Wizard

NPC: CV 3 

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  • CV: 3
  • Species: 
  • Profession: Mage
  • Speed: 25
  • HP: 21
  • Damage Modifier: 0
  • Horror Resistance: 60
  • Armor Value: 1
  • Attack: Ranged: Energy Burst 67% 1d4+1+Element; Melee: Short Sword 52% 1d6
  • Skills: Dodge 63%, Fine Manipulation 17%, Grapple 22%, Hide 22%, Insight 37%, Knowledge (General) 40%, Knowledge (Arcane) 65%, Listen 67%, Persuade 31%, Research 67% , Sense 42%, Spellcraft 73%, Spot 67%, Stealth 12%, Teach 34% , Other Skills 15%
  • Talents/Special: Spellbook, Energy Burst
  • Equipment: Thick Cloth Armor, Journal, Spellbook, Ink and Quill, Short Sword

Magic:

  • Mana: 7
  • Spells: Countermagic, Elemental Arrow, Elemental Blast, Light, Warding Armor
  • Element: Fire (default), or Water, Ice, Air, Earth, Electricity 

SpellBook: You gain mana and can cast spells.

Energy Burst: You fire a small orb of energy (caster’s active Elemental Focus: fire, water, earth, air, ice, or electricity) at the target. You must succeed on a Spot check to hit the target. The orb deals 1d4 +1 points of magic damage.

Spells

Countermagic

  • Mana per Level: 1
  • Casting Time: Reaction
  • Range: 100’
  • Target: Single Target
  • Duration: Instant
  • Avoidance: Contested Roll Spellcraft vs. Spellcraft
  • Special: None
  • Type: Debuff

You may cast Countermagic as a reaction to interrupt another caster’s spell. State your intention to cast Countermagic and the amount of mana you’ll use before learning the opponent’s spell mana cost. Both casters roll a Heroic Action using their Spellcraft skill, with the higher successful roll prevailing. Countermagic disrupts the magical energy of the targets spell according to the mana spent on Countermagic. If the mana spent on counter magic meets or exceeds the amount spent on the original casting, then the targeted spell is canceled. If it is less, this will lower the power of the targeted spell equal to the Countermagic spent mana.

For example, Mingus casts Elemental Blast. Tersh reacts with Countermagic. Tersh declares the are spending 4 mana and they roll a 56 Spellcraft. Mingus rolls their Spellcraft to contest the Countermagic, but they only roll a 34. Tersh wins the contest, but Mingus had spent 6 mana on their Elemental Blast. Tersh’s Countermagic cancels 4 mana worth of the Elemental Blast, causing it to only be cast at a 2 mana level, though Mingus still spends 6 mana.

Spellcraft failure: The spell fizzles, and mana is lost.
Spell avoided: The spell fails, and the opposing caster still expends their mana.

Elemental Arrow

  • Mana per Level: 1
  • Casting Time: 1 Standard Action
  • Range: Varies
  • Target: Single or MultipleTarget
  • Duration: Instant
  • Avoidance: Dodge
  • Special: Impaling; Critical: Max Damage
  • Type: Damage

A magical arrow of force or a chosen energy type (fire, water, earth, air, ice, or electricity) springs from your hand and speeds to its target. An arrow is considered magical damage or elemental damage. A mage must successfully use Aim to hit the target with each arrow. You cast a separate arrow for each mana spent, and you may direct each arrow at a different target. Arrows must all be of a matching elemental energy. 

1 Mana: 1d8+3 Damage 60 ft. Range.

Each additional level adds another arrow, allowing for multiple targets (one per arrow), and 60’ to the range.

If the spell is imbued with an element, the spell also causes the Elemental Effect to any target that it does damage to.

  • Fire causes flammable items to catch fire and burn. Low melting point metals melt. Target gains the On Fire effect.
  • Water puts out mundane fires or dilute acid.
  • Ice slows creatures by 1/2. Effort save to negate. 
  • Earth covers the objects in dust and dirt, outlining any invisible objects or creatures. 
  • Electricity does an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, or full plate).
  • Air knocks SIZ 20 or smaller creatures prone. Agility save to negate falling.

Spellcraft failure: Your arrow misses its target. For a fumble, use the Missle Fumble Chart.

Elemental Blast

  • Mana per Level: 2
  • Casting Time: 1 Standard Action
  • Range: Varies
  • Target: AoE 5’ Radius Sphere per mana level
  • Duration: 1 minute per mana
  • Avoidance: Dodge for half
  • Special: Dazes; Critical: Max Damage
  • Type: Damage

A small ball of energy emits from your hand traveling to an intended target area and bursts into a spherical blast of elemental energy. You can choose any elemental energy (fire, water, earth, air, ice, or electricity) available to you that you have control over, or it can be a generic magical blast. 

2 Mana: 1d6+1 damage, 5 ft. radius sphere, 30 ft. range. 

Each additional level adds 1d6+1 damage, 5’ to the radius sphere, and 30’ to the range.

Targeting: A caster must target a single square and then successfully roll a Spot skill check to hit that target. If the Spot skill fails, roll 1d8, and the spell lands in an adjoining space. To determine the direction, the closest space to the spellcaster being 1 and rotating clockwise. To determine how far from the intended target space, it is equal to 5’x the spells damage dice away from the target space. On a fumble (100), the spell centers on the caster. For more see Targeting AoE Spells previously in this chapter.

If the spell is imbued with an element, the spell also causes the Elemental Effect to any target that it does damage to.

  • Fire causes flammable items to catch fire and burn. Low melting point metals melt. Target gains the On Fire effect.
  • Water puts out mundane fires or dilute acid.
  • Ice slows creatures by 1/2. Effort save to negate. 
  • Earth covers the objects in dust and dirt, outlining any invisible objects or creatures. 
  • Electricity does an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, or full plate).
  • Air knocks SIZ 20 or smaller creatures prone. Agility save to negate falling.

Spellcraft failure: The spell fizzles.

Light

  • Mana per Level: Varies
  • Casting Time: 1 Standard Action
  • Range: 60’
  • Target: Creatures or objects
  • Duration: Varies
  • Avoidance: Varies
  • Special: None, Critical: Max Damage
  • Type: Utility

Mana 1: Light will cause a single object to glow like a torch, lighting up an area of 30’. Light taken into an area of magical darkness does not function. It lasts 1 hour.

Mana 2: You create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely creature-like shape. They must stay within 10 ft. of each other. The lights move at 100 ft. per round. You can use these lights to blind or distract a foe giving them a -5% to all skills until the light spell is canceled or the caster stops concentrating. These lights can also be used to outline hidden foes. Outlined creatures do not benefit from the concealment normally provided by darkness-based effects, Blur, Displacement, Invisibility, or similar effects.

Mana 3: You may enchant an item that sheds light as bright as full daylight in a 60 ft. radius, and dim light for an additional 60 ft. beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. This is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. A mana 3 (or above) Light spell counters and dispels a Darkness spell (one with the darkness descriptor) by a Heroic action vs the opposing mage using the Spellcraft Skill.

If cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.

Mana 5: Focusing light like a ray of the sun, you project a blast of light from your open palm. A creature struck takes 2d8 points of damage. An undead creature takes an additional 2d8 damage.

Mana 7: A 10 ft. glowing ball of light energy comes into existence casting light as bright as the sun. You may summon this within the 100 ft. range of the spell, and the light fills a 300 ft. radius. Any within 40 ft. of the sphere take 3d8 damage. Undead take 6d8 damage. This is the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

Spellcraft failure: The spell fizzles, and mana is lost.

Warding Armor

  • Mana per Level: 1
  • Casting Time: 1 Standard Action
  • Range: Touch
  • Target: Self
  • Duration: 1 hour
  • Avoidance: None
  • Special: Double Duration; Critical: Triple Duration
  • Type: Buff

A magical force protects your body, providing +1 AV of armor per mana spent. The maximum AV to be gained from this spell is +4. It lasts one hour. Warding Armor provides AV against mundane and magical damage, but not against elemental damage. It causes no encumbrance, but it does appear to a See Magic spell. If the caster is wearing any iron, steel, or tritium, the spell is negated.

Spellcraft failure: The spell fizzles, and mana is lost.