Mage

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, and witchcraft. 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), 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.

Requirements

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.

Starting Equipment

Tissarrid

Armor: Cloth

Weapon(s): Quarterstaff, Cobarri, Semi-Automatic Pistol

Equipment: Clothing, 1 Day Ration, Backpack, Canteen, 5 Clips (Pistol), 10 Pebbles, 4 Random Mage Stones

Tarryns: 1d20x10

Others

Armor: Cloth

Weapon(s): Quarterstaff, Falgus, Semi-Automatic Pistol

Equipment: Clothing, 1 Day Ration, Backpack, Canteen, 5 Clips (Pistol), 6 Random Falgus Shells

Tarryns: 1d20x10

Starting Abilities

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.

Resources

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.

 

Each school of magic also has a resource associated with it.

Abilities

Enchantment, Crafting

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 CPB

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 MP

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, 1 MP

The mage has the ability to slip into a shadow to move undetected. During fade the mage is considered to be in stealth. Fade lasts one minute per CPB and is broken if the mage takes an action other than movement.

Spell Schools

Elemental School

Mages of this path can harness the elements to strike out for them in battle. One of the optional spell types for mages, the elements 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 fury or EF is the elemental school's resource. The mage can store EF equal to their CPB and they generate 1 EF whenever they use elemental blast or take elemental damage. EF fades out of combat.

Elemental Blast, Intelligence + CPB vs Defender, Medium Range

The elementalist can hit a target dealing 1d8 per MP of a chosen elemental damage type. Elemental Blast can deal fire, earth, wind, water, ice, or lightning damage.

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. They can also use EF to cast elemental shield as a reaction.

Combining Elements, Augment Elemental Blast

The elementalist can use an EF to mix an additional Elemental Blast damage types in one spell. Combining elements can be sed more than once per spell.

Elemental Splitting, Augment Elemental Blast

The elementalist can spend EF equal to MP spent to cast the spell on multiple targets or locations.

Medicinal

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.

Furious medicine or FM is the mage's medicinal resource. They can store FM equal to their wisdom. FM is generated by 1 any time the mage casts healing or cure and when a target with their regen spell is damaged. FM can be spent to cast medicinal spells as a reasction and to increase the number of targets a spell effects. FM fades when out of combat.

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. 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.

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.

Resurrect, Intelligence + CPB vs Difficulty 20, Medium Range, Full Round

The healer can return the recently departed to life, reviving target with 1d4 HP for 2 MP.

Life Ward, Instant Ability

The healer places a mark on a target for until the end of their next turn that restores that target to HP equal to the mage's CPB if they take fatal damage.

Necromancy School

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.

Dominance or Dom is used to amplify spells and command the dead. Dom is equal to your character level and replenishes by 1 on critical necromancy spells and by amount to control the minion the round after a minion or minions are released.

Raise Dead, Instant Ability, Medium Range

The necromancer uses a dead body to resurrect as a loyal undead minion with an equal or lower CPB than the caster, for 1 Dom per target's CPB. They can also use a Dom to take control of an undead creature with a difficulty of 10 + target's CPB and Wisdom. Targets with a DM when they die can be instantly raised for a Dom as a Zombie.

Death Strike, Intelligence + CPB vs Defender, Medium Range

The necromancer can deal 1d8 shadow damage per MP. A critical Death Strike on a target with Death Mark deals max damage. Death Strike heals undead targets. Death Strike can be use with a Dom to have a minion cast it at their CPB.

Inflict Pain, Intelligence + CPB vs Constitution + CPB, Medium Range

The necromancer deals 1d4 shadow damage per 1 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.

Death Mark, Intelligence + CPB vs Constitution + CPB, Medium Range

The necromancer spends 1 Dom to apply a Death Mark or DM to a target. The caster's minions have 1d4 Attacker bonus against targets with a DM on them. DMs are consumed by other necromancy spells.

Command Horde, Instant Ability, 1 Dom per Minion

The necromancer can command a number of their horde equal to their CPB to take an action. The horde deals combo damage when striking together.

Necromancy Minions

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.

Zombie

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', CPB: 1

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.

Skeleton

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’, CPB: 2

Strike, +4 vs Defender

Skeleton strikes out with a melee attack that deals 2d4 damage to a target.

Burst, +4 vs Defender, 1 Dom

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 Dom, once per battle

Skeleton lets out a battle cry to invigorate self by +1 attacker/defender roll per CPB for 3 rounds.

Raging Assault, Attacker vs Defender, 1 Dom

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.

Hulking Zombie

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.

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, CPB: 3

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 Dom

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.

Armor, Item

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.

Nether Wraith

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), CPB: 4

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, 2 Dom

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, 2 Dom

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.

Protection School

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.

Empowered Defense or ED is the resource for protection magic. ED is equal to your wisdom and can be used to empower spells or cast as a reaction. ED regenerates on your next turn for any spells that have expired.

Armor, Intelligence + CPB vs Difficulty 14, Medium Range

The protector strengthens the armor of self or target by +1 soak rate per CPB. Armor lasts 1 round per MP. They can spend an ED while armor is active to use the shield defend property.

Barrier, Intelligence +CPB vs Difficulty 16, Medium Range

Protectors can create or dispell a barrier that protects self, target, or item from a number of spells equal to the caster's CPB for a round per MP. While Barrier s active spells deal half damage and statuses have a defender bonus equal to the caster's Intelligence + CPB. Protectors can spend an ED as a reaction to increase it to immunity for an action.

Wall, Intelligence + CPB vs Difficulty 18, Medium Range

The protector creates a wall of energy that is 1'x1' per their Intelligence + CPB per ED. Wall lasts for one round and requires 1 movement to push through it per ED spent to cast it.

Infuriating Shields, Augment Spell, Medium Range

Protectors can use an ED to add infuriate to an Armor spell for the remaining duration. They can maintain one infuriate buff at a time and targets that fail to damage passed the armor become infuriated for a round. Infuriated targets have a penalty equal to the caster's Intelligence + CPB to strike other targets.

Dome, Intelligence + CPB vs Difficulty 20, Self

The protector can create a dome around themselves that prevents all actions inside and outside of the dome from crossing the border. The Dome lasts for a round and is as the caster's Intelligence + CPB. The protector can take no other actions than to hold the dome together for the duration. Each time the dome is attacked it costs either an ED or MP to maintain. If the protector runs out of resources the dome breaks.

Psychic School

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 or PL is the resource for the psychic school of magic. Mages can have one psychic link attached to a target per CPB + Level. When broken a psychic link returns at the end of the next round.

Telepathy, Intelligence + CPB vs Wisdom + Sense, Medium Range

The seer can send mental messages and affect the minds of others. When the seer uses Telepathy they apply a PL to the target. Telepathy can be used to apply charm, fear, infuriate, enrage, enlighten, and confuse to a target for 1 MP. While a Projection is active the seer can use a PL to apply telepathy to all targets under the illusion's spell.

Tremor, Intelligence + CPB vs Wisdom + Sense, Medium Range

The seer can deal 1d8 + level psychic damage for 2 mp and applies PL. Tremor can be increased by +1d8 psychic damage for 1 additional MP. Critical Tremor stack the damage dealt to the next Tremor cast, this effect fades when out of combat. While using Projection is active you can use Tremor from your Projection.

Projection, Intelligence + CPB vs Wisdom + Sense, Medium Range

The seer can create an illusion visible to all targets with PL for 2 MP. All targets fooled by the Projection treat it as though it were real. Those that are not fooled can help shack others out of the illusion by stacking their Wisdom to their ability to break the illusion. The original Projection cast is the difficulty for breaking the illusion. Anyone who attacks the Projection in combat gets a chance to break the illusion at the end of their turn.

Mind Control, Intelligence + CPB vs Wisdom + Sense, Medium Range

The seer can use 2 PL or 1 PL and consume an active PL to control the mind of a target. The seer can apply berserk, sleep, stun, possessed, paralyzed, and staggered for actions equal to their CPB per PL spent.

Cloud Minds, Intelligence + CPB vs Wisdom + Sense, Close Range

The seer can use a PL per target during Fade to bring others with them into the Fade. For the duration and equal time after the spell is released the seer's PL will not recover.

Summon School

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.

Plane Bond or PB is the resource for summoners. Summons cost 1 PB per CPB to summon it and summoners have PB equal to their level. PB restores at the end of the next turn after the summon is released. Summons can be dismissed at any time. If a summon is destroyed it cannot be summoned again for an hour.

Summon Champion, Intelligence + CPB vs Difficulty 16, Medium Range

The summoner, summons a champion to aid in battle for 1 MP. Summon Champion can be cast for additional MP to summon stronger champions. The champion takes the next turn.

Summon Object, Intelligence + CPB vs Difficulty 14, Medium Range

Summoners can summon objects for rounds equal to MP. Objects summoned can be up to 3' and 50 lbs per MP. Objects can be weapons, items, tools, cover, etc.

Summon Servant, Intelligence + CPB vs Difficulty 20, Medium Range

The summoner calls a servant to aid for rounds equal to MP spent. When summoned the servant takes the next turn.

Soul Bond, Ritual Ability

The summoner can create a Soul Bond with willing creature and those it has killed to increase the list of beings they can summon. Most sentient life will refuse Soul Bonds but animals are more willing.

Banish, Intelligence + CPB + 1d6 per MP vs Target's Health, Medium Range

The summoner can send a summoned creature back where it came from.

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

Longbow, Dexterity + CPB vs Defender, Long Range

The taloc uses a longbow that deals 1d10 damage to a target. Longbow damage can be boosted by 1d10 per MP.

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, Close Range

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 MP, Close Range

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 MP.

Healing Wave, Intelligence + CPB vs Difficulty 16, 1 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 3 MP.

Terrorize, Intelligence + CPB vs Wisdom + Sense, 4 MP, Medium Range

Yushiaru creates a frightful illusion to cause a target flee gripped in fear for 1 round.

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

Staff, Dexterity + CPB vs Defender, Melee Range

The shurrico uses a staff that deals 1d6 damage. 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 Blast, Intelligence + CPB vs Defender, Medium Range

The shurrico blasts a target with an impactful wave of fire from its palm dealing 1d10 fire damage per MP + knockdown.

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

Obberiss Skills

Ram, Strength + CPB vs Defender, Melee Range

The obberiss can strike targets with its head for 1d6 damage + knockdown on critical.

Flame, Intelligence + CPB vs Defender, Medium Range

The obberiss can cast a flame to burn a target dealing 2d4 fire damage + 1d4 for 2 rounds per MP.

Charge, Strength + CPB vs Defender, Close Range

The obberiss charges a target and slams into it knocking it prone and dealing critical Ram damage. Charge rank 2 increases by +2d6 damage 3 mp.

Flame Cyclone, Intelligence + CPB vs Defender

The obberiss creates a 6’ radius of swirling fire that travels 10’ forward and strikes all targets in its path for 2d8 + fire damage.

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

Harpoon, Strength + CPB vs Defender, Melee Range

The cerbella uses a harpoon that deals 2d6 damage to targets.

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.

Howl, +2 vs Difficulty 16, Self

The cerbella releases a howl to motivate its allies within 10' with +1 attacker/defender rolls per MP for the round.

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, Melee Range

The pazerue uses a two handed axe that deals 1d10 + 1d4 damage to a target.

Ice Shard, Intelligence + CPB vs Defender, Medium Range

The pazerue hurls an ice spike at a target dealing 1d8 ice damage per MP.

Ice Fortress, Intelligence + CPB vs Defender, 2 MP, 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 MP.

Hail Storm, Intelligence + CPB vs Defender, 4 MP, Medium Range

The pazerue summons an ice storm at a location to damage all targets within for 2d10 ice damage to 6’ radius.

Storms’ Reach

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

Strike, Strength + CPB vs Defender, Melee Range

The baldus can strike melee targets for 1d6 damage.

Charge, Strength + CPB vs Defender, Close Range

The baldus charges paw first at a target to swipe it on the run dealing strike damage + 1d4 damage per MP. While in flight Chrage become Swoop, giving it a medium range + prone on critical.

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.

Destructive Blast, Intelligence + CPB vs Defender, Medium Range

The qualex breaths out a destructive blast of energy at a target, dealing 1d6 energy damage per MP. Destructive Blast rank 2 can be cast to deal 1d10 energy damage per MP.

Swoop, Dexterity + CPB vs Defender, 2 MP

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 MP.

Strafe, Dexterity + CPB vs Defender, 1-3 MP, Medium Range

The qualex swoops sideways across up to 3 adjacent targets dealing Destructive Blast for additional MP.

Time School

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 or TF is the resource for time magic. The paradox can Store up to their Wisdom + CPB in TF and it fades out of combat. TF generates by 1d4 whenever MP is spent on time magic.

Manipulate Flow, Intelligence + CPB vs Defender or Difficulty 14, Medium Range

The paradox can affect the flow of time around a target casting Haste or Slow for a round per MP. Manipulate Flow can be cast instantly with matching TF.

Temporal Warp, Intelligence + CPB vs Difficulty 16, Medium Range

The paradox has the chance to cast Teleport on self or a target for 1 MP per movement range. The paradox can also use Temporal Warp as a reaction for 2 TF.

Disruption, Intelligence + CPB vs Defender, Medium Range

The paradox can deal 2d6 physical damage to a target per 1 MP. Disruption can be cast with equal TF to make it instant cast.

Stasis Field, Intelligence + CPB vs Difficulty 18, Medium Range

A paradox can use Stasis Field to lock a 6' radius per MP in time for a round. The paradox can spend TF in place of MP to cast Stasis Field.

Wormhole, Intelligence + CPB vs Difficulty 20, Medium Range

A paradox can create a Wormhole to travel between two points within 10' per MP of each other. When the paradox is within medium range of a Wormhole entrance, they can spend a TF per target within close range of one of the ends of the Wormhole to pull them into it and out the other side.

Witchcraft School

Witchcraft contains spells that disable and poison targets. Mage can passively detect and identify spells.

Curse Mark or CM is the resource for the witchcraft school of magic. The spellcrafter can have CM equal to their CPB and can apply them to any spell they cast. Curse Marks can be removed at will and they will recover one per round after they are removed.

Poison Bolt, Intelligence + CPB vs Defender, Medium Range

The spellcrafter hurls a bolt of magic that damages a target dealing 2d4 poison damage per MP. Applying a CM to a Poison Bolt will cause it to deal damage for additional rounds equal to your 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. Applying a CM to Hex allows the spellcrafter to choose which Hex they apply.

Seals, Intelligence + CPB vs Difficulty, Melee Range

The spellcrafter can create or unlock a magic seal on an object, place, or item. The Seal roll sets the difficulty of the seal to unlock and they ignore it to unlock their Seals. Applying CM to a Seal will cause it to deal 1d6 per MP to anything that fails to unlock the seal.

Empower, Intelligence + CPB vs Difficulty 16, Medium Range

The spellcrafter can empower a target's next attack dealing 1d6 additional damage per MP. Empower can have a CM applied to it to add a Hex to the attack.

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 per CPB. Miasma damages for every action a target is within the fog. Applying CM to Miasma adds -1 per MP to all actions while inside the miasma and for an action per MP outside of it.

Enchantment

 

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, 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, 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, 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, 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.

Familiars

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 Mastery

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.

Mage Feat

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.

School Feats

Witchcraft: The mage gains Chain Hex. Poison Bolt chains to an additional target within 10' when the primary target is under the effect of a Hex up to their CPB. Chain Hex costs a CM.

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 Projection or Tremor by 1 MP to a minimum of 1 MP. 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's summons have no duration and they gain their Wisdom + CPB to their PB.

Time: The mage gains Temporally Unchained. Temporal Flux spell casts are reduced by half. Disruption and Teleport can be cast on Stasis Field.

Protection: The mage gains Preservation. The mage doubles the effects of all spells cast with Infuriating Shields.

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 as a zombie under the control of the necromancer. Necromancer gains Dominance equal to their Wisdom + CPB.

Elemental: The mage gains Potency. Elemental Blast critical hits deal a copy of the spell and ignore resistances. Any EF spent on a critical attack is refunded.