Cultist Mage

Any Race, Humanoid; Minor; Black Soul (1500)

Stats

CharacteristicValueAttributeValueSkillValue
Strength35Hit Points15Combat35
Endurance32Wound Thr.9Magic55
Agility35Magicka60Evade35
Intelligence30Stamina3Observe50
Willpower35Initiative+9Stealth15
Perception30Action Pts.3Knowledge50
Personality30Speed9mSocial50
Morale65SizeStd.Physical45

Weapons & Armor

  • • Iron Wakizashi: 1d4 (1d6); Slashing, Expose Weakness;
  • Reach 1m, 1.5H

Special Abilities

  • • Magical Exertion (1 SP): When the Cultist Mage casts any
  • spell they can do so at one Spell Level higher than listed,
  • but they suffer -10 to cast and risk backfire upon failure and
  • any other usual costs of casting a spell higher than their skill
  • rank.
  • • Inferno (2 SP): After successfully casting a Fire spell, the
  • Cultist Mage can use this ability to deal the maximum
  • possible damage.
  • • Refresh (1 AP + 1 SP): The Cultist Mage can drink a potion
  • which either refreshes their MP to full or regain all of the
  • casts for their Spellcaster trait as a Secondary Action.

Traits

  • • Pyromancer: Add 1 Fire damage to any Fire spell cast.
  • Guards
  • City/Town Guard
  • Guards are either volunteered militia or trained professionals whose

Encountering Cultist Mage

Spells • Fire Ball 2: 10 MP; 1d6 Fire; AoE (2m, sphere), Attack, Overload (+WpB to Damage), Target point in 100m • Fire Bolt 2: 6 MP; 1d6 Fire, Attack, Overload (+WpB to Damage), Ranged (100m) • Fire Bite 2: 5 MP; 1d6 Fire; Attack, Overload (+WpB to Damage), Melee (1m) • Heal 2: 5 MP; Caster regains 4 HP • Healing Touch 1: 3 MP; Direct; Target within 1m regains 2 HP • Weakness to Magic 2: 10 MP; Upkeep, Direct; Target within 50m gains the Weakness (Magic, 2) trait for 1 round • Summon Flame Atronach: 16 MP; Upkeep, Mindlock(2); See original spell for details • Summon Clannfear: 13 MP; Upkeep, Mindlock(1); See original spell for details • Conjure Weapon (Wakizashi) 1: 15 MP; Upkeep; 1d4 (1d6) +4 Slashing, Primitive, Reach 1m, 1.5H; See original spell for details • Conjure Body Armor 2: 15 MP; Upkeep; Inferior Partial Daedric, 6 AR/6 Magic, Super-Heavy; See original spell for details