Master of Magic by bg
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Master of Magic tells the story of Fire Claw, the first wizard born in the gnoll tribe, and her attempts at surviving in a world bigger than what they knew...
Characters
Fireclaw
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Arch-Wizard (3)
Stats
Health:
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6
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(x3)(HP:18)
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Strength:
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8
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(+1 Meele DMG)
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Dextery:
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7
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(+1 ToHit)
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Intelligence:
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12
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[+1] (+2 Casting(A))
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Natural Skill:
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5
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Charisma:
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8
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ARMOR: Cloth Pieces
0 Armor | (JEMx1) Evade 1
WEAPON: Fire Stick
(str)1D8 | DMG 1D4 [+1 Fire] | SP: +1 INT
SPELL SKILL:
Arch-Wizard: 3 x level + int modifier: 11
EVADE:
1D6+1
+ Alchemist
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Ability to turn or create Materials with magic
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+ Artificer
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Can Use Resource materials to enchant all the weapons of the Armies
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Skills and Abilities
Spells
+ Warp Wood
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60% + 10% x level [Strain:0][Skill: 1][INS]
Deforms pieces of wood, generally used to ruin Ranged Amunition, if cast to bolts or arrows in mid air, the volleys will lose accuracy, and will fail if they where shot from 1 area appart, or have a 50% penalty toHit if shot in the same area.
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+ Disrupt
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40% + 5% x level [Strain:20][Skill: 2][INS]
Crumbles NonMagical Constructions, small buildings and wood buildings carry no penalty, but large buildings reduce the casting roll by -10% and stone buildings by 20%.
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+ Firebolt
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60% + 10% x level [Strain:0][Skill: 1][RNG]
toHit: 1D10(+intMod) | 1D6(+1xlevel) Fire DMG
Launches a projectile of fire from the caster hands, The Caster can choose to strenghten the spell doing 2 extra damage and adding 20% strain and 1 skill each time.
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+ Hell Hounds
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60% + 10% x level [Strain:0][Skill: 2][SUM]
Summons a Hellhound from the Chaos Plane and binds it to the Caster's Will. Maintaining the Hell Hound costs 2 Skill Points.
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+ Earth to Mud
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60% + 10% x level [Strain:0][Skill: 1][INS]
Converts a Patch of solid ground to mud, making it harder to move for ground units, using this spell on solid rock carries a strain of 50, and only a fine superficial layer will be affected, magical creatures composed of solid ground will have a resistance of 10% x HEALTH, and Rock of 20% x HEALTH
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+ Resist Magic
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60% + 10% x level [Strain:0][Skill: 1]
A unit is protected with a resistance of 10% to instantaneous spells, this spell must be maintained
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+ Firewall
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40% + 5% x level [Strain:50][Skill: 3][INS][OL]
Massive Spell creates a Curtain of fire around the Area its casted, any Ground unit attempting to pass the Fire will be inflicted with 2D10 + the caster int modifier of fire damage, this damage cannot be 'evaded'. this spell needs to be maintained.
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+ Heal
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60% + 10% x level [Strain:5][Skill: 1][INS]
Holy Energy Heals a unit for 1d6 x the int modifier of the caster.
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+ Resist Elements
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60% + 10% x level [Strain:5][Skill: 1][INS]
The Unit Has a Shield of 10Hit Points (+10 x 2 caster levels) against Elemental attacks, this spell needs to be maintained.
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+ Eldritch Weapons
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60% + 10% x level [Strain:20][Skill: 2][INS]
Channels Chaos into a Weapon, it adds +2 (+ int modifier) to both to hit and damage, the whole damage of the weapon becomes damage, and can hit units protected with damage inmunity. eldritch weapons produce vibrating sound and light, witch makes hiding imposible. this spell must be maintained
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+ Chaos Channels
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40% + 10% x level [Strain:40][Skill: 3][INS]
Channels Chaos into a unit, transforming it and adding the Half Chaos Creature title, a 1D100 roll is requiered to define the Results of the spell, 0-20 will give the unit 2 bad chaos mutations, 21-40 will give 1 bad chaos mutation, 41-70 will give 1 good chaos mutation, 71-90 will give 2 good chaos mutations, and 91-100 will give 2 good chaos mutations and also will enchant the armour and weapon carried by the unit with a 1d4 enhancement chaos power.
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