Primalozza - CLASS - Magician of the Void

 

Magician of the Void

(specializes in gravity, astral, time, and psychic magic)

STR 20 AGI 20 END 50 INT 45 W&W 20 C&P 35


CLUB 24 48 72 96

HEART 20 40 62 80

DIAMOND 8 16 22 32


Health: 28

Heart Pool: 80-120


HEART (levels TBD)


*Reflect damage: card potency x+yd6


Unarmored: +5-25% to all saves; 1, 2, 3 increase movement speed; adds 5%-10% bonus to stealth; +5% -10% increase to evasion checks, +5-15% bonus to spell concentration.


**Armored casting proficiency

shielded casting proficiency


Heavy Armor adds 5-10% to END saves when wearing heavy; adds 1, 2, 3 damage reduction when wearing heavy armor)**


Physical Damage reduction

12 magic-type damage reduction

poison damage reduction

resistance to status effects such as stun

Convert Heart to Club


"habit of survival": adds extra healing when healed. Daily bread heals ability damage.

"acceptance of reality": heal extra WIS ability per day


1

2

3

4

5

6

7

8



DIAMOND


A

astral walk (must have combined skill of 120, between club and diamond, to enable; its power scales with highest score)

2

silent, shadow step

distracting shadow


CLUB:


A

Mask intent (makes it harder for opponent to brace or anticipate)

Mask emotion (increase ADR)

reverse life: max club skill damage (up to 12) on target enemy.

dark adaptation


2

weaken: strength damage

clumsy: agility damage

empathize: “power of knowledge” (can see un-played, high level card in opponent's hand)

cause panic: penalty to attack and defense dice rolls


3

create thought in other's mind: penalty to wisdom saves

cause despair: penalty to intelligence saves

cause open-eye nightmare: opponent stands in fear for 3 turns

confuse other: opponent attacks ally for 3 turns; save negates

4

dark mist: AOE that extinguishes sources of light (except for sunlight)

source of darkness: surround yourself in darkness; in low-light or darkness, you gain bonuses to stealth checks and apply -20% chance of opponent hitting you

idea of suicide: on a failed save, opponent uses most powerful attack against themselves; on a successful save, lose one turn

asphyxiate: 3d6 damage + 4 (Y) damage/4 (Int bonus) turns

5

internally wound other: 5 (first tick)+4d6+(int bonus, added to last tick) damage over 5 turns.

Summon shadow: summons a shadow that haunts the periphery of an opponent, triggering attacks of opportunity. If source of darkness effects caster, its bonuses and duration are doubled by this spell (basically, opponent suffers 6 rounds of -40% to hit the caster).

“internalization” / absorb spell: when an enemy casts a damage spell on you, you make a club skill check against theirs. If you win, you can cast that spell as a free action at any time.

Crush: opponent takes gravity 4d6+INT bonus gravity damage; additionally, opponent takes 1d6 strength damage and 1d6 agility damage.


6

create hostile split personality in other's mind: on failed save, opponent experiences negative self-talk for 10 rounds. During that time if an opponent uses a self-heal, they instead do that much damage to themselves. This applies only to one healing skill (burst or HoT). They experience severe negative self-talk for 5 rounds even if they succeed the save.

fuse other: opponent melds with environment on failed save. Successful save causes 1d6 END damage/ turn for 5 turns.

reality rend: deal 30 wisdom damage over 5 turns; successful WIS save cuts damage in half. Opponent experiences ever-increasingly severe hallucinations.

eye crush: on failed save, opponent's target eye is destroyed and they take 6+5d6+INT bonus damage. On successful save, opponent takes 20 damage and is blinded for 1 turn.


7


counter spell: negates 7th level or lower spells outright.

mocking shadow: if shadow is cast it mimics the opponent for 7 turns and can act as body shield for caster, negating exactly one attack or spell, no matter how strong it is. After it shields an attack it is dispelled, however.

Withdraw Self: damage to base health pool is impossible for 7 rounds but offensive spells cannot be cast either. Soul magic is also disabled. Caster can break this trance.

ruin essence – non-human/monster object: causes 7+6d6 damage instantly

8

shadow stalkers, creates invisible spies: when source of darkness is active, that spell's duration is tripled, up to 9 turns, and casting this spell causes INT-bonus number of shadows to stalk opponent until dispelled. These shadows cause 1 WIS damage each/ turn. Any successful attack against the caster dispels a shadow. If 5 shadows are summoned, 5 successful attacks will be needed to dispel them.


Hollow Existence- failed save sets enemy target's wisdom, intelligence, and charisma to 01. On successful save opponent takes 1d6, wisdom, 1d6 intelligence, and 1d6 charisma damage.

Time-reversal – undo effects of last turn on caster

Brain crush – failed END save causes instant brain failure, on successful save opponent takes 7d6 damage.


9

Self-combust other/implode other, touch – failed END save causes instant death; a successful save causes 9+8d6 damage

Disintegration, single target short-ranged beam – deals 9+8d6+INT damage per turn for 3 turns, successful save cuts damage in half. Beam can be interrupted, or broken by line of sight.

Super nova – Deals 18+16d6 damage+ 2x INT bonus to single target instantly. In circle AoE around target, casters deals 9+8d6+INT bonus and everyone must make an END save or be stunned for 5 rounds. Successful END save halves damage and prevents stun entirely.


10

absolute zero: failed save causes target's body temperature to fall to absolute zero. Even on successful save spell causes 10+3d6 agility damage. If opponent's AGI reaches zero by this method, they are unable to move until ability damage is restored.

Heat Death: deals targeted/stationary 10+9d6+INT AOE damage per turn for five turns. All opponents are knocked away from each other unless they succeed an END save.



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