Necromancer
Any Race, Humanoid; Average; Black Soul (1500)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 30 | Hit Points | 15 | Combat | 30 |
| Endurance | 30 | Wound Thr. | 10 | Magic | 75 |
| Agility | 30 | Magicka | 50 | Evade | 30 |
| Intelligence | 50 | Stamina | 3 | Observe | 30 |
| Willpower | 45 | Initiative | +11 | Stealth | 30 |
| Perception | 35 | Action Pts. | 3 | Knowledge | 60 |
| Personality | 30 | Speed | 9m | Social | 45 |
| Morale | 40 | Size | Std. | Physical | 30 |
Weapons & Armor
- • Quarterstaff: 1d6(1d8); Concussive; Reach 2m, 1.5H S
- ▪ May also have a Cast Magic enchantment of [Frost/ •
- Shock/Fire] Bolt Spell Level 3 (100m Range, Attack,
- 1d8 damage), 5 charges. •
- • Ritual Dagger: 1d4+1; Slashing, Exploit Weakness, Thrown
- (5/10/15), Small; Reach 1m, 1H •
Special Abilities
- • Villainous Spell (2 SP): The Necromancer can spend two
- Stamina Points to cast a Spell as a Reaction.
- • Refresh (1 AP + 1 SP): The Necromancer 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.
Spells
- Knows all spells from the Necromancy school up to Spell Level
- 4 and 3 spells from the Destruction school up to Spell Level 3.
- T
- •
- S
- H
- A
- Merchant
- Merchants and traders can be found peddling their wares in marketpla
Encountering Necromancer
Hedge Mage edge mages have learned their craft outside the bounds of traditional earning. ny Race, Humanoid; Minor; Black Soul (1500) Characteristics Attributes Skills Strength 30 Hit Points 15 Combat 30 Endurance 30 Wound Thr. 11 Magic 65 Agility 30 Magicka 65 Evade 30 Intelligence 45 Stamina 3 Observe 45 Willpower 50 Initiative +11 Stealth 15 Perception 35 Action Pts. 3 Knowledge 75 Personality 30 Speed 9m Social 40 Morale 50 Size Std. Physical 40 eapons and Armor Quarterstaff: 1d6(1d8); Concussive; Reach 2m, 1.5H ▪ May also have a Cast Magic enchantment of [Frost/ Shock/Fire] Bolt Spell Level 3 (100m Range, Attack, 1d8 damage), 5 charges. pecial Abilities Overcharge (1 SP): The Hedge Mage rolls damage twice and uses the highest when calculating the next spell’s damage. Learned Scholar (1 SP): The Hedge Mage may use their Knowledge skill in place of Social to persuade others. Magical Exertion (1 SP): When the Hedge 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. Magic over Might: The Hedge Mage may spend one of their spells or 10 MP to replace their Physical or Social score with their Magic score for a single Skill test. Refresh (1 AP + 1 SP): The Hedge 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. raits Control: If a spell that the Hedge Mage casts would backfire, they can test Wp to negate the effects. pells as any 3 Spells at Spell Level 3 and one at Spell Level 2. ny or all of these may be unconventional. ces