 18, Flame Cyclone
Ram, Strength + CPB vs Defender
The obberiss can strike targets with its head for 1d6 damage + knockdown on critical. Ram deals 2d6 + knockdown for strong champions.
Flame, Intelligence + CPB vs Defender, 2 mp, Medium Range
The obberiss can cast a flame to burn a target dealing 2d4 + level fire damage + 1d4 for 2 rounds. Flame rank 2 can be cast for 2d8 + level fire damage + 1d8 for 2 rounds for a cost of 4 mp.
Charge, Strength + CPB vs Defender, 1 mp, Close Range
The obberiss charges a target and slams into it knocking it to the ground and dealing critical Ram damage. Charge rank 2 increases by +2d6 damage 3 mp.
Flame Cyclone, Intelligence + CPB vs Defender, 4 af
The obberiss creates a 6’ radius of swirling fire that travels 10’ forward and strikes all targets in its path for 2d8 + fire damage.
Alcamushi the Dragon Lord charges the caster’s enemies with his sword dealing 3d10 damage while letting out a roar that rallies all allies in the attack radius to take an action as well.
Sea of Whilker
The oceans of the plane of immortals are ruled over by the Shark God Whilker. The great shark holds no residence as she swims all over the seas. Both, worshipers and food, the cerbella live in nomadic groups that follow the wake of the Shark God. Deep in the ocean depths roam the pazerue, a race of spiders covered in hardened ice crystals. The Sea of Whilker is a brutal place where the strong survive and the weak are food. Whilker’s followers can summon cerbella and pazerue to aid them.
Cerbella, Summoned Servant, Hp: 20, Str: +4, Dex: +3, Cha: 0, Int: +1, Wis: +2, Con: +3, Defender: +5, Soak: 9, Movement: Land 6’/Water 10’, Weakness: Fire +1d4 Damage, Immunity: Water, Skills: Hook Throw, Howl
4 mp: Hp 30, Strength +5, Soak Rate 12
5 mp: Hp 40, Soak Rate 15
Harpoon, Strength + CPB vs Defender
The cerbella uses a harpoon that deals 2d6 damage to targets. Harpoon deals 4d6 damage for stronger servants.
Hook Throw, Strength + CPB vs Defender, 2 mp, Medium Range
The cerbella hurls its chain hook at a target and trips them to the ground dealing 1d6 damage + knockdown. Hook Throw increases to 2d6 + damage + knockdown for stronger servants.
Howl, +2 vs Difficulty 16, 2 af
The cerbella releases a howl to motivate its allies within a 6’ radius with +3 attacker/defender rolls for 3 rounds. Howl radius increases to 10’ for stronger servants.
Pazerue, Summoned Champion, Hp: 10, Str: +3, Dex: +2, Cha: +2, Int: +3, Wis: +2, Con: +4, Defender: +2, Soak: 10, Movement: Land 6’/Water 8’, Weakness: Fire +1d4 Damage, Immunity: Water, Skills: Sense, Ice Shard
2 mp: Hp 20, Strength +4, Soak Rate 14, Ice Fortress
3 mp: Hp 30, Soak Rate 18, Ice Shard 2
4 mp: Hp 40, Intelligence +4, Wisdom +3, Soak Rate 22, Bartering, Ice Fortress 2
5 mp: Hp 50, Constitution +5, Soak Rate 26, Hail Storm
Two Handed Axe, Strength + CPB vs Defender
The pazerue uses a two handed axe that deals 1d10 + 1d4 damage to a target. Two Handed Axe deals 2d10 + 2d4 damage for stronger champions.
Ice Shard, Intelligence + CPB vs Defender, 2 mp, Medium Range
The pazerue hurls an ice spike at a target dealing 1d8 ice damage. Ice Shard rank 2 can be cast to deal 2d8 ice damage for a cost of 4 mp.
Ice Fortress, Intelligence + CPB vs Defender, 2 af, Medium Range
The pazerue locks a target in ice for 5 actions or until the 2d10 ice barrier is broken. Ice Fortress rank 2 can be cast to increase it to a 3d10 ice barrier for a cost of 4 af.
Hail Storm, Intelligence + CPB vs Defender, 4 af, Medium Range
The pazerue summons an ice storm at a location to damage all targets within for 2d10 ice damage to 6’ radius.
Whilker the Shark God opens a portal and sends her pups through to strike at the caster’s enemies dealing 3d10 damage + 2d6 bleeding damage for 2 rounds.
The sky of the plane of immortals belongs to the lightning wolf, Vailden. The six legged wolf runs across the clouds with the qualex in tow. Large hawks that have the ability to breathe destructive energy the qualex have turquoise feathers that glow when they fire their energy. The baldus also make Storms’ Reach their home, winged cats with a mastery of energy control. The grace of Vailden allows his followers and servants stand on the clouds within the plane of immortals. Followers of the lightning wolf are able to call qualex and baldus to aid them.
Baldus, Summoned Servant, Hp: 16, Str: +3, Dex: +4, Cha: +1, Int: 0, Wis: +3, Con: +2, Defender: +6, Soak: 7, Movement: Land 6’/Water 2’/Flight 12’, Weakness: Earth +1d4 Damage, Immunity: Air, Skills: Charge, Swoop
4 mp: Hp 24, Dexterity +5, Wisdom +4, Soak Rate 9
5 mp: Hp 32, Constitution +3, Soak Rate 11
Strike, Strength + CPB vs Defender
The baldus can strike melee targets for 1d6 damage. Strike deals 2d6 damage for stronger servants.
Charge, Strength + CPB vs Defender, 2 mp
The baldus charges paw first at a target to swipe it on the run dealing strike damage + 1d4 damage. Charge deals strike damage + 2d4 damage for stronger servants.
Swoop, Dexterity + CPB vs Defender, 2 af
The baldus takes flight and clips a target to knock it down and deals 2d6 damage. Swoop deals 3d6 damage + knockdown for stronger servants.
Qualex, Summoned Champion, Hp: 7, Str: +3, Dex: +4, Cha: +2, Int: +3, Wis: +2, Con: +2, Defender: +6, Soak: 2, Movement: Land 4’/Water 2’/Flight 16’, Weakness: Earth +1d4 Damage, Immunity: Air, Skills: Sense, Destructive Blast
2 mp: Hp 14, Intelligence +4, Soak Rate 4, Swoop
3 mp: Hp 21, Constitution +3, Soak Rate 5, Destructive Blast 2
4 mp: Hp 28, Dexterity +5, Soak Rate 6, Swoop 2
5 mp: Hp 35, Strength +4, Soak Rate 7, Strafe
Bite, Strength + CPB vs Defender
The qualex can bite a target for 1d4 damage. Bite deals 2d4 damage for stronger champions.
Destructive Blast, Intelligence + CPB vs Defender, 2 mp
The qualex breaths out a destructive blast of energy at a target, dealing 2d6 energy damage. Destructive Blast rank 2 can be cast to deal 2d10 energy damage for a cost of 4 mp.
Swoop, Dexterity + CPB vs Defender, 2 af
The qualex swoops down on a target to attempt to knock it down and deals 1d8 damage. Swoop rank 2 increases to deal 2d6 + knockdown for 4 af.
Strafe, Dexterity + CPB vs Defender, 4 af
The qualex swoops sideways across up to 3 adjacent targets dealing bite damage + 2d6 damage.
Vailden appears in the clouds and summons a lightning storm to strike the caster’s enemies for 3d20 lightning damage.
Time magic can be a great aid to those mages that take up this path. It gives them control over the battlefield by warping the time fields around individuals or groups.
Temporal Flux, Intelligence + CPB vs Difficulty 14
The paradox can spend an mp to destabilize the temporal fields within medium range of them and generate 1d4 Temporal Flux per mp up to CPB. Temporal Flux or tf is a paradox resource and fades on their next turn. A Temporal Flex can be spent to reroll any successful or failed roll within the temporal field.
Manipulate Flow, Intelligence + CPB vs Defender or Difficulty 16, Medium Range
The paradox can affect the flow of time around a target casting Haste or Slow for a round for 2 tf. A paradox with 2 CPB can use 4 tf to give an action or negate the last action with a difficulty of 18. A paradox with 5 CPB can use 8 tf to create a 6' Stasis Field for a round that stops all objects within or that enter the radius. Targets within Stasis Field are not able to be attacked
Temporal Warp, Intelligence + CPB vs Difficulty 18, Medium Range
The paradox has the chance to cast Teleport on self or a target for 4 tf. A paradox with 3 CPB can use 6 tf to create a Wormhole between 2 points within range for a round at a difficulty of 22. Wormhole can be used as a portal between locations.
Disruption, Intelligence + CPB vs Defender, Medium Range
The paradox can deal 2d6 physical damage to a target for 1 af + 1 tf. Disruption damage can be increased by +2d6 per additional 1 af + 1 tf, up to CPB.
Maintain Flux, Intelligence + CPB vs Difficulty 18
A paradox can use Maintain Flux at the start of their turn to continue the effects of Hastes, Slows, and Wormholes. Maintain Flux costs mp equal to half the casting cost of the active spells. Maintain Flux also retains any unspent tf.
Witchcraft contains spells that require a character to wield a casting object to use. Caster can only use one disabling spell on a target at a time. Casting another disabling spell will remove the effect of the previous spell. Mage can passively detect and identify spells.
Spirit Bolt, Intelligence + CPB vs Defender, Medium Range
The spellcrafter hurls a bolt of magic that damages a target dealing 2d4 spirit damage. Spirit Bolt damage can be increased by +2d4 per additional mp up to CPB.
Hex, Intelligence + CPB vs Wisdom + Sense, Medium Range
The spellcrafter places a Hex Mark on a target for 1 APR per CPB. On a successful Hex the mage rolls 1d6 to determine which Hex Mark is applied; 1 causes Berserk, 2 causes Frog, 3 causes Silence, 4 causes Charm, 5 causes Sleep, or 6 causes Paralyze. Hex can be cast for addtional mp up to their CPB to reroll Hex Mark and choose from the selection rolled.
Magic Seals, Intelligence + CPB vs Difficulty, Melee Range
The spellcrafter can create or unlock a magic seal on an object, place, or item. Magic Seal roll sets the difficulty of the seal to unlock.
Empower, Intelligence + CPB vs Difficulty 16, Medium Range
The spellcrafter to empower a target's next attack dealing 1d6 additional damage. Empower can be cast once per round per CPB and can be cast reactively for an af.
Miasma, Intelligence vs Constitution, Medium Range
The spellcrafter creates a thick fog in a 10' radius, dealing 1d4 poison damage per mp for a round. Miasma damages for every action a target is within the fog and the mage can increase the poison damage by 1d4 per mp, up to CPB.
Falgus Shells, Mp equal to the amount of mp the spell normally costs.
The mage can create one falgus shell per level daily. They can only create shells of spells that are known to them. Falgus Shell requires an empty catalyst shell.
Wands, Once Daily, 2 CPB
The mage can create one magical wand per day. They can only create wands spell damage types that are known to them. Requires a carved wand. The spell in a wand can be replaced by casting a new one on the wand. Wands deals 1d4 damage, increasing with proficiency, and attack with Intelligence + Magic vs Defender.
Create Life, Once Daily, 3 CPB
The mage can create a small familiar that is bound to the mage’s life force. Each familiar is infused with one of the magical schools and gives the mage increased power with that school. Though they can be crafted from many things a mage can only have one familiar at a time.
Casting Objects, Once Daily, 4 CPB
The mage can create one casting object per day. Casting objects can amplify a spell once per round gaining 1d4 to your attacker roll. Casting Objects can also create a falgus out of a shotgun. A casting object uses Intelligence + CPB as their attacker roll.
Mage’s Mount, Once Daily, 5 CPB
The mage can create one mage’s mount daily and can only have control of one mount at a time. The mount is an extension of them and obeys their commands. For mounts stats, check the mounted combat section.
When creating a familiar the first thing a mage needs to decide is what spell they will teach it. The spell will determine which magical school the familiar is imbued with. Familiars can only learn and cast one spell and give off an aura from that school, making it easier to cast the spells of that school. The mage receives a +1 to cast spells and reduces spell difficulty by 2 from their familiar’s magical school as long as they are touched by their familiar’s aura. The aura affects the mage as long as their familiar is within five feet. The mage’s familiar has as much health as the mage's starting species health. Familiars deal no physical attack damage and defender bonus equal to the mage’s level. Their spell can be cast once a round as a free action.
Mage's mastery consists of one of the school feats and 4 mage feats for any known schools. You gain your mage feats at levels 6, 7, 9, and 10 while your school feat is selected at level 8.
School Critical Bonus: The mage gains +3 spell critical. Can be taken once per spell school.
School Output Bonus: The mage gains 1d6 bonus damage or healing to spells. Can be taken once per spell school.
School Duration Bonus: The mage gains 1d4 action duration to spell length. Can be taken once per spell school.
School Radius Bonus: The mage's spell radius increases 2'. Can be taken once per spell school.
School Difficulty Bonus: The mage reduces all difficulties by 2. Can be taken once per spell school.
Alchemy: The mage gains Concentrated Formulas. Each alchemic crafting ingredient produces twice the results. The alchemist can spend af to cast alchemic potions as a spell consuming the container.
Witchcraft: The mage gains Chain Hex. Spirit Bolt chains to an additional target within 10' when the primary target is under the effect of a Hex. Chain Hex spreads the Hex to the secondary target and can be spread again up to 1 target per af spent. While a Hex is active on a target it has a penalty equal to Intelligence to defending against status effects.
Psychic: The mage gains Psychic Field. For a full round action the mage can project out Psychic Links to all targets within range. Psychic Field allows the mage to create powerful illusions and reducing the cost of Psychic Image to 1 mp or af and all images passively deal Tremor damage when they strike a target. All Telepathy during Psychic Field affects all chosen targets. Psychic Field is broken by movement or damage to the mage and can be cast from Fade or Invisibility.
Summon: The mage gains Bound Summons. The mage can call upon a champion and arms without a summon duration. The champion will fight alongside the mage and servant until it dies or is dismissed.
Time: The mage gains Temporally Unchained. Temporal Flux spell casts are reduced by half. Disruption and Teleport can be cast on Stasis Field. The mage can cast Teleport on a successful defense with available tf.
Protection: The mage gains Preservation. All self-cast armor gains +10 soak rate and Expand can be cast as a reaction for 1 af. While you have self-cast armor your spells cause infuriate giving a focus penalty equal to intelligence + CPB.
Medicinal: The mage gains Empowered Regeneration. All critical damage or healing spells buff the next Healing to also cast Regen on the target as well. Healing a target with a healing over time effect active is always a critical heal.
Necromancy: The mage gains Horde Master. All targets killed with Death Mark active instantly become a zombie under the control of the necromancer. Necromancer gains 5 Dominance and Hulking Zombie now lasts outside of combat.
Elemental: The mage gains Potency. Elemental Blast can be cast with 1 additional mp, area spells last for a round dealing area of effect damage, and a single target Elemental Blast into a matching damage type area of effect strikes all targets within the area and is always critical.