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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

Health: 4 + Constitution per CPB + Species Health

Starting Armor Proficient: Cloth

Starting Weapon Proficient: One Handed Weapons, Staves, Falgus, Wands

Starting Skills: Choose 1 starting Magical Style and a Knowledge Skill.

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

Resources

Mages magic points or MP are equal to their Wisdom + CPB. They can replenishes MP equal to their CPB for an action and refills out of combat.

Each mastery gives an additional resource.

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.

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 + CPB, 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 Training, Passive Ability

The mage starts with training in one of the spell schools and gain additional training at CPB 3 and 5 for other spell school. They gain the spell training effect for the school At CPB 2 they gain the ability to combine spell schools to make a new spell for an additional action and MP. At CPB 4 they choose one of their spell schools to gain spell focus in, allowing them to treat all casting with that school as if they were using a casting object.

Spell Schools, Instant Ability, Medium Range, 1 MP

The mage’s spell schools are Elemental, Medicinal, Necromancy, Protection, Psychic, Summon, Time, and Witchcraft. Each spell school has a spell that is the basis of their school and a bonus effect for spell training. Combining spell schools can be used to alter spells into something new.

Elemental School, Intelligence + CPB vs Defender

The elements are primarily used for destruction of their enemies. Mages can use Elemental Blast to quickly eat through those beasts that have weaknesses to the elements. When the mage uses Elemental Blast they can choose to deal 2d8 fire, earth, air, water, ice, or lightning damage to a target. Elemental magic can perform minor spell actions to do things like create drinking water, light a torch, recharge a battery, etc. Spell training in the elemental school allows them to reduce the damage by 1d8 to augment the range of the Elemental Blast from a single target to a 6’ radius, 10’ cone, or a 20’ line.

Medicinal School, Intelligence + CPB vs Difficulty 14 or Defender

The primary school of a healer, medicinal magic is helpful to all parties. Healing allows you to cast a 2d4 healing wave to a target. Healing undead targets deals damage instead. Spell training in the medicinal school allows you to add your intelligence to your heals and split Healing per each 1d4 rolled to multiple targets.

Necromancy School, Intelligence + CPB vs Defender

Necromancy has the ability to strike out with the power of death itself. Mages can Raise Dead to use a dead body to resurrect as a loyal undead minion with an equal or lower CPB than the caster. Spell training in the necromancy school can take control of an undead creature with a difficulty of 10 + target's CPB and Wisdom. Mp spent on Raise Dead cannot be regenerated until the minion is dismissed.

Protection School, Intelligence + CPB vs Difficulty 14

Mage learn protection primarily for defensive magic. Mages can sometimes sense barriers. They can cast Armor to strengthens the armor of self or target by +1 soak rate per CPB. Armor lasts until dispelled or the caster is knocked out. Spell training in protection school allows them to add the shield defend property to their Armor spells.

Psychic School, Intelligence + CPB vs Wisdom + CPB

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. Telepathy gives them the ability to read mind and send messages with the power of their mind giving 1d4 bonus or penalty to the target. Spell training in the psychic school allows Telepathy to apply charm, fear, infuriate, enrage, enlighten, and confuse to a target for 1d4 actions.

Summon School, Intelligence + CPB vs Difficulty 14

Summoning is a form of soul magic that mages can bring bonded objects and beings to their aid. Mages can cast Summon to transport objects and soul bond beings to them. Objects summoned can be up to 3' and 50 lbs per caster CPB. Objects can be weapons, items, tools, cover, etc. Soul Bonds can be performed with creatures of equal or less CPB and objects. Soul bonds can be formed with a ten minute ritual. Spell training in the summon school attaches the mage to one of the four rulers of the Plane of Immortals. Summoners can call a sprite from the Plane of Immortals to act as their familiar and a summoned servant. Players who choose this spell training must roll 1d4 to determine which land they summon from with 1 being the Realm of Nature, 2 Mountains of Fire, 3 Sea of Whilker, and 4 Storms’ Reach. MP used on summoning cannot be regenerated until the summon is dismissed.

Time School, Intelligence + CPB vs Defender or Difficulty 14

Time magic can be a great aid to mages giving them control over the battlefield by warping time. Manipulate Flow can be cast on a target affect them with Haste or Slow for a round. Spell training in the time school allows the mage to cast Manipulate Flow and create a paradox twinning the opposite effect of manipulate flow on an additional target. If this effect is dispelled on either target the paradox is removed as well.

Witchcraft School, Intelligence + CPB vs Wisdom + CPB

Witchcraft contains spells that disable targets. Mage can passively detect and identify spells. The mage places a Hex on a target for 1 APR per CPB. The type of Hex is determined by a 1d6 roll. Hex causes Berserk on a 1, Frog on a 2, Silence on a 3, Charm on a 4, Sleep on a 5, or Paralyze on a 6. Spell training in the witchcraft school allows you to roll Hex twice and choose from the results.

Spell School Combinations

Elemental Shield, Combining Elemental and Protection Schools

The mage can cast their Element Blast roll as spell resistance to the chosen damage type for a round.

Elemental Summoning, Combining Elemental and Summon Schools

When summoning an object you combine Elemental Blast to apply the chosen element to the deal or resist that damage type. This is also required to summon champions from the planes of the immortals.

Cure, Combining Medicinal and Witchcraft Schools

When using Healing you can add Hex to cleanse a status effect.

Regen, Combining Medicinal and Time Schools

The mage can cast Healing and combining it with Manipulate Flow to echo healing for additional rounds by dividing the cast so that each 1d4 happens on a consecutive round.

Resurrect, Combining Medicinal and Necromancy Schools

The mage can combine Healing with Raise Dead to return the recently departed to life, reviving the target with 1d4 HP. Resurrect is usable daily once per CPB.

Life Ward, Combining Medicinal and Protection Schools

The mage places a mark on a target by combining Healing and Armor until the end of their next turn, that restores that target to HP equal to the mage's CPB if they take fatal damage. Life Ward is consumed when triggered.

Death Strike, Combining Elemental and Necromancy Schools

The mage combines Raise Dead with Elemental Blast to change into shadow damage. Death Strike heals undead targets. Minions can be used to cast Death Strike from their location.

Inflict Pain, Combining Necromancy and Witchcraft Schools

The mage combines Raise Dead with Hex deal a random effect to a target for a round. Inflict Pain rolls 1d4 to determines the results; 1 is Slow for 1d4’, 2 is -1d4 Defender, 3 is -1d4 Attacker, and 4 is 1d4 APR Stun.​

Death Mark, Combining Necromancy and Protection Schools

The mage combines Raise Dead with Armor 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.

Command Horde, Combining Necromancy and Psychic Schools

The mage can combine Raise Dead and Telepathy to command all their minions. The horde deals combo damage when striking together.

Barrier, Combining Protection and Summon Schools

Mages can create or dispelled a barrier that protects self, target, or item from a number of spells equal to the caster's CPB by combining Armor and Summon spells. While Barrier is active spells deal half damage and statuses have a defender bonus equal to the caster's Intelligence + CPB.

Wall, Combining Medicinal and Summon Schools

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

Infuriating Shields, Combining Protection and Psychic Schools

Mages can combine Telepathy with the 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.

Tremor, Combining Elemental and Psychic Schools

The mage can combine Telepathy with Elemental Blast to change it into psychic damage. Critical Tremor stack the damage dealt to the next Tremor cast, this effect fades when out of combat.

Projection, Combining Psychic and Summon Schools

The mage can combine Telepathy with Summon to create an illusion visible to all targets that fail their psychic defense. 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. Anyone who attacks the Projection in combat gets a chance to break the illusion at the end of their turn. While active the mage can make affected targets believe the Projection is casting their spells.

Mind Control, Combining Psychic and Time Schools

The mage can combine Telepathy with Manipulate Flow to control the mind of a target. They can apply berserk, sleep, stun, possessed, paralyzed, and staggered for 1d4 actions.

Link Minds, Combining Medicinal and Psychic Schools

The mage can combine Healing with Telepathy to link the minds of a number of targets equal to their intelligence. While linked all Telepathy gains an additional 1d4 bonus and linked targets can be pulled into the fade.

Summon Spirit, Combining Necromancy and Summon School

The mage can combine Raise Dead with Summon to raise an undead spirit. The spirit is maintained until dismissed or destroyed and if the mage falls unconscious they lose control of the spirit.

Banish, Combining Summon and Witchcraft Schools

The mage can combine Hex with Summon to reverse the effect sending a summoned creature or object back where it came from. To cast banish the mage rolls Summon against the original Summon roll.

Disruption, Combining Necromancy and Time Schools

The mage can deal 2d6 physical damage and on critical -1d4 actions to the target for a round.

Stasis Field, Combining Protection and Time Schools

A mage can combine Armor with Manipulate Flow to cast a Stasis Field to lock a 6' radius for a round.

Wormhole, Combining Summon and Time Schools

A mage can create a Wormhole to travel between two points within 10' per CPB of each other by combining Summon and Manipulate Flow. Objects or creatures that enter one side will instantly travel to the other side.

Temporal Warp, Combining Time and Witchcraft Schools

The mage can combine Manipulate Flow with Hex to teleport a distance of their movement range per CPB.

Poison Bolt, Combining Elemental and Witchcraft Schools

The mage combine Hex with their Elemental Blast to alter the spell to toxin damage. On a critical hit the spell repeats the hit for an additional round per CPB.

Seal, Combining Protection and Witchcraft Schools

The mage can combine Hex with the Armor spell to 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. Failing at dispelling a seal deals the caster 1d6 physical damage.

Empower, Combining Psychic and Witchcraft Schools

The mage can combine Telepathy and Hex to empower a target's next spell, dealing double the dice.

Echo, Combining Elemental and Time Schools

The mage can reduce the damage dice of Elemental Blast with Manipulate Flow so that each damage die is dealt once per consecutive rounds.

Life Strike, Combining Elemental and Healing Schools

The mage can combine Healing with Elemental Blast to deal the spirit damage type.

Minions

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 toxins, 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 toxins, 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, Requires: Empowered Raise Dead

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 + CPB

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 sense 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 CPB 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 toxins, 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, Requires: Summon Spirit

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 Dom to command the nether wraith to cast Grasp of Shadows with Crippling Whirlwind to immobilize those affected.

Haunting Shout, +7 vs Wisdom + CPB, 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 + CPB, 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 toxins, 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.

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: 16, Str: +4, Dex: +4, Cha: +2, Int: +3, Wis: +2, Con: +2, Defender: +5, Soak: 5, Movement: Land 4’/Water 6’, Weakness: Air +1d4 Damage, Immunity: Earth, Skills: Sense, Vine Wrap, Healing Wave

Mastery Basic: Hp 24, Intelligence +4, Soak Rate 8, Vine Wrap 2

Empowered: Hp 32, Constitution +3, Soak Rate 11, Healing Wave 2, Vine Wrap 2

Mastery Empowered: 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 + CPB, 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 + prone.

Obberiss, Summoned Champion, Hp: 16, Str: +4, Dex: +2, Cha: +2, Int: +4, Wis: +2, Con: +3, Defender: +3, Soak: 9, Movement: Land 8’/Water 4’, Weakness: Water +1d4 Damage, Immunity: Fire, Skills: Flame, Sense, Charge

Mastery Basic: Hp 24, Dexterity +3, Soak Rate 12, Flame 2

Empowered: Hp 32, Strength +5, Constitution +4, Soak Rate 15, Charge 2

Mastery Empowered: Hp 40, Soak Rate 18, Flame Cyclone

Ram, Strength + CPB vs Defender, Melee Range

The obberiss can strike targets with its head for 1d6 damage + prone 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 + prone.

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: 20, Str: +4, Dex: +2, Cha: +2, Int: +3, Wis: +2, Con: +4, Defender: +2, Soak: 14, Movement: Land 6’/Water 8’, Weakness: Fire +1d4 Damage, Immunity: Water, Skills: Sense, Ice Shard, Ice Fortress

Mastery Basic: Hp 30, Soak Rate 18, Ice Shard 2

Empowered: Hp 40, Intelligence +4, Wisdom +3, Soak Rate 22, Bartering, Ice Fortress 2

Mastery Empowered: 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 Charge become Swoop, giving it a medium range + prone on critical.

Qualex, Summoned Champion, Hp: 14, Str: +3, Dex: +4, Cha: +2, Int: +4, Wis: +2, Con: +2, Defender: +6, Soak: 4, Movement: Land 4’/Water 2’/Flight 16’, Weakness: Earth +1d4 Damage, Immunity: Air, Skills: Sense, Destructive Blast, Swoop​

Mastery Basic: Hp 21, Constitution +3, Soak Rate 5, Destructive Blast 2

Empowered: Hp 28, Dexterity +5, Soak Rate 6, Swoop 2

Mastery Empowered: 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 + prone 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.

Enchantment

Falgus Shells, One Minute Per Shell Casting Time

The mage can create one falgus shell per intelligence + CPB daily. They can only create shells out of the a spell school’s base spell. Falgus Shell requires an empty catalyst shell.

Enchant Spell, 1 Hour Casting Time Per Charge

The mage can place one of their know spells into an object. An item can hold a number of charges equal to the quality of the item. Enchanted spells last one round per charge and replenish daily. The casting bonus of the enchanted item is equal to the intelligence + CPB of the mage that enchanted the item.

Create Life, 1 Hour Casting Time

The mage can create a small familiar that is bound to the mage’s life force. Though they can be crafted from many things a mage can only have one familiar at a time. Your familiar has health equal to your Intelligence + CPB and has equal 6’ movement actions. You can use your give yourself a +1 bonus to your roll when your familiar is in melee range of you or your target. You can also cast your spells from your familiar.

Casting Objects, 1 Hour Casting Time

The mage can create one casting object per day linked to a school. Casting objects use intelligence as their attacker attribute and amplify their chosen spell school +1d4. Casting Objects can also create a falgus out of a shotgun and wands from carved wood. Wands deal 1d4 of a damage type chosen on creation from fire, earth, air, water, ice, lightning, or healing and after CPB 2 spirit, shadow, psychic, physical, or toxin are also available.

Mage’s Mount, 1 Hour Casting Time for 5 Days

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.

Mage Mastery

The mage's mastery are broken up within magical styles. At CPB 1 you choose your caster training and your spell resource. As your CPB increases they both expand to give you a larger selection of spell casting options.

Spell Resources

Elemental Fury

At CPB 1 your gain Elemental Fury or EF is an elemental school 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. EF can be used in place of MP. At CPB 2 EF can be used in place of reducing damage to augment the range of the spell. When you reach CPB 3 you can use an EF to apply Empowered to your Elemental Blast without an additional action. At CPB 4 whenever you generate an EF from taking elemental damage while the resource is full, you can cast that EF as a reaction. When you reach CPB 5 you cast up to your current EF at no cost when you roll a critical Elemental Blast or Elemental Blast combination.

Furious Medicine

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 a Healing combination spell. FM can be spent to cast medicinal spells as a reaction. FM fades when out of combat. At CPB 2 the mage gains a FM whenever their regen rolls max healing. When they reach CPB 3 they can spend a FM to negate the action and MP cost to make Healing a Cure or Regen. At CPB 4 they gain a FM whenever their Life Ward is triggered. Finally at CPB 5, the mage can spend a FM after a critical Life Strike to trigger all active Regen spells to roll their healing.

Dominance

Dominance or Dom is used to amplify spells and command the dead. Dom is equal to your character's CPB + Intelligence and replenishes by 1 on critical necromancy spells or critical attack from an undead minion. Dom can be used to increase the Raise Dead and Raise Dead combination spells success chance by the mage’s intelligence. When the mage reaches CPB 2 they can use a Dom to cast Raise Dead or Raise Spirit on a target that dies with your DM applied instantly to raise it as a minion. At CPB 3 they can spend a Dom to add Inflict Pain to a Death Strike without using an additional action or MP. CPB 4 allows to spend a Dom when they Command Undead to issue that command to all undead minions that are able to follow the order. Finally at CPB 5 allows them to sacrifice a minion to fully refill their Dom.

Empowered Defense

Empowered Defense or ED is the resource for protection magic. ED is equal to your wisdom and  regenerates on the turn after your spell expires. You can use an ED to cast Armor as a reaction. At CPB 2 you can spend an ED to add Barrier or Elemental Shielding to an Armor spell without costing an additional action or MP. When you reach CPB 3 you can use a reaction to increase Infuriating Shield by a Healing roll for an action. CPB 4 allows you to spend an ED to copy a wall cast to a second in range location. Finally at CPB 5 you can spend an ED on Stasis Field when casting to lock it away from outside interference and allow actions within the Stasis Field for a round. The ED spent on Stasis Field does not regenerate until a rest.

Psychic Link

Psychic Link or PL is the resource for the psychic school of magic. Mages have PL per CPB + Intelligence and regenerates when the round after they release them. You can spend a PL to Link Mind to a target you hit with another spell. At CPB 2 you can use the Link Mind effect on a reaction for a PL. When you reach CPB 3 your Tremor on your linked targets are Empowered for a PL. At CPB 4 you can use a PL to apply Telepathy to Projection. Finally at CPB 5 you can use a PL to apply Telepathy or Mind Control to a 6’ radius.

Plane Bond

Plane Bond or PB is the resource for summoning. You have PB equal to their Intelligence + CPB. PB restores at the end of the next turn after the summon is released. For 1 PB you can perform an instant Soul Bond or a +1d6 Banish. At CPB 2 you can use a PB to cast Wall as a reaction. When you reach CPB 3 you can spend a PB to Empower you Summon. CPB 4 allows you to summon a Projection for a PB that is a copy of the Summon you have cast. Finally at CPB 5 you can spend a PB to dual Summon.

Temporal Flux

Temporal Flux or TF is the resource for time magic. 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. You can use a TF to apply a round of Echo or Regen to a spell. At CPB 2 you can use a TF to use Temporal Warp as a reaction. CPB 3 allows you to use Wormhole to swap two targets locations. When you reach CPB 4 you can use a TF to add Disruption critical effect. At CPB 5 you can spend a TF to cast Temporal Warp on a Stasis Field.

Curse Mark

Curse Mark or CM is the resource for the witchcraft school of magic. The mage 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 round after they are removed. You can use a CM on a hexed target to deal Poison Bolt damage. At CPB 2 you can spend a CM to apply Hex to a Seal or Empower. When you reach CPB 3 to use CM to Empower a spell instantly. At CPB 4 you can spend a CM to choose your Inflict Pain type. Finally at CPB 5 you can spend a CM to extend the Hex duration by 1d4 rounds.

Caster Training

Cleric

Cleric is a name that magical medics just gave up on fighting and finally embraced. The study of magical healing has been a boon to many a people. Clerics gain the skill training in Medicinal, Toxicology, or Pharmaceutical.

Clerical Studies, CPB 1

Your training in the healing arts allows you a +1d6 bonus against your spell difficulties for casting Healing and Medicinal Combos.

Improved Curing, CPB 2

When you cast the Cure combo, you remove a number of statuses equal to your CPB.

True Resurrection, CPB 3

When you cast the Resurrect combo, you apply your Healing cast to the spell instead of the base healing of Resurrect.

Improved Healing, CPB 4

If the target of your Healing spell has an active Regen on it, the Healing is always critical.

Critical Cleric, CPB 5

When you deal a critical spell attack, your next Healing spell gains a free Empower.

Spell Blade

The spell blade is a melee combat spell caster whose training style was developed from the study of the Order of the Blade. When you start your spell blade training you choose a bonus weapon proficiency.

Weapon Bond, CPB 1

When you start your training as a spell blade, you gain the ability to bond with your weapon. While using your bonded weapon you perform your melee attack with your intelligence attribute and you can summon it back to your hand as an action.

Spell Strike, CPB 2

You learn to cast the Elemental Blast spell into your bonded weapon with a chosen damage type. Casting it again will replace the damage type. You can spend either an MP or your spell resource to cast that spell through a melee strike, dealing both your weapon damage and the spell damage.

Reactive Strike, CPB 3

You can charge your bonded weapon with a MP to strike a target that enters or exits your melee range as a reaction. Until this effect is discharged, you cannot regenerate the MP used on this effect. You can charge up to your CPB of Reactive Strikes but a target can only be hit with one use when triggered.

Quickened Strike, CPB 4

Whenever you cast a spell on yourself your gain an attacker bonus to your next Spell Strike by 1d4 with weapon proficiency or 2d4 with weapon expert.

Spell Flurry, CPB 5

Whenever you critical hit a target with your bonded weapon you can use an instant Spell Strike as a combo attack for a MP.

Guardian

Some mages have learned the secrets of defense and how to become a guardian to their allies. Guardians dedication to protection gives them a passive magical armor soak rate equal to their intelligence + CPB.

Guardian Training, CPB 1

Whenever you cast the Armor spell on yourself, Infuriating Shields is applied to the spell. Your Armor spell also has no duration when self cast.

Guardian Shield, CPB 2

You are able to spend a MP or spell resource to boost your defender roll by your current soak rate.

Cloud Mind, CPB 3

You can spend a MP to cloud the minds of your infuriated targets so they are blind to your allies.

Evoke, CPB 4

Whenever you have Infuriating Shields on yourself and use Temporal Warp you cause a 6’ radius of infuriate at the end of your teleportation.

Temporal Absorb, CPB 5

Whenever you take lethal damage you can spend an MP to remain at 1 HP instead. You will take the excess damage on the next turn and will die if that damage still takes you to lethal damage. Any additionally damage will be added to the excess damage. This effect cannot be triggered while excess damage is waiting occur.

Potency

A potency mage focus their training on empowering their spells. Their training in spell combat gives them a bonus magical style.

Concentration, CPB 1

You can spend an action to increase your casting attacker bonus to your next spell by 1d8.

Rapid Concentration, CPB 2

You can use a MP or spell resource to add your concentration bonus to your Spell Ward.

Focus Spell, CPB 3

You can select a spell or spell combo that you can currently cast so that you always gain your concentration bonus without the need of an action.

Gather Power, CPB 4

When your concentration bonus is available you can choose to give it to your damage roll instead.

Unleash, CPB 5

Once per CPB per rest, you can unleash your full potency and gain your concentration bonus on every action during a round. Unleash does not use an action.

Scholar

Scholars have focused their training on the pursuit of knowledge. As a scholar you gain an additional knowledge skill.

Memorize, CPB 1

Your scholar training allows you to memorize a number of spells or spell combos daily equal to your intelligence + CPB. You gain a bonus 1d4 to your casting rolls with your memorized spells.

Arcane Mark, CPB 2

You can store a number of spells up to your CPB as an arcane mark in your memory to use as a reaction. The MP is spent when the mark is created and cannot regenerate while it is active. Arcane marks require out of combat time to create.

Enhanced Enchantment, CPB 3

You are able to enchant spells into an item to be triggered later for a single use. Each item can only hold one spell at a time. You can place an enchantment like this daily on a number of items equal to your intelligence + CPB. These enchantments last for a day and require a rest to place.

Improved Wards, CPB 4

Your studies have expanded you skills at spell warding. As a result you can ward spells you have memorized without the cost of MP.

Studious Pursuits, CPB 5

Your memorized spell combos do not require additional actions to cast. You can also use your spell resource to cast your memorized spells.

Dominance equal to their Wisdom + CPB.

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