Magic-User

Pasted image 20250313115650.png|right lp|400Sorcery is Chaos using humans as conduits and letting them think they’re in control. Of course, bending reality to your will has a price. One way or another, it's a quick and memorable life. The greybeard wizards are simply the ones who managed to survive for long enough or got caught with an aging curse. Magic-Users are those that have pursued the dark arts and are no longer welcome in society.

XP Based on Class (Optional)

Magic Users gain 10 XP whenever they bring an unknown artifact, or living organism, back to a haven for study.

Starting Boons


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!