Class: Magus

She looks around and chuckles at the banality of the world. Nothing is really as it seems. She occasionally sympathizes with those that witness their surroundings in simple terms, colorblind to the full spectrum of the cosmos. From an early age, she could understand the workings of reality, what existed beneath the surface. There was an ocean, an expanse of shadow and secrets, knowledge mortals were forbidden to comprehend. Perhaps it was for their own good—as looking into the abyss has driven many insane. She can’t claim immunity to the effects of that infinite darkness, and her family often worries about her, thinking her odd without really understanding what is happening to her.

It has become an obsession, learning about the mechanisms that control seemingly random events, that instruct the universe on how to work. To know a thing is to control a thing. Through research and natural talent, she can shape reality as she sees fit, to accomplish something previously reserved by those in myth. Throughout it all, she can’t escape the thought that while she was peering below that surface into that darkness, that something was staring back, tolerating her presence. She wonders what that force was, and if it will make its presence known to her or if it will always be an unseen mystery.

Proficiencies

Armor. None Weapons. Simple weapons Tools. All ground vehicles Skills. Commune, Detection, Induce

Vessel Regeneration

On her turn, she can regenerate her vessel. Select ONE of the following on her turn: Use a free action to regain 1 lost point from her vessel. Use a bonus action to regain 2 lost points to her vessel. Use an action to regain vessel regeneration value

River

  • Any spell with a casting time of one minute is reduced to an action while in the river.
  • Any spell with a casting time of one action is reduced to a bonus action while in the river.
  • Any spell with a casting time of one bonus action can be used once per turn as a free action while in the river.
  • Anytime she finishes a short or long rest, she can swap out any spells she possesses in her river.
Spells with a casting time longer than one minute cannot be placed in a character’s river. She is not required to put a prerequisite spell of a more powerful spell in the river to cast that more powerful spell from the river.

Exaustion

Numerous rituals incur exhaustion levels, and said levels affect her capacity to cast spells regardless if she gains exhaustion through ritual casting or not.
  • Level 1. Disadvantage on ability checks (affects Vigor).
  • Level 2. Speed and max vessel halved.
  • Level 3. Disadvantage on attack rolls and saving throws.
  • Level 4. Hit point maximum halved, and Vessel Regeneration reduced to 0.
  • Level 5. Speed and vessel reduced to 0.
  • Level 6. Death.

Concentration

She can concentrate on only one spell at a time, but concentration on a spell does not use up dark—only the initial casting of the spell does. However, she cannot recover any quantity of her vessel with any action on her turn while concentrating. She can still recover vessel with the use of items.

Mystic Arts

Level 1 Path: Protection
Level 5 Path: Might

Endowment

+3 to Vigor Regeneration.
-9 hit points to get +6 vessel and +3 asset

Asset / Vessel Bonus

+2 Vessel and +1 Asset Level 1-9
+3 Vessel and +2 Asset Level 10

Commune

To commune means to communicate with another living individual you know in a non-vocal manner. You must have met the target physically at some point previously. As an action, you can establish a psychic connection with the target and communicate for up to a minute before requiring an additional check. The base DC is 10. If the target is considered a friend, the DC decreases by 5; if the target is a loved one or relative, the DC decreases by 10. Distance plays a factor—if you can see the target, the DC is unmodified. If the target is within 10 miles, the DC increases by 5, and if within 50 miles increases by 5 again. Up to 100 miles, the DC reaches its ceiling, increasing by another 5; anything further requires a spell. You must share a language with the target, or the target must be able to understand you (like a trained pet). Once a connection is made, the target can communicate back (if they share a language) regardless if he or she is gifted in Vigor without making a check. The recipient knows who you are upon receiving the connection but cannot locate you.

Detection

Being endowed in Vigor allows you to be naturally receptive to its effects around you. This is similar to Perception except that it is narrowed to only detect fluctuation in the dark. You may ask, or a GM may request that you make a Vigor (Detection) check to analyze the level of dark around you. Depending on the difficulty of the task (set by the GM) you can attempt to detect the following within 30 feet of you:
  • Natural regions strong in dark.
  • Increased Vigor in living targets (those with an ability score of higher than 12).
  • Artifacts or mechanisms either bottling the resource or otherwise strong in dark.
  • Messages between individuals employing the Commune skill.
This ability can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Contrary to popular conspiracy theory, aluminum foil alone will not suffice.

Induce

There are those able to push their inbuilt magic beyond its limitations. This is known as inducing. Many magic effects provide an option to boost via a Vigor (Induce) check. However, after a check is made, the target suffers damage equal to the final roll result OR the DC of the check which is 10 (whichever is lower). If you fail at the check, the base spell still goes off as indicated. For example, if a character is attempting a DC 20 Vigor (Induce) check and rolls an 8, that character suffers 8 damage; if the character rolls a 25 (succeeding at the check), that character still suffers 10 damage.

Natural Results. 

If a character rolls a natural 1 on a Vigor (Induce) check, it is an automatic failure, and the target is stunned until the end of the character’s next turn. If the character rolls a natural 20 on a Vigor (Induce) check, it is an automatic success, and the target suffers no damage from having made the check.

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Author's Notes

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