Post by Jaster on Mar 11, 2011 21:22:03 GMT -6
The first class to really be finished, and the first practitioner of magic in my iteration of the setting. Though like the Necromancer, the Circle mage won't truly be done until many of the monsters and summonables are also done (since it's hard to summon things without things to summon!), but a huge shift in the capabilities allow them to operate in a different spec to still be viable.
Circle Mage
Description: The Circle Mage, often better known as the Summoner or Demon Mage, shares with the Diabolist many things, first and foremost it's age of the art itself, dating far back before recorded history, mortals have always known the power of magic circles inscribed in metals and gems, invoking powerful words of magic scribed into the ground to focus and channel arcane magic. However, what it does not share is its prestige, looked down upon as a scourge and great destroyer of men due to the tempts of the magic. At its heart, Circle Magic is the slowest and most thought prone style of magic known, using carefully drawn circles out of exacting materials. Everything must be perfectly laid out or the circle could be rendered unusable, or worse, backlash and cause unpredictable effects. While this would normally provide a good light for Circle Magic in general, it's applications hard to put to use for offensive means, the limits of the creation of the circle means it rarely can be employed quickly on the battlefield, leaving it to the defensive arts, or at times, ship to ship combat, where the circle can be crafted in advance upon the deck of a vessel, and they are common sights upon drawbridges of castles, in keep halls (Often covered up for comfort and security). However, those few who have weaponized the art have always done so to horrific ends, it was circle magic which threw the Elf-Dwarf War from bloody conflict to unstoppable cataclysm, destroying Baal-Gor with a Circle of such power, its effects reshaped an entire continent, and eradicated millions of lives. The Kighfalton Empire used Magical Circles inscribed upon great war wagons and the notorious black ships during an attempt to take over the world, while ultimately failing for other reasons, the scar left on the population of the other nations has lasted the 600 years since. The darkest aspect of these circles are those of Summoning, allowing a mage to call forth minions from other worlds, and attempt to subjugate them mentally, turning great demons into war slaves and servants. While this can create great good, offering untold power to a willful man, many overextend their power, consumed by their minions they felt they could control in hubris, only unleashing them into the world of mortals. unchecked. Whats more is the effect these demons have on the summoner, when they cannot break free of the spell by force of will, they often turn their efforts to slowly corrupt even the most just of ideals, until they turn to wrath, greed or arrogance becoming unto demons themselves.
Within Palladia however, all major nations, other then South Wind, begrudgingly use this style of magic. Its power is simply too valuable to nations to go without. Kighfalton cannot use them in any official aspect since the Treaty of the White Paper outside of select regions, but the unaffiliated Ilradian Wizard's Academy has an entire branch devoted to their use, and all old castles and important keeps in the mainland keep old circles which where cut into the stone fortifications ready to be re-poured with fresh material should they be needed. Under political pressure, they have not crafted new fortifications with such defenses in Ophids Grasslands and the Old Kingdom Frontier, but it would shock few to find them in inner sanctums of fortresses. They are however unofficially used in the Yin-Sloth Periphery against the Orcish Empire, but the world has failed to take notice, or if they have, consider it a trifle against Orcs. The East has started to employ Circle Mages en-mass along their north boarder as their border dispute with the Wolfen becomes more intense, and all new towers and fortifications are being equipped with protection circles and other key power circles, such as All Seeing or Pain to bolster their defenses. Timiro uses them mostly on their ships, helping control the weather into their favor, smaller boats with circles working like one man support ships, getting along side enemy ships and activating Pain Circles to facilitate boarding parties, as well as their nobility using them to protect their personal holdings, and limited circles along their mountain keeps as backup in case of a strong attack from orcs, but many of these are maintained only by novice mages, if any at all. Byzantium uses them only sparsely, and generally it is the Shadow Colonies who employ them in rebellion, but their art has not been banned as of yet, but the king is considering it, and many local guard captions will suspect any Circle Mages they can identify, harass and detain them in case they are sympathizers. The Wolfen have yet to really catch onto the more durable forms of magic in favor of mysticism and wizardry, and Circle Magic has not caught on among them. While a few practitioners exist, the warnings of the Elves in the nation keep it as a taboo, and most look down heavily upon the art, even without the practice of summoning. In South Wind, knowing this form of magic without direct permission from your Local lord will often result in strict confinement, imprisonment, maiming or simply death by decapitation or burning. This law is strict, and is at the local lords discretion how they wish to deal with it in terms of punishment. Note this applies to outsiders as much as natives, even a traveling Circle Mage would need permission. The Orcish Empire has almost none, their disfavor of magic in general prevents its use, and their style of war and combat has never focused on preparation. A few trolls and Ogres practice it within their empire, but it is hardly regular. Among Dwarves, while they of course never practice any magic, heavily look down upon all Circle Mages, as it was this art that plunged their entire race into darkness and lead to their greatest shame. They feel their failure to eradicate it during the Age of Purification is one of their greatest failures as a people. While most aren't violent about it, most will avoid helping Circle Mages, or attempt to dissuade one from practicing it. Elves, despite their history with the art, are very well known for their accomplishments in the style of magic, and most often then not, they are sought out to act as instructors for academies, and many elven city-states scraping out a life in the Old Kingdom do so by running prestigious schools on trade routes.
The mechanics of the Circle Mage are among the most simple known, and are very well understood overall, but their nature makes it imposable to understand and know everything of the art. Normally, magic is very caustic to living things in great amounts, and too much active arcane energy in a person will burn out cells, or mutate them unexpectedly, and often fatally. Circle Magic bypasses this fact by channeling all of the energy for the spell into a single object, the circle which focuses their magic, typically made of a metal to retain it and attune the energy to the proper effect. A circle is required because it is the only shape arcane energy can be retained in, or be easily channeled into. Through this, the circle is intersected by two lines, dividing the circle into four parts, known as the focus points. Each part relates to a different function of the spell, external (Top), Internal (Down), Additive (Left), and Subtractive (Right). Within these quadrants, mystical symbols similar in nature to wards, arcanely focused markers found or crafted at some point before the Age of Chaos, used to describe the spell in a sense, telling the energy how to reshape and act. However, within the past 500 years, Circle magic has undergone shocking changes not recorded since the Elf-Dwarf War, and it has caused great concern among the church, and the Purifier orders, and that is new types of circles thought to be gone forever, and new ways of crafting them using ones own internal energy and body to create a circle without the need for crafting it. Wizard guilds are still at a loss to fully explain it, theorizing a Circle Mage is using trace metals found in living bodies to conduct the circle through themselves through will power alone, and at a great tax upon their body. Most Circle Mages who practice this form of the art end up dead within a few months from over exertion and eldritch burn.
Requirements
Alignment: Not Required
Attributes: M.I of 12 or More, M.E of 14 or More.
Class Skills
Primary Skills
Languages: Characters Native at 160%, and Two of Choice at 100% (Communication)
Literacy: Characters Native at 160, Elven at 160% and one of Choice at 100% (Communication)
Lore - Magic, at 100% (Scholar)
Mathematics - Arcane Mathematics, at 100% (Scholar)
Lore and History - Monstrology, at 100% (Scholar)
Astronomy - Power Times, at 100% (Scholar)
Weapon Proficiency: Magus, at 2nd Level
Hand to Hand: Basic at 1st Level
Secondary Skills: Selects 4 Related Skills of Choice.
Tertiary Skills: Selects 4 Secondary Skills of Choice.
Skill List:
Communication: Any, at +20%.
Domestic: Art and Writing Only, at +15%.
Espionage: Detection, Warden and Pick Locks - Ward Disarm Only, at +25%.
Medical: Any.
Physical: Endurance Training Only.
Rogue: Streetwise Only, at +10%.
Scholar: Any, at +30%.
Technical: Construction and Metal Working Only, at +10%
Weapon Proficiencies: Any, except Axe, Lance, Paired or Siege, at +1 Level. Expert costs 1 Skill, Martial Arts and Assassin Costs 2 Skills.
Wilderness: None.
Class Abilities
Circle Mage Bonuses: Gains +1 to Spell Power (+1 to Spell Power/2 Levels), +10% to Spell Power (+3% to Spell Power/1 Level), +10% to Save vs Magic (+3% to Save vs Magic/1 Level), +5% to Save vs Insanity (+3% to Save vs Insanity/1 Level), +1 to Perception (Research) (+1 to Perception (Research)/3 Levels).
Trained: Gains E.E equal to P.E x 5 + 50, and gains 3D6 E.E /1 Rank.
Circle Mage Skilled: Reduce the Experience Cost for Ranks in Lore and History, Astronomy, and Writing by 50%.
Spell Knowledge: Begins with the Following Ward Spells; 2 Triggers of Choice, 1 Modifier of Choice, and 3 Effects of Choice. Character may learn any Number of Wards at Normal Cost. Character may attain 15th Level in any Ward.
Circle Creation: Character may Create, Activate and Learn Circles at their normal costs.
Circle Genius: Reduce the Experience to Learn New, and Increase the Level of Circles by X%, where X is the Characters M.I.
Summon Control Slots: This Character has 1 Control Slot (+1 Control Slot/1 Level), which may be used to control Minions from Summon Circles. Characters under the effect of a Summoning Circle made by this Character gain "Circle Domination" a Non-Dispelable Magic Debuff which lasts for 1D12 + 4 Days, and are treated as a Minion of this Character and must obey orders other then Self-Harming or Self-Sacrificing to the best of their ability. When this Effect would Expire, this Character may spend 1 Morale to make a Battle of Wills with the affected Character. If Successful, restore the Duration to "Circle Domination" and the affected gains "Waning Control", a Non-Dispelable Effect tied to "Circle Domination", which may stack any number of times, gaining +15% to Save vs Insanity (Battle of Wills), if it fails, the affected is free of its effects and may act normally.
Overdraw: This Characters Max E.E may exceed their base by up to 50 (+35 E.E/1 Level) when drawing from outside sources. When over their base, the Character loses 5D10 E.E - M.E every 5 Minutes (+1 Minute/1 Level). The Duration and Effect of this Ability are treated as though they where a Circle.
Sense and Use Ley Lines: This Character can clearly detect Ley Lines when within 500 Feet. If within 1 Mile, the character may make a Perception check of 12 to detect a Ley Line, or 8 to Detect a Nexus. While within 200 Feet of a Ley Line, or Nexus, the Character can Draw an Additional 20 E.E (+5 E.E/1 Level) from it. The Range of this ability is treated as though it where a Circle.
Placate Minion (Requires Circle Mage Level 3): This Character may Suspend "Circle Domination" for 12 Hours from one Minion. That Minion gains "Placation", a Mental Buff Effect which lasts for 12 Hours, increasing Restoration done to them by 100% (+10% Restored/1 Level), restoring 1D4 - 2 Morale upon Expiration,and has a 25% Chance to remove 1 Stack of "Waning Control" at expiration. This Minion is not bound by normal Minion Rules and may act freely. The Character may cancel this Effect as a Free Action and as a Response. This Ability may only be used once per 2 Days on a single Minion, and may not be used in combat.
Empower Circle (Requires Level 5): This Character may Spend 1 Action, 3 Stamina and 25 E.E to apply "Circle Empowerment" to a Magic Circle or a Summoned Minion, a Magic Buff Effect which lasts for 5 Seconds. If on a Minion, that Minion gains +10% to Combat Rolls (+5% to Combat Rolls/1 Level), +5% to Spell Power (+2% to Spell Power/1 Level), End Damage by +5% (+2% to End Damage/1 Level), and applying a Damage Shield equal to 5% of the Affected's Base S.D.C (+1% to Damage Shield/1 Level). If on a Circle, that Circle gains +25% to Spell Power (+5% to Spell Power/1 Level), +50% to Range and Duration (+10% to Range and Duration/1 Level), +15% to End Damage (+4% to End Damage/1 Level) and +10% to Effect (+2% to Effect/1 Level). When this Buff Expires or is Dispelled, this Character suffers Death Damage equal to 5% of their H.P, ignoring Armor and Damage Shields.
Cantrip (Requires Level 7): The Character may learn Arcane Spells as normal, up to Spell Level [Circle Mage Level - 6]. Non-Dimensional Spells gain -5 to their Max Level and Reduce the amount of Focus Points gained by 50%.
Power Matrix (Requires Level 10): This Character may now Activate and Control up to 2 Circles (+1 Circle Controlled/3 Levels) at the same time.
Inner Circles (Requires Level 13): The Character may pay all normal costs for a Circle of choice, other then Time Costs, and spend 1 Action, 5 Stamina and gain "Waning Focus", a Renewable Mental Debuff Effect which lasts for 1 Day, and may Stack any number of times, gaining -15% to Save vs Insanity. If this Character does, they gain "Internal Circle - X" where X is the name of the Circle paid for, a Magic Buff Effect which lasts for 7 Seconds (+3 Seconds/1 Level), and is treated as being in the Center of the chosen circle at all times. "Internal Circle" gains +15% to Save vs Magic (+15% to Save vs Magic/1 Level). They must pay normal Maintenance costs and the circle obeys all normal rules, once "Internal Circle" is Dispelled or Expires, the circle's Effects requiring the Circle to be maintain end.
Class Focus
General Studies
Scholar: This Character increases all Scholar Skills by 10%, and gains +1 to Perception (+1 to Perception/2 Levels), and +15% to Spell Power (+15% to Spell Power/1 Rank). Cost: 1 Point (3 Ranks).
Deep Lore: Increase all Lore and History, Anthropology, Astronomy, Writing - Historical, and Endurance Training - Open Paths skills by +50% (+10% to Skills/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (3 Ranks)
Summoners Study: When this Character makes a Lore check when attempting to summon, for every 700% they beat it by, they may alter the Summoned Characters Level by 1, up to 2 (+2 to Max/1 Rank). Cost: 1 Point (2 Ranks)
Trained Eye: This Character gains +10% to Perception (+2% to Perception/1 Level, +1 to Perception (Research) /1 Rank), and increases Detection by 3% (+1% to Detection Increase /1 Rank). Cost: 1 Point (3 Ranks)
Trained Resistance: This Character, this Characters Circles and Circle Effects gain +10% to Save vs Magic and Psionics (+3% to Save vs Magic and Psionics/1 Level, Increase this Bonus by 100%/1 Rank). Cost: 1 Point (3 Ranks)
Arcane Command: This Character gains +15% to Spell Power (+3% to Spell Power/1 Level, increase by 50%/1 Rank), and increase Control Slots by 25% (+25% to Control Slots/1 Rank). Cost: 1 Point (3 Ranks)
Keen Mind: This Character gains +10% to Perception (+2% to Perception/1 Level), and +1 to Save vs Psionics (+2 to Save vs Psionics/1 Level). Cost: 1 Point (2 Ranks)
Focused Energy: Increase this Characters E.E by 7% (+7% to E.E /1 Rank), and when spending Stamina to Restore E.E, increase the E.E Restored by 50% (+15% E.E Restored/1 Level). Cost: 1 Point (2 Ranks)
Retained Energy: Increase the E.E the Character may exceed over their base from Overdraw by +10 (+10 Overdrawn E.E/1 Level), and increase the Effect of Overdraw by 100% (+100% /1 Rank). Cost: 1 Point (2 Ranks)
Circle Mastery: This Character selects any 2 Circles they know. The Max Level for these Circles gains +3. The same Circles may not be selected more then once with this Focus. Cost: 1 Point (2 Ranks).
Circle Perfection: Select any 2 Circles selected from Circle Mastery. These Circles gain an additional +3 to their Max Level. Cost: 1 Point (Requires Word Mastery, 2 Ranks).
Scavenging: This character may destroy any inactive circle and reclaim 25% of its Material creation costs (+25% to Material Creation Cost Recovered/1 Rank). Cost: 1 Point (2 Ranks)
Aura of Protection: While Maintaining a Circle with the Abjuration Type or a Summoning Circle, this Character and targets of their choice within 25 Feet (+5 Feet/1 Level) gain +10% to Parry and Dodge (+3% to Parry and Dodge/1 Level), and reduce Total Damage Taken by 5% (+5% Total Damage Reduced/ 1 Rank). Cost: 1 Point (2 Ranks)
Aura of Malice: While Maintaining a Circle with the Evocation Type or a Summoning Circle, this Character and targets of their choice within 25 Feet (+5 Feet/1 Level) gain +10% to Strike (+3% to Strike/1 Level), and increase Damage by 7% (+1% to Damage/1 Level, increase by 50%/1 Rank). Cost: 1 Point (2 Ranks)
Aura of Suffering: While Maintaining a Circle with the Affliction Type or a Summoning Circle, the Character and targets of their choice within 25 Feet (+5 Feet/1 Level) gain -5% to Save vs Insanity and Save vs Magic (-1% to Save vs Insanity and Magic/1 Level, increase by 50%/1 Rank). Cost: 1 Point (2 Ranks)
Aura of Grace: While Maintaining a Circle with the Divination Type or a Summoning Circle, the Character and targets of their choice within 25 Feet (+5 Feet/1 Level) gain +15% to Dodge (+4% to Dodge/1 Level, and Increase by 50%/1 Rank) and +5% to Maneuver and Maintain Balance (+1% to Maintain Balance and Maneuver/1 Level and Increase by 50%/1 Rank). Cost: 1 Point (2 Ranks)
Aura of Change: While Maintaining a Circle with the Alteration Type or a Summoning Circle, the Character and targets of their choice within 25 Feet (+5 Feet/1 Level) gain +7% to Taunt and Distract (+4% to Taunt and Distract/1 Level, and Increase by 50%/1 Rank), and gain +5% to Spell Power (+2% to Spell Power/1 Level, Increase by 50%/1 Rank). Cost: 1 Point (2 Ranks)
Skill Focus
Summoners Psychology: Any time this Character Summons another Character, they may make a matching Lore Check with a Racial Type of that Character, Reduced by 75%. For every 5% Success, this Character gains +1% to Save vs Insanity (Battle of Wills) (Increase by 100%/1 Rank), up to +25% (+3% to Max Cap/1 Level) against that Character for the next 2 Attempts. Also, the Character gains +15% to Taunt and Distract (+3% to Taunt and Distract/1 Level) against that Character until the 2 Attempts are made. Cost: 1 Point (2 Ranks)
Demonic Physiology: This Character may spend 1 Action and Target any non-Mortal Character in Line of Sight, making a Biology - Demonology check Reduced by 50%. If successful, they gain "Known Weakness", a Mental Buff Effect which lasts for 10 Seconds, gaining +1% to End Damage, and +2% to Strike per 5% of Success (Increase End Damage and Strike Bonus per 5% by +100%/1 Rank), up to +50% (+3% to Max Cap/1 Level). Cost: 1 Point (2 Ranks)
Focused Physiology: When using Demonic Physiology, this Character may spend 1 Morale instead of 1 Action. If they do, "Known Weakness" also provides +5% to Taunt and Distract (+2% to Taunt and Distract/1 Level), and +2% to Maneuver and Dodge (+1% to Maneuver and Dodge/1 Level). Cost: 1 Point (Requires Demonic Physiology)
Writing of the Contract: While Summoning any Character without the Mortal or Animal Racial Type, before the Battle of Wills, the Character may make a Writing or Public Speaking check, reduced by 25%. The target of the summon may also make a Writing or Public Speaking check at no penalty, which reduces this Characters Skill Success. For every 1% Success, the Character gains +1% to Save vs Insanity (Battle of Wills) (Increase by 200%/1 Rank), up to +200% (Increase by 200%/1 Rank), against that Minion as long as they remain controlled. The Character must select one of the following Clauses for the Contract; The Minion may attempt to kill 1 Character not designated by the Summoner; The Minion is free for at least 2 Hours of every day at times of their choosing, but may not Attack this Character or their Allies; The Minion can be Kept for no more then 48 Hours; The Minion is paid at least 500 Gold in Cash or Items per Total Level per Week. Failure to bind to the contract means the Minion is instantly released without a Battle of Wills. Cost: 1 Point (2 Ranks)
Binding Contract: Increase the bonus to Save vs Insanity (Battle of Wills) provided by Writing of the Contract by +100%, and the Max Bonus by +100%. Reduce the Control Slots required for a Summoned Minion under the effect of a Contract by -25%. Cost: 1 Point (Requires Writing of the Contract)
Ritualist: Increase the max Bonuses provided from Astronomy - Power Times by 50% (+50% to Bonus/1 Rank). Reduce the Penalty to other Applications of the skill by -5% (-5% to Penalty/1 Rank). Increase the Characters Overdraw ability by 10% (+1% to Overdraw/1 Level). Cost: 1 Point (2 Ranks)
Expanded Knowledge: This Character may now use Lore and History - Magic Reduced by 85% and -15%, Cryptography reduced by 95% and -50%, or Pick Locks - Disarm Wards, Reduced by 80% and -15%, to attempt to identify Ward Sequences or Ward Words. If the Skill is successful, for every 50% of Success, the Character identifies 1 Ward Word, and if the Sequence is Active. Cost: 1 Point
Apprentice Studies
Focused Circles: When this Character Activates a Non-Summoning Circle, they may pay 25% of its Creation E.E Cost. If they do, Increase the Range and Damage of that Circle by 10% (+2% to Range and Damage/1 Level, Increase by 50%/1 Rank), and its Effect by 3% (+1% to Effect/1 Level, Increase by 50%/1 Rank). Cost: 1 Point (3 Ranks)
Broad Will: Increase all Control Slots this Character has by 25% (+25% to Control Slots/1 Rank). Also, the Character gains +5% to Save vs Insanity and Psionics (+2% to Save vs Insanity and Psionics/1 Level). Cost: 1 Point (2 Ranks)
Attuned Senses: Increase the Range of Sense and Use Lay Lines by 100% (+10% to Range/1 Level, Increase by 50%/1 Rank). Increase the Max Level of Divination Spells and Circles by +1 (+2 to Max Level/1 Rank). This Character also gains +15% to Perception (+2% to Perception/1 Level). Cost: 1 Point (2 Ranks)
Dark Pact: When using a Summoning Circle, the Character may reduce their Save vs Insanity (Battle of Wills) with the summoned Character by -500%. If they do, increase the Summoned Characters Level by +4 (+4 to Level/1 Rank) they gain 100 Stacks of Distract on this Character. Also, this Character may select any number of Targets to gain 50 Stacks of Taunt on the Summoned Character. Cost: 1 Point (2 Ranks)
Will of the Master: Any time a Minion makes a Skill Check or Combat Roll, this Character may Spend Morale as if they where making the roll. Cost: 1 Point (Requires Circle Mage Level 3)
Imposed Efforts: Any time a Minion begins their Turn, this Character may spend 1 Morale or 20 E.E. If they do, that Character may make all choices for their Minion's Action that turn. Cost: 1 Point (Requires Circle Mage Level 3).
Pampering: Increase the Morale restored from Placate Minion by +2 (+2 per Rank). Also, every time Placate Minion is used, the Summoner has a 15% Chance (+1% Chance/1 Level, +10% Chance/1 Rank) to gain 1 Social Standing with that Minion. Cost: 1 Point (Requires Circle Mage 3, 2 Ranks)
Recovery: Increase the Restoration Bonus from Placate Minion by 50% (+50%/1 Rank). Also, the Minion restores 1 H.P, S.D.C, E.E, and S.E every 5 Minutes while the buff is Active (+1 H.P, S.D.C, E.E, and S.E/2 Levels). Cost: 1 Point (Requires Circle Mage 3, 2 Ranks)
Break Shift: While "Placation" is active, if a non-friendly Character attacks the Minion, this Character may Dispel "Plcation". If they do the Minion gains "Enraged Minion", a Mental Buff Effect which lasts for 15 Seconds, causing this Character to gain 50 Stacks of Taunt on that Target, and gains +25% to Damage (+5% to Damage/1 Level), +5% to Spell Strength (+2% to Spell Strength/1 Level), +5% to Strike (+2% to Strike/1 Level), and +10% to Movement (+1% to Movement/1 Level). Cost: 1 Point (Requires Circle Mage 3)
Reckless Empowerment: When Empower Circle is used, this Character suffers Damage equal to 1D6% of their Base H.P (+1D per Rank) which cannot be prevented or altered. Increase the Effect of Empower Circle by 25% (+5% to Empower Circle/1 Level, Increase by 50%/1 Rank), and its Duration by +5 Seconds (+5 Seconds/1 Rank). Cost: 1 Point (Requires Circle Mage Level 5, 2 Ranks)
Focused Empowerment: Select one type of Circle per Rank. When using Empower Circle on a Circle of that Type, increase the Effect of "Circle Empowerment" by 10% (+2% to Effect/1 Level). Cost: 1 Point (Requires Circle Mage 5, 3 Ranks)
Trained Minions: Increase the S.D.C of all Minions by +5% (+2% to S.D.C/1 Level), and their Combat Rolls by +1% (+1% to Combat Rolls/1 Level). Cost: 1 Point (Requires Circle Mage Level 5)
Blood Magic: Increase the E.E from Blood Sacrifices by 100% (+10% to E.E/1 Level, Increase by 100%/1 Rank). Cost: 1 Point (2 Ranks)
Master Studies
Shifter Magic: Increase the Max Level Dimensional Spells may attain by +1 (+1 to Max Level/4 Levels), and they gain 1 Focus (+1 Focus/1 Rank). Also, increase the Learn Cap for spells with a Dimensional type by +3 (+3 per Rank). Cost: 1 Point (Requires Circle Mage 7, 2 Ranks).
Expanded Master: Select one Spell from Elemental, Arcane, or Necromancy, with a Spell Level within what this Character could select from. This Character gains that Spell, with +2 to its Max Level. The same spell may not be selected more than once. Cost: 1 Point (Requires Circle Mage 7, 5 Ranks)
Portal Mage: Increase the Max Level of Dimensional Spells by +2 (+2 to Max Level/1 Rank). Cost: 1 Point (2 Ranks)
Born Shifter: Reduce then Focus Penalty to Non-Dimensional Spell by -25% (-25% to Penalty/1 Rank). Cost: 1 Point (Requires Circle Mage 7, 2 Ranks)
Shifting Circles: While Maintaining a Circle, this Character may pay any difference in Cost between the Maintained Circle, and another circle they know, other then Time costs. If they do, the Maintained Circle becomes the chosen Circle. Cost: 1 Point (Requires Circle Mage 8)
Collapsing Circles: While Maintain a Circle, this Character may Pay 30 E.E, a Free Action and cause that Circle to Expire and be Destroyed. If they do, all Characters who are not a Minion of this Character outside of the Circle within 50 Feet (+10 Feet/1 Level) must make a Save vs Magic against this Characters Spell Power at +3 and +15% (+5% to Spell Power/1 Level). If they fail, they suffer 2D4 x 10 Arcane Damage (+1D Arcane Damage/3 Levels), lose 1D12 x 10 E.E (+10 E.E Lost/3 Levels), which is treated as though it where a Spell and a Circle. Cost: 1 Point (Requires Circle Mage 10)
Circle Eruption: Increase the Damage of Collapsing Circles by +50% (+50% to Damage/1 Rank), and its Range by 100% (+100% to Range/1 Rank). Cost: 1 Point (Requires Collapsing Circles, 2 Ranks)
Dark Sacrifice: This Character selects themselves, or a Summoned Minion they Control. If they select a Minion, they make a Battle of Wills with that Minion, which if it fails, the minion is Free immediately. If it is Successful, the target suffers Non-Preventable Damage equal to 90% of their S.D.C and H.P. This Character then Selects themselves or a Summoned Minion they Control, who gains "Dark Sacrifice", a Magic Buff Effect, which lasts for 20 Seconds (+3 Seconds/1 Level), and has +15% to Save vs Magic (+5% to Save vs Magic/1 Level), gaining +25% to End Damage (+5% to End Damage/1 Level), +15% to Combat Rolls (+5% to Combat Rolls/1 Level), restores 1 Stamina and 2D6 E.E every 2 Seconds, and gains a Damage Shield equal to 50% of their S.D.C. Cost: 1 Point (Requires Circle Mage 7).
Consume Life: This Character selects a Summoned Minion they Control and make a Battle of Wills with that Minion, which if it fails, the minion is Free immediately. If it is Successful, the target suffers Non-Preventable Damage equal to 90% of their S.D.C and H.P. This Character then Selects themselves or a Summoned Minion they Control, who gains "Consume Life", a Magic (Restoration) Buff Effect, which lasts for 24 Seconds, Restoring 4D6 + 10 S.D.C / H.P every 3 Seconds (+1D to S.D.C/H.P/1 Level). Cost: 1 Point (Requires Circle Mage 7)
Scars of Circles: This Character gains -10% to H.P, and reduce the Cost of Inner Circle by -1 Action and -2 Stamina, and reduce the Activation Cost of all Circles Activated this Way by -50% E.E and -50% Material Costs. Cost: 1 Point (Requires Circle Mage 14)
Personal Empowerment: While the Character has any "Inner Circle" Buff Active, they gain +15% to Spell Power (+3% to Spell Power/1 Level), +10% to End Damage with Spells (+5% to End Damage/1 Level), and +3% to Spell Effect (+2% to Effect/1 Level), and may spend 1 Morale when dealing Damage from a Circle, or applying a Buff or Debuff from a Circle, to gain +10% to Damage or 5% to Effect per Morale Spent. Cost: 1 Point (Requires Circle Mage 13)
Equipment
Starts with M.A x 10 + 500 Gold to buy equipment with.
Default Equipment
Tinder Box (4 Gold)
Food Rations for 4 Weeks (28 Gold)
Set of Traveling Clothes (16 Gold)
Soft Leather Boots (20 Gold)
Belt (2 Gold)
Bedroll (30 Gold)
Backpack (12 Gold)
Satchel (3 Gold)
Four Small Sacks (4 Gold)
2 Pint Water Skin (2 Gold)
Small Mirror (23 Gold)
5 Units of Chalk (5 Gold)
5 Units of Silver (15 Gold)
5 Units of Gold (25 Gold)
5 Units of Quicksilver (10 Gold)
15 Units of Rabbit Skin Glue (5 Gold)
Soft Leather Suit (155 Gold)
Cast Iron Dagger (80 Gold)
Circle Mage
Description: The Circle Mage, often better known as the Summoner or Demon Mage, shares with the Diabolist many things, first and foremost it's age of the art itself, dating far back before recorded history, mortals have always known the power of magic circles inscribed in metals and gems, invoking powerful words of magic scribed into the ground to focus and channel arcane magic. However, what it does not share is its prestige, looked down upon as a scourge and great destroyer of men due to the tempts of the magic. At its heart, Circle Magic is the slowest and most thought prone style of magic known, using carefully drawn circles out of exacting materials. Everything must be perfectly laid out or the circle could be rendered unusable, or worse, backlash and cause unpredictable effects. While this would normally provide a good light for Circle Magic in general, it's applications hard to put to use for offensive means, the limits of the creation of the circle means it rarely can be employed quickly on the battlefield, leaving it to the defensive arts, or at times, ship to ship combat, where the circle can be crafted in advance upon the deck of a vessel, and they are common sights upon drawbridges of castles, in keep halls (Often covered up for comfort and security). However, those few who have weaponized the art have always done so to horrific ends, it was circle magic which threw the Elf-Dwarf War from bloody conflict to unstoppable cataclysm, destroying Baal-Gor with a Circle of such power, its effects reshaped an entire continent, and eradicated millions of lives. The Kighfalton Empire used Magical Circles inscribed upon great war wagons and the notorious black ships during an attempt to take over the world, while ultimately failing for other reasons, the scar left on the population of the other nations has lasted the 600 years since. The darkest aspect of these circles are those of Summoning, allowing a mage to call forth minions from other worlds, and attempt to subjugate them mentally, turning great demons into war slaves and servants. While this can create great good, offering untold power to a willful man, many overextend their power, consumed by their minions they felt they could control in hubris, only unleashing them into the world of mortals. unchecked. Whats more is the effect these demons have on the summoner, when they cannot break free of the spell by force of will, they often turn their efforts to slowly corrupt even the most just of ideals, until they turn to wrath, greed or arrogance becoming unto demons themselves.
Within Palladia however, all major nations, other then South Wind, begrudgingly use this style of magic. Its power is simply too valuable to nations to go without. Kighfalton cannot use them in any official aspect since the Treaty of the White Paper outside of select regions, but the unaffiliated Ilradian Wizard's Academy has an entire branch devoted to their use, and all old castles and important keeps in the mainland keep old circles which where cut into the stone fortifications ready to be re-poured with fresh material should they be needed. Under political pressure, they have not crafted new fortifications with such defenses in Ophids Grasslands and the Old Kingdom Frontier, but it would shock few to find them in inner sanctums of fortresses. They are however unofficially used in the Yin-Sloth Periphery against the Orcish Empire, but the world has failed to take notice, or if they have, consider it a trifle against Orcs. The East has started to employ Circle Mages en-mass along their north boarder as their border dispute with the Wolfen becomes more intense, and all new towers and fortifications are being equipped with protection circles and other key power circles, such as All Seeing or Pain to bolster their defenses. Timiro uses them mostly on their ships, helping control the weather into their favor, smaller boats with circles working like one man support ships, getting along side enemy ships and activating Pain Circles to facilitate boarding parties, as well as their nobility using them to protect their personal holdings, and limited circles along their mountain keeps as backup in case of a strong attack from orcs, but many of these are maintained only by novice mages, if any at all. Byzantium uses them only sparsely, and generally it is the Shadow Colonies who employ them in rebellion, but their art has not been banned as of yet, but the king is considering it, and many local guard captions will suspect any Circle Mages they can identify, harass and detain them in case they are sympathizers. The Wolfen have yet to really catch onto the more durable forms of magic in favor of mysticism and wizardry, and Circle Magic has not caught on among them. While a few practitioners exist, the warnings of the Elves in the nation keep it as a taboo, and most look down heavily upon the art, even without the practice of summoning. In South Wind, knowing this form of magic without direct permission from your Local lord will often result in strict confinement, imprisonment, maiming or simply death by decapitation or burning. This law is strict, and is at the local lords discretion how they wish to deal with it in terms of punishment. Note this applies to outsiders as much as natives, even a traveling Circle Mage would need permission. The Orcish Empire has almost none, their disfavor of magic in general prevents its use, and their style of war and combat has never focused on preparation. A few trolls and Ogres practice it within their empire, but it is hardly regular. Among Dwarves, while they of course never practice any magic, heavily look down upon all Circle Mages, as it was this art that plunged their entire race into darkness and lead to their greatest shame. They feel their failure to eradicate it during the Age of Purification is one of their greatest failures as a people. While most aren't violent about it, most will avoid helping Circle Mages, or attempt to dissuade one from practicing it. Elves, despite their history with the art, are very well known for their accomplishments in the style of magic, and most often then not, they are sought out to act as instructors for academies, and many elven city-states scraping out a life in the Old Kingdom do so by running prestigious schools on trade routes.
The mechanics of the Circle Mage are among the most simple known, and are very well understood overall, but their nature makes it imposable to understand and know everything of the art. Normally, magic is very caustic to living things in great amounts, and too much active arcane energy in a person will burn out cells, or mutate them unexpectedly, and often fatally. Circle Magic bypasses this fact by channeling all of the energy for the spell into a single object, the circle which focuses their magic, typically made of a metal to retain it and attune the energy to the proper effect. A circle is required because it is the only shape arcane energy can be retained in, or be easily channeled into. Through this, the circle is intersected by two lines, dividing the circle into four parts, known as the focus points. Each part relates to a different function of the spell, external (Top), Internal (Down), Additive (Left), and Subtractive (Right). Within these quadrants, mystical symbols similar in nature to wards, arcanely focused markers found or crafted at some point before the Age of Chaos, used to describe the spell in a sense, telling the energy how to reshape and act. However, within the past 500 years, Circle magic has undergone shocking changes not recorded since the Elf-Dwarf War, and it has caused great concern among the church, and the Purifier orders, and that is new types of circles thought to be gone forever, and new ways of crafting them using ones own internal energy and body to create a circle without the need for crafting it. Wizard guilds are still at a loss to fully explain it, theorizing a Circle Mage is using trace metals found in living bodies to conduct the circle through themselves through will power alone, and at a great tax upon their body. Most Circle Mages who practice this form of the art end up dead within a few months from over exertion and eldritch burn.
Requirements
Alignment: Not Required
Attributes: M.I of 12 or More, M.E of 14 or More.
Class Skills
Primary Skills
Languages: Characters Native at 160%, and Two of Choice at 100% (Communication)
Literacy: Characters Native at 160, Elven at 160% and one of Choice at 100% (Communication)
Lore - Magic, at 100% (Scholar)
Mathematics - Arcane Mathematics, at 100% (Scholar)
Lore and History - Monstrology, at 100% (Scholar)
Astronomy - Power Times, at 100% (Scholar)
Weapon Proficiency: Magus, at 2nd Level
Hand to Hand: Basic at 1st Level
Secondary Skills: Selects 4 Related Skills of Choice.
Tertiary Skills: Selects 4 Secondary Skills of Choice.
Skill List:
Communication: Any, at +20%.
Domestic: Art and Writing Only, at +15%.
Espionage: Detection, Warden and Pick Locks - Ward Disarm Only, at +25%.
Medical: Any.
Physical: Endurance Training Only.
Rogue: Streetwise Only, at +10%.
Scholar: Any, at +30%.
Technical: Construction and Metal Working Only, at +10%
Weapon Proficiencies: Any, except Axe, Lance, Paired or Siege, at +1 Level. Expert costs 1 Skill, Martial Arts and Assassin Costs 2 Skills.
Wilderness: None.
Class Abilities
Circle Mage Bonuses: Gains +1 to Spell Power (+1 to Spell Power/2 Levels), +10% to Spell Power (+3% to Spell Power/1 Level), +10% to Save vs Magic (+3% to Save vs Magic/1 Level), +5% to Save vs Insanity (+3% to Save vs Insanity/1 Level), +1 to Perception (Research) (+1 to Perception (Research)/3 Levels).
Trained: Gains E.E equal to P.E x 5 + 50, and gains 3D6 E.E /1 Rank.
Circle Mage Skilled: Reduce the Experience Cost for Ranks in Lore and History, Astronomy, and Writing by 50%.
Spell Knowledge: Begins with the Following Ward Spells; 2 Triggers of Choice, 1 Modifier of Choice, and 3 Effects of Choice. Character may learn any Number of Wards at Normal Cost. Character may attain 15th Level in any Ward.
Circle Creation: Character may Create, Activate and Learn Circles at their normal costs.
Circle Genius: Reduce the Experience to Learn New, and Increase the Level of Circles by X%, where X is the Characters M.I.
Summon Control Slots: This Character has 1 Control Slot (+1 Control Slot/1 Level), which may be used to control Minions from Summon Circles. Characters under the effect of a Summoning Circle made by this Character gain "Circle Domination" a Non-Dispelable Magic Debuff which lasts for 1D12 + 4 Days, and are treated as a Minion of this Character and must obey orders other then Self-Harming or Self-Sacrificing to the best of their ability. When this Effect would Expire, this Character may spend 1 Morale to make a Battle of Wills with the affected Character. If Successful, restore the Duration to "Circle Domination" and the affected gains "Waning Control", a Non-Dispelable Effect tied to "Circle Domination", which may stack any number of times, gaining +15% to Save vs Insanity (Battle of Wills), if it fails, the affected is free of its effects and may act normally.
Overdraw: This Characters Max E.E may exceed their base by up to 50 (+35 E.E/1 Level) when drawing from outside sources. When over their base, the Character loses 5D10 E.E - M.E every 5 Minutes (+1 Minute/1 Level). The Duration and Effect of this Ability are treated as though they where a Circle.
Sense and Use Ley Lines: This Character can clearly detect Ley Lines when within 500 Feet. If within 1 Mile, the character may make a Perception check of 12 to detect a Ley Line, or 8 to Detect a Nexus. While within 200 Feet of a Ley Line, or Nexus, the Character can Draw an Additional 20 E.E (+5 E.E/1 Level) from it. The Range of this ability is treated as though it where a Circle.
Placate Minion (Requires Circle Mage Level 3): This Character may Suspend "Circle Domination" for 12 Hours from one Minion. That Minion gains "Placation", a Mental Buff Effect which lasts for 12 Hours, increasing Restoration done to them by 100% (+10% Restored/1 Level), restoring 1D4 - 2 Morale upon Expiration,and has a 25% Chance to remove 1 Stack of "Waning Control" at expiration. This Minion is not bound by normal Minion Rules and may act freely. The Character may cancel this Effect as a Free Action and as a Response. This Ability may only be used once per 2 Days on a single Minion, and may not be used in combat.
Empower Circle (Requires Level 5): This Character may Spend 1 Action, 3 Stamina and 25 E.E to apply "Circle Empowerment" to a Magic Circle or a Summoned Minion, a Magic Buff Effect which lasts for 5 Seconds. If on a Minion, that Minion gains +10% to Combat Rolls (+5% to Combat Rolls/1 Level), +5% to Spell Power (+2% to Spell Power/1 Level), End Damage by +5% (+2% to End Damage/1 Level), and applying a Damage Shield equal to 5% of the Affected's Base S.D.C (+1% to Damage Shield/1 Level). If on a Circle, that Circle gains +25% to Spell Power (+5% to Spell Power/1 Level), +50% to Range and Duration (+10% to Range and Duration/1 Level), +15% to End Damage (+4% to End Damage/1 Level) and +10% to Effect (+2% to Effect/1 Level). When this Buff Expires or is Dispelled, this Character suffers Death Damage equal to 5% of their H.P, ignoring Armor and Damage Shields.
Cantrip (Requires Level 7): The Character may learn Arcane Spells as normal, up to Spell Level [Circle Mage Level - 6]. Non-Dimensional Spells gain -5 to their Max Level and Reduce the amount of Focus Points gained by 50%.
Power Matrix (Requires Level 10): This Character may now Activate and Control up to 2 Circles (+1 Circle Controlled/3 Levels) at the same time.
Inner Circles (Requires Level 13): The Character may pay all normal costs for a Circle of choice, other then Time Costs, and spend 1 Action, 5 Stamina and gain "Waning Focus", a Renewable Mental Debuff Effect which lasts for 1 Day, and may Stack any number of times, gaining -15% to Save vs Insanity. If this Character does, they gain "Internal Circle - X" where X is the name of the Circle paid for, a Magic Buff Effect which lasts for 7 Seconds (+3 Seconds/1 Level), and is treated as being in the Center of the chosen circle at all times. "Internal Circle" gains +15% to Save vs Magic (+15% to Save vs Magic/1 Level). They must pay normal Maintenance costs and the circle obeys all normal rules, once "Internal Circle" is Dispelled or Expires, the circle's Effects requiring the Circle to be maintain end.
Class Focus
General Studies
Scholar: This Character increases all Scholar Skills by 10%, and gains +1 to Perception (+1 to Perception/2 Levels), and +15% to Spell Power (+15% to Spell Power/1 Rank). Cost: 1 Point (3 Ranks).
Deep Lore: Increase all Lore and History, Anthropology, Astronomy, Writing - Historical, and Endurance Training - Open Paths skills by +50% (+10% to Skills/1 Level, Increase by 100% /1 Rank). Cost: 1 Point (3 Ranks)
Summoners Study: When this Character makes a Lore check when attempting to summon, for every 700% they beat it by, they may alter the Summoned Characters Level by 1, up to 2 (+2 to Max/1 Rank). Cost: 1 Point (2 Ranks)
Trained Eye: This Character gains +10% to Perception (+2% to Perception/1 Level, +1 to Perception (Research) /1 Rank), and increases Detection by 3% (+1% to Detection Increase /1 Rank). Cost: 1 Point (3 Ranks)
Trained Resistance: This Character, this Characters Circles and Circle Effects gain +10% to Save vs Magic and Psionics (+3% to Save vs Magic and Psionics/1 Level, Increase this Bonus by 100%/1 Rank). Cost: 1 Point (3 Ranks)
Arcane Command: This Character gains +15% to Spell Power (+3% to Spell Power/1 Level, increase by 50%/1 Rank), and increase Control Slots by 25% (+25% to Control Slots/1 Rank). Cost: 1 Point (3 Ranks)
Keen Mind: This Character gains +10% to Perception (+2% to Perception/1 Level), and +1 to Save vs Psionics (+2 to Save vs Psionics/1 Level). Cost: 1 Point (2 Ranks)
Focused Energy: Increase this Characters E.E by 7% (+7% to E.E /1 Rank), and when spending Stamina to Restore E.E, increase the E.E Restored by 50% (+15% E.E Restored/1 Level). Cost: 1 Point (2 Ranks)
Retained Energy: Increase the E.E the Character may exceed over their base from Overdraw by +10 (+10 Overdrawn E.E/1 Level), and increase the Effect of Overdraw by 100% (+100% /1 Rank). Cost: 1 Point (2 Ranks)
Circle Mastery: This Character selects any 2 Circles they know. The Max Level for these Circles gains +3. The same Circles may not be selected more then once with this Focus. Cost: 1 Point (2 Ranks).
Circle Perfection: Select any 2 Circles selected from Circle Mastery. These Circles gain an additional +3 to their Max Level. Cost: 1 Point (Requires Word Mastery, 2 Ranks).
Scavenging: This character may destroy any inactive circle and reclaim 25% of its Material creation costs (+25% to Material Creation Cost Recovered/1 Rank). Cost: 1 Point (2 Ranks)
Aura of Protection: While Maintaining a Circle with the Abjuration Type or a Summoning Circle, this Character and targets of their choice within 25 Feet (+5 Feet/1 Level) gain +10% to Parry and Dodge (+3% to Parry and Dodge/1 Level), and reduce Total Damage Taken by 5% (+5% Total Damage Reduced/ 1 Rank). Cost: 1 Point (2 Ranks)
Aura of Malice: While Maintaining a Circle with the Evocation Type or a Summoning Circle, this Character and targets of their choice within 25 Feet (+5 Feet/1 Level) gain +10% to Strike (+3% to Strike/1 Level), and increase Damage by 7% (+1% to Damage/1 Level, increase by 50%/1 Rank). Cost: 1 Point (2 Ranks)
Aura of Suffering: While Maintaining a Circle with the Affliction Type or a Summoning Circle, the Character and targets of their choice within 25 Feet (+5 Feet/1 Level) gain -5% to Save vs Insanity and Save vs Magic (-1% to Save vs Insanity and Magic/1 Level, increase by 50%/1 Rank). Cost: 1 Point (2 Ranks)
Aura of Grace: While Maintaining a Circle with the Divination Type or a Summoning Circle, the Character and targets of their choice within 25 Feet (+5 Feet/1 Level) gain +15% to Dodge (+4% to Dodge/1 Level, and Increase by 50%/1 Rank) and +5% to Maneuver and Maintain Balance (+1% to Maintain Balance and Maneuver/1 Level and Increase by 50%/1 Rank). Cost: 1 Point (2 Ranks)
Aura of Change: While Maintaining a Circle with the Alteration Type or a Summoning Circle, the Character and targets of their choice within 25 Feet (+5 Feet/1 Level) gain +7% to Taunt and Distract (+4% to Taunt and Distract/1 Level, and Increase by 50%/1 Rank), and gain +5% to Spell Power (+2% to Spell Power/1 Level, Increase by 50%/1 Rank). Cost: 1 Point (2 Ranks)
Skill Focus
Summoners Psychology: Any time this Character Summons another Character, they may make a matching Lore Check with a Racial Type of that Character, Reduced by 75%. For every 5% Success, this Character gains +1% to Save vs Insanity (Battle of Wills) (Increase by 100%/1 Rank), up to +25% (+3% to Max Cap/1 Level) against that Character for the next 2 Attempts. Also, the Character gains +15% to Taunt and Distract (+3% to Taunt and Distract/1 Level) against that Character until the 2 Attempts are made. Cost: 1 Point (2 Ranks)
Demonic Physiology: This Character may spend 1 Action and Target any non-Mortal Character in Line of Sight, making a Biology - Demonology check Reduced by 50%. If successful, they gain "Known Weakness", a Mental Buff Effect which lasts for 10 Seconds, gaining +1% to End Damage, and +2% to Strike per 5% of Success (Increase End Damage and Strike Bonus per 5% by +100%/1 Rank), up to +50% (+3% to Max Cap/1 Level). Cost: 1 Point (2 Ranks)
Focused Physiology: When using Demonic Physiology, this Character may spend 1 Morale instead of 1 Action. If they do, "Known Weakness" also provides +5% to Taunt and Distract (+2% to Taunt and Distract/1 Level), and +2% to Maneuver and Dodge (+1% to Maneuver and Dodge/1 Level). Cost: 1 Point (Requires Demonic Physiology)
Writing of the Contract: While Summoning any Character without the Mortal or Animal Racial Type, before the Battle of Wills, the Character may make a Writing or Public Speaking check, reduced by 25%. The target of the summon may also make a Writing or Public Speaking check at no penalty, which reduces this Characters Skill Success. For every 1% Success, the Character gains +1% to Save vs Insanity (Battle of Wills) (Increase by 200%/1 Rank), up to +200% (Increase by 200%/1 Rank), against that Minion as long as they remain controlled. The Character must select one of the following Clauses for the Contract; The Minion may attempt to kill 1 Character not designated by the Summoner; The Minion is free for at least 2 Hours of every day at times of their choosing, but may not Attack this Character or their Allies; The Minion can be Kept for no more then 48 Hours; The Minion is paid at least 500 Gold in Cash or Items per Total Level per Week. Failure to bind to the contract means the Minion is instantly released without a Battle of Wills. Cost: 1 Point (2 Ranks)
Binding Contract: Increase the bonus to Save vs Insanity (Battle of Wills) provided by Writing of the Contract by +100%, and the Max Bonus by +100%. Reduce the Control Slots required for a Summoned Minion under the effect of a Contract by -25%. Cost: 1 Point (Requires Writing of the Contract)
Ritualist: Increase the max Bonuses provided from Astronomy - Power Times by 50% (+50% to Bonus/1 Rank). Reduce the Penalty to other Applications of the skill by -5% (-5% to Penalty/1 Rank). Increase the Characters Overdraw ability by 10% (+1% to Overdraw/1 Level). Cost: 1 Point (2 Ranks)
Expanded Knowledge: This Character may now use Lore and History - Magic Reduced by 85% and -15%, Cryptography reduced by 95% and -50%, or Pick Locks - Disarm Wards, Reduced by 80% and -15%, to attempt to identify Ward Sequences or Ward Words. If the Skill is successful, for every 50% of Success, the Character identifies 1 Ward Word, and if the Sequence is Active. Cost: 1 Point
Apprentice Studies
Focused Circles: When this Character Activates a Non-Summoning Circle, they may pay 25% of its Creation E.E Cost. If they do, Increase the Range and Damage of that Circle by 10% (+2% to Range and Damage/1 Level, Increase by 50%/1 Rank), and its Effect by 3% (+1% to Effect/1 Level, Increase by 50%/1 Rank). Cost: 1 Point (3 Ranks)
Broad Will: Increase all Control Slots this Character has by 25% (+25% to Control Slots/1 Rank). Also, the Character gains +5% to Save vs Insanity and Psionics (+2% to Save vs Insanity and Psionics/1 Level). Cost: 1 Point (2 Ranks)
Attuned Senses: Increase the Range of Sense and Use Lay Lines by 100% (+10% to Range/1 Level, Increase by 50%/1 Rank). Increase the Max Level of Divination Spells and Circles by +1 (+2 to Max Level/1 Rank). This Character also gains +15% to Perception (+2% to Perception/1 Level). Cost: 1 Point (2 Ranks)
Dark Pact: When using a Summoning Circle, the Character may reduce their Save vs Insanity (Battle of Wills) with the summoned Character by -500%. If they do, increase the Summoned Characters Level by +4 (+4 to Level/1 Rank) they gain 100 Stacks of Distract on this Character. Also, this Character may select any number of Targets to gain 50 Stacks of Taunt on the Summoned Character. Cost: 1 Point (2 Ranks)
Will of the Master: Any time a Minion makes a Skill Check or Combat Roll, this Character may Spend Morale as if they where making the roll. Cost: 1 Point (Requires Circle Mage Level 3)
Imposed Efforts: Any time a Minion begins their Turn, this Character may spend 1 Morale or 20 E.E. If they do, that Character may make all choices for their Minion's Action that turn. Cost: 1 Point (Requires Circle Mage Level 3).
Pampering: Increase the Morale restored from Placate Minion by +2 (+2 per Rank). Also, every time Placate Minion is used, the Summoner has a 15% Chance (+1% Chance/1 Level, +10% Chance/1 Rank) to gain 1 Social Standing with that Minion. Cost: 1 Point (Requires Circle Mage 3, 2 Ranks)
Recovery: Increase the Restoration Bonus from Placate Minion by 50% (+50%/1 Rank). Also, the Minion restores 1 H.P, S.D.C, E.E, and S.E every 5 Minutes while the buff is Active (+1 H.P, S.D.C, E.E, and S.E/2 Levels). Cost: 1 Point (Requires Circle Mage 3, 2 Ranks)
Break Shift: While "Placation" is active, if a non-friendly Character attacks the Minion, this Character may Dispel "Plcation". If they do the Minion gains "Enraged Minion", a Mental Buff Effect which lasts for 15 Seconds, causing this Character to gain 50 Stacks of Taunt on that Target, and gains +25% to Damage (+5% to Damage/1 Level), +5% to Spell Strength (+2% to Spell Strength/1 Level), +5% to Strike (+2% to Strike/1 Level), and +10% to Movement (+1% to Movement/1 Level). Cost: 1 Point (Requires Circle Mage 3)
Reckless Empowerment: When Empower Circle is used, this Character suffers Damage equal to 1D6% of their Base H.P (+1D per Rank) which cannot be prevented or altered. Increase the Effect of Empower Circle by 25% (+5% to Empower Circle/1 Level, Increase by 50%/1 Rank), and its Duration by +5 Seconds (+5 Seconds/1 Rank). Cost: 1 Point (Requires Circle Mage Level 5, 2 Ranks)
Focused Empowerment: Select one type of Circle per Rank. When using Empower Circle on a Circle of that Type, increase the Effect of "Circle Empowerment" by 10% (+2% to Effect/1 Level). Cost: 1 Point (Requires Circle Mage 5, 3 Ranks)
Trained Minions: Increase the S.D.C of all Minions by +5% (+2% to S.D.C/1 Level), and their Combat Rolls by +1% (+1% to Combat Rolls/1 Level). Cost: 1 Point (Requires Circle Mage Level 5)
Blood Magic: Increase the E.E from Blood Sacrifices by 100% (+10% to E.E/1 Level, Increase by 100%/1 Rank). Cost: 1 Point (2 Ranks)
Master Studies
Shifter Magic: Increase the Max Level Dimensional Spells may attain by +1 (+1 to Max Level/4 Levels), and they gain 1 Focus (+1 Focus/1 Rank). Also, increase the Learn Cap for spells with a Dimensional type by +3 (+3 per Rank). Cost: 1 Point (Requires Circle Mage 7, 2 Ranks).
Expanded Master: Select one Spell from Elemental, Arcane, or Necromancy, with a Spell Level within what this Character could select from. This Character gains that Spell, with +2 to its Max Level. The same spell may not be selected more than once. Cost: 1 Point (Requires Circle Mage 7, 5 Ranks)
Portal Mage: Increase the Max Level of Dimensional Spells by +2 (+2 to Max Level/1 Rank). Cost: 1 Point (2 Ranks)
Born Shifter: Reduce then Focus Penalty to Non-Dimensional Spell by -25% (-25% to Penalty/1 Rank). Cost: 1 Point (Requires Circle Mage 7, 2 Ranks)
Shifting Circles: While Maintaining a Circle, this Character may pay any difference in Cost between the Maintained Circle, and another circle they know, other then Time costs. If they do, the Maintained Circle becomes the chosen Circle. Cost: 1 Point (Requires Circle Mage 8)
Collapsing Circles: While Maintain a Circle, this Character may Pay 30 E.E, a Free Action and cause that Circle to Expire and be Destroyed. If they do, all Characters who are not a Minion of this Character outside of the Circle within 50 Feet (+10 Feet/1 Level) must make a Save vs Magic against this Characters Spell Power at +3 and +15% (+5% to Spell Power/1 Level). If they fail, they suffer 2D4 x 10 Arcane Damage (+1D Arcane Damage/3 Levels), lose 1D12 x 10 E.E (+10 E.E Lost/3 Levels), which is treated as though it where a Spell and a Circle. Cost: 1 Point (Requires Circle Mage 10)
Circle Eruption: Increase the Damage of Collapsing Circles by +50% (+50% to Damage/1 Rank), and its Range by 100% (+100% to Range/1 Rank). Cost: 1 Point (Requires Collapsing Circles, 2 Ranks)
Dark Sacrifice: This Character selects themselves, or a Summoned Minion they Control. If they select a Minion, they make a Battle of Wills with that Minion, which if it fails, the minion is Free immediately. If it is Successful, the target suffers Non-Preventable Damage equal to 90% of their S.D.C and H.P. This Character then Selects themselves or a Summoned Minion they Control, who gains "Dark Sacrifice", a Magic Buff Effect, which lasts for 20 Seconds (+3 Seconds/1 Level), and has +15% to Save vs Magic (+5% to Save vs Magic/1 Level), gaining +25% to End Damage (+5% to End Damage/1 Level), +15% to Combat Rolls (+5% to Combat Rolls/1 Level), restores 1 Stamina and 2D6 E.E every 2 Seconds, and gains a Damage Shield equal to 50% of their S.D.C. Cost: 1 Point (Requires Circle Mage 7).
Consume Life: This Character selects a Summoned Minion they Control and make a Battle of Wills with that Minion, which if it fails, the minion is Free immediately. If it is Successful, the target suffers Non-Preventable Damage equal to 90% of their S.D.C and H.P. This Character then Selects themselves or a Summoned Minion they Control, who gains "Consume Life", a Magic (Restoration) Buff Effect, which lasts for 24 Seconds, Restoring 4D6 + 10 S.D.C / H.P every 3 Seconds (+1D to S.D.C/H.P/1 Level). Cost: 1 Point (Requires Circle Mage 7)
Scars of Circles: This Character gains -10% to H.P, and reduce the Cost of Inner Circle by -1 Action and -2 Stamina, and reduce the Activation Cost of all Circles Activated this Way by -50% E.E and -50% Material Costs. Cost: 1 Point (Requires Circle Mage 14)
Personal Empowerment: While the Character has any "Inner Circle" Buff Active, they gain +15% to Spell Power (+3% to Spell Power/1 Level), +10% to End Damage with Spells (+5% to End Damage/1 Level), and +3% to Spell Effect (+2% to Effect/1 Level), and may spend 1 Morale when dealing Damage from a Circle, or applying a Buff or Debuff from a Circle, to gain +10% to Damage or 5% to Effect per Morale Spent. Cost: 1 Point (Requires Circle Mage 13)
Equipment
Starts with M.A x 10 + 500 Gold to buy equipment with.
Default Equipment
Tinder Box (4 Gold)
Food Rations for 4 Weeks (28 Gold)
Set of Traveling Clothes (16 Gold)
Soft Leather Boots (20 Gold)
Belt (2 Gold)
Bedroll (30 Gold)
Backpack (12 Gold)
Satchel (3 Gold)
Four Small Sacks (4 Gold)
2 Pint Water Skin (2 Gold)
Small Mirror (23 Gold)
5 Units of Chalk (5 Gold)
5 Units of Silver (15 Gold)
5 Units of Gold (25 Gold)
5 Units of Quicksilver (10 Gold)
15 Units of Rabbit Skin Glue (5 Gold)
Soft Leather Suit (155 Gold)
Cast Iron Dagger (80 Gold)