AIR MAGE
By: Jonathan Long with revisions by LordChaosX
Attack Dice |
1 |
Defend Dice |
2 |
Body Points |
5 |
Mind Points |
5 |
Movement Dice |
2D6 |
Feat of Strength |
11 |
Feat of Dexterity |
11 |
Weapon Category |
B |
Armor Category |
A |
Starting Weapon |
Dagger |
Starting Armor |
None |
Starting Equipment |
None |
AIR MAGIC: You are a mage who has devoted him/herself to air magic. You may cast 6 spells from the Air Spells (up to a maximum of 12), three of which are Tempest, Swift Wind, and Genie.
ELEMENTAL OPPOSITION: The air mage takes one less damage from air-based attacks and spells. The air mage also gets one extra combat die when attacking any Earth Elementals.
ALCHEMIST
By: Karnov with revisions by LordChaosX
Attack Dice |
1 |
Defend Dice |
2 |
Body Points |
5 |
Mind Points |
5 |
Movement Dice |
2D6 |
Feat of Strength |
11 |
Feat of Dexterity |
11 |
Weapon Category |
B, Gun |
Armor Category |
B |
Starting Weapon |
Dagger |
Starting Armor |
None |
Starting Equipment |
4 Healing Potions |
ALCHEMY: You have extensive knowledge of potions and magic brews. When you are the same room you and all other allies avoid the effects of the "Poison!" Treasure card. You also get two uses out of each potion.
ARCANE ARTS: As an alchemist, you have learned that magic plays a big part in any potion, in learning such you have gained the ability to use 3 spells (up to a maximum of 9), from the Elemental Spells.
EARTH MAGE
By: Jonathan Long with revisions by LordChaosX
Attack Dice |
1 |
Defend Dice |
2 |
Body Points |
5 |
Mind Points |
5 |
Movement Dice |
2D6 |
Feat of Strength |
11 |
Feat of Dexterity |
11 |
Weapon Category |
B |
Armor Category |
A |
Starting Weapon |
Dagger |
Starting Armor |
None |
Starting Equipment |
None |
EARTH MAGIC: You are a mage who has devoted him/herself to earth magic. You may cast 6 spells from the Earth Spells (up to a maximum of 12), three of which are Pass Through Rock, Heal Body, and Rock Skin.
ELEMENTAL OPPOSITION: The earth mage takes one less damage from earth-based attacks and spells. The earth mage also gets one extra combat die when attacking any Air Elementals.
FIRE MAGE
By: Jonathan Long with revisions by LordChaosX
Attack Dice |
1 |
Defend Dice |
2 |
Body Points |
5 |
Mind Points |
5 |
Movement Dice |
2D6 |
Feat of Strength |
11 |
Feat of Dexterity |
11 |
Weapon Category |
B |
Armor Category |
A |
Starting Weapon |
Dagger |
Starting Armor |
None |
Starting Equipment |
None |
FIRE MAGIC: You are a mage who has devoted him/herself to fire magic. You may cast 6 spells from the Fire Spells (up to a maximum of 12), three of which are Ball of Flame, Fire of Wrath, and Courage.
ELEMENTAL OPPOSITION: The fire mage takes one less damage from fire-based attacks and spells. The fire mage also gets one extra combat die when attacking any Water Elementals.
PSIONIC
By: LordChaosX
Attack Dice |
1 |
Defend Dice |
2 |
Body Points |
4 |
Mind Points |
7 |
Movement Dice |
2D6 |
Feat of Strength |
11 |
Feat of Dexterity |
11 |
Weapon Category |
B |
Armor Category |
A |
Starting Weapon |
Dagger |
Starting Armor |
None |
Starting Equipment |
None |
PSYCHIC ATTACK: You have trained for years to focus your mind to deliver a powerful attack. You may make a psychic attack, which is like a ranged attack on any monster in your line of sight. Roll one combat die as the monster rolls one combat die for each Mind Point it has. If the psychic attack is unblocked, the monster loses one Mind Point and if its Mind Points are reduced to zero it dies.
ESP: Your focus of your mind also allows you to pick up the thoughts of nearby monsters or sense the contents of a treasure chest. Roll a D6 for the room or chest you wish to scan. On a 5+, you can see the contents of a room or chest. This ability may be used any number of times but any attempt after the third causes you to lose a Mind Point from headache.
SEER
By: J.D. Frazer with revisions by LordChaosX
Attack Dice |
1 |
Defend Dice |
2 |
Body Points |
3 |
Mind Points |
8 |
Movement Dice |
2D6 |
Feat of Strength |
6 |
Feat of Dexterity |
6 |
Weapon Category |
A |
Armor Category |
A |
Starting Weapon |
Staff |
Starting Armor |
None |
Starting Equipment |
None |
MYSTIC AURA: You are surrounded by a halo of golden sparkles, the effect of several tiny faeries cloaking your being. Each faerie has within it a spell that it may cast, up to 9 spells from the Nature Spells (up to a maximum of 12).
PREMONITION: Your affiliation with the Faerie has given you the ability to see into the future. Once per game you may have the contents of any room disclosed without activating the monsters within.
WATER MAGE
By: Jonathan Long with revisions by LordChaosX
Attack Dice |
1 |
Defend Dice |
2 |
Body Points |
5 |
Mind Points |
5 |
Movement Dice |
2D6 |
Feat of Strength |
11 |
Feat of Dexterity |
11 |
Weapon Category |
B |
Armor Category |
A |
Starting Weapon |
Dagger |
Starting Armor |
None |
Starting Equipment |
None |
WATER MAGIC: You are a mage who has devoted him/herself to water magic. You may cast 6 spells from the Water Spells (up to a maximum of 12), three of which are Sleep, Veil of Mist, and Water of Healing.
ELEMENTAL OPPOSITION: The water mage takes one less damage from water-based attacks. The water mage also gets one extra combat die when attacking any Fire Elementals.
WIZARD
By: MB with changes by J.D. Frazer and LordChaosX
Attack Dice |
1 |
Defend Dice |
2 |
Body Points |
4 |
Mind Points |
6 |
Movement Dice |
2D6 |
Feat of Strength |
11 |
Feat of Dexterity |
11 |
Weapon Category |
A |
Armor Category |
A |
Starting Weapon |
Staff |
Starting Armor |
None |
Starting Equipment |
None |
MAGICAL TOME: Your leather-bound tome of magic holds great power. The tome is capable of holding many spells, which may be cast at any time. The tome holds 9 spells from the Elemental Spells (up to a maximum of 15).
MAGICAL SIGHT: Your endless devotion to the magical arts has transformed your eyes to sense magic. You automatically detect magic users, doors, artifacts, or other magic bearing items upon entrance into any specific corridor or room.