Blast Mage (Novice / Adept / Disciple / Master)
Expected threat level: low (TL 11) / moderate (TL 17) / high (TL 27) / high (TL 31)
Spell-slingers that specialize in direct attack magic. Comes in four difficulty levels, with stats increased accordingly.
Spell-slingers that specialize in direct attack magic. Comes in four difficulty levels, with stats increased accordingly.
Might 0
Precision 2 |
Cleverness 2 / 3 / 5 / 5
Knowledge 5 / 6 / 7 / 9 |
Willpower 3 / 4 / 5 / 6
Fortitude 4 / 6 / 8 / 9 |
Speed: 30ft.
Armor: 4 / 4 / 5 / 6 |
Health: 12 / 22 / 38 / 45
Size: Medium |
Type: Humanoid (any)
Detection: 3 / 3 / 6 / 8 |
Tags: mage, counterspell, evocation, elemental
Tendencies: lower-tier Blast Mages tend toward reckless and react more unpredictably to stressful situations. Disciple and Master Blast Mages are harder to shake, and will prioritize their survival and support of their allies.
Tactics: will try to remain at range, damaging frontline enemy fighters when they are isolated and switching to attacking second-line support enemies (such as healers) once they cannot easily rain magic on the front lines without damaging their own allies. A Blast Mage who finds themselves facing a losing battle or getting cornered in close quarters by martial fighters will attempt to retreat and regroup.
Senses: humanoid
Tendencies: lower-tier Blast Mages tend toward reckless and react more unpredictably to stressful situations. Disciple and Master Blast Mages are harder to shake, and will prioritize their survival and support of their allies.
Tactics: will try to remain at range, damaging frontline enemy fighters when they are isolated and switching to attacking second-line support enemies (such as healers) once they cannot easily rain magic on the front lines without damaging their own allies. A Blast Mage who finds themselves facing a losing battle or getting cornered in close quarters by martial fighters will attempt to retreat and regroup.
Senses: humanoid
Actions
All Versions
Light. (Counterspell Cost: 1) The Blast Mage creates a ball of energy that sheds soft light for a 30ft. radius. The light may move with the mage, or affixed to an object it touches.
Scatterburst: (Counterspell Cost: 3, 15ft. cone from self). All creatures in a 15ft. cone in front of the mage must make a Precision check (target 6 / 8 / 12 / 16), taking 2d4 Kinetic Damage on a failure or half as much on a success. Large or smaller creatures that fail the save are knocked back 5ft. away from the mage.
Novice
Magebolt I: (Counterspell Cost: 1d4, 60ft. range, 1 target, +2 to hit). Deals 1 Ether damage.
Adept
Magebolt II: (Counterspell Cost: 1d4+1, 60ft. range, 1 target, +3 to hit). Deals 1d4 Ether damage.
Cryolance: (Counterspell Cost: 1d6, 45ft. line). All creatures in a 45ft. straight line from the mage must make a Fortitude check (target 8), taking 2d6 Freezing Damage on a failure or half as much on a success.
Disciple
Magebolt III: (Counterspell Cost: 1d4+3, 75ft. range, 1 target, +5 to hit). Deals 1d6 Ether damage.
Thundercall: (Counterspell Cost: 2d4, 75ft. range, 1 target). The Blast Mage summons a lightning bolt from the ether to crash down on one target within range. All creatures within 5ft. of the target must make a Precision check (target 12), taking 6 Sonic Damage on a failure or 3 on a success. The target of the spell takes an additional 1d12 Shocking Damage, or half as much if it succeeded on the check.
Master
Magebolt IV: (Counterspell Cost: 3d4, 90ft. range, 1 target, +8 to hit). Deals 3d4 Ether damage.
Pyroblast: (Counterspell Cost: 3d8, 60ft. range, 20ft. radius sphere). All creatures in a 20ft. radius centered on a target point within range must succeed on a Fortitude check (target 16), taking 3d10+3 Burning Damage on a failure, or half as much on a success.
Light. (Counterspell Cost: 1) The Blast Mage creates a ball of energy that sheds soft light for a 30ft. radius. The light may move with the mage, or affixed to an object it touches.
Scatterburst: (Counterspell Cost: 3, 15ft. cone from self). All creatures in a 15ft. cone in front of the mage must make a Precision check (target 6 / 8 / 12 / 16), taking 2d4 Kinetic Damage on a failure or half as much on a success. Large or smaller creatures that fail the save are knocked back 5ft. away from the mage.
Novice
Magebolt I: (Counterspell Cost: 1d4, 60ft. range, 1 target, +2 to hit). Deals 1 Ether damage.
Adept
Magebolt II: (Counterspell Cost: 1d4+1, 60ft. range, 1 target, +3 to hit). Deals 1d4 Ether damage.
Cryolance: (Counterspell Cost: 1d6, 45ft. line). All creatures in a 45ft. straight line from the mage must make a Fortitude check (target 8), taking 2d6 Freezing Damage on a failure or half as much on a success.
Disciple
Magebolt III: (Counterspell Cost: 1d4+3, 75ft. range, 1 target, +5 to hit). Deals 1d6 Ether damage.
Thundercall: (Counterspell Cost: 2d4, 75ft. range, 1 target). The Blast Mage summons a lightning bolt from the ether to crash down on one target within range. All creatures within 5ft. of the target must make a Precision check (target 12), taking 6 Sonic Damage on a failure or 3 on a success. The target of the spell takes an additional 1d12 Shocking Damage, or half as much if it succeeded on the check.
Master
Magebolt IV: (Counterspell Cost: 3d4, 90ft. range, 1 target, +8 to hit). Deals 3d4 Ether damage.
Pyroblast: (Counterspell Cost: 3d8, 60ft. range, 20ft. radius sphere). All creatures in a 20ft. radius centered on a target point within range must succeed on a Fortitude check (target 16), taking 3d10+3 Burning Damage on a failure, or half as much on a success.
Reactions
Counterspell:
Novice (1d4)
Adept (1d4+2) |
Disciple (3d4+3)
Master (2d8+4) |
Ward 2d8 (Disciple and Master Only): The Blast Mage protects itself or another creature it can see within 30ft. They reduce the damage dealt to that target by a spell or magical effect by 2d8+3, to a minimum of 1.
Common Loot - GM's Choice or Roll: 1d4 (Novice), 1d6 (Adept), 1d8 (Disciple), 1d10 (Master)
1. Nothing usable.
2. 1d20 Silver Pieces 3. 5d20 Silver Pieces 4. Potion of Elemental Resistance x1 5. 1d100+10 Silver Pieces |
6. Amulet of Light x1
7. Potion of Health x1 8. 1d4 Potions of Elemental Immunity 9. Staff [Etherwrought+] x1 10. Fine Clothing [Silverthread++] x1, takes 1 minute to remove |
VTT Tokens:
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