Magic-User
Magic Users gain 10 XP whenever they bring an unknown artifact, or living organism, back to a haven for study.
Starting Boons
- Hit Points: Magic-Users roll
s for HP. - Weapon Training: A Magic-User is trained in the use of the dagger and staff.
- Spells: At 1st level, a Magic-User randomly determines 1 Spell they carry in their Inventory.
Magic
Magic is unknown, dangerous and inhuman. It is also rare. After years of training or some bounty grab involving the exchange of their soul, only magic-users can cast spells.
Alchemy
As a Camp action, Magic-Users can brew potions from potent ingredients found growing in the dungeon and in the bodies of beasts.
Magic Missiles
Spells are items of locked magical power. Magic-Users can ignore the conditions or effects to cast the Spell by simply using it to deal pure maleficence.
As an action, fill-in all usage points of a Spell to Attack with d6 Blast damage to anyone within a Close radius of where the magic missile hits.
With a Bang
Magic-users don't die like regular chums. Every one dies in a unique way.
Magic Talents
Pick a Talent to unlock/upgrade with every other level (see Advancement).
Talent |
---|
Whispering Tongues: Learn how to read one of the following languages: Abyssal, Celestial, Draconic, Goblin, Primordial, Sylvan, Umbracant (see Language). Selecting the same language again allows the Magic-User to speak that language as well. |
Detect Magic: Detect the nature of a unknown magic item before use with a WIL Danger Roll under a cup (once per object). Failing to detect may indicate a misidentification of the item. Only the GM may see the roll result until the item is first used. |
Craft Magic: Make 1 random magic item of a type you choose. |
Spell Eater: Roll WIL to absorb a spell cast in your general direction into a spent Spell Tablet. Fill its usage. |
Ability Score Increase: +2 to Dexterity or Willpower Score. An Ability cannot exceed 18! |