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Monster Stats
Your Hit Points is based off of 1D6 dice while your Magic Points is 2D6. Movement is 3, Jump is 3, Speed is 5.
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Monster Drops
Mage Hat, Blank Scroll, Skeleton Bone, Worn Belt, Tattered Cloth, Destroyed Armor, Well-Dried Bone, Skeleton Mage Soul Gem (1%)
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Monster Location
Skeleton Mages can be found on any planet.
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Pet-ability
Necromancers are able to Tame a Skeleton Mage. You are unable to Mount such a creature.
Skeleton Mage
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Initial Attibutes INT+10, SPT+10, VIT-5
Stat points added or subtracted from your character.
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Size Small, Medium, Large
Skeleton Mages are the same size as your former self. Your size is either Small, Medium, or Large.
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L.A.W.S Land, Space
Skeleton Mages can traverse on Land and in Space without the need to breathe. These beings do not swim, and will sink to the bottom of a body of Water.
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Age ??
Skeleton Mages can “live” forever, since they are already dead.
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Break None
Skeleton Mages do not require sleep.
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Vision Normal
You have normal vision.
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Elemental Boons None
Skeleton Mages do not gain an additional racial Boon.
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Elemental Banes None
Skeleton Mages do not suffer from an additional racial Bane.
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Elemental Laws Shadow
Skeleton Mages are compatible with the Shadow Element.
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Languages Common, ??
You can speak, read, and write Common and your former language (if applicable).
Skeleton Mage Skills
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Shadow Ember |
Skeleton Mage |
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A wall of purplish red flames erupt in a 3 x 1 cell line perpendicular to you, acting as a barrier or sorts to prevent enemies from reaching you. The wall of flames pushes the target back twice until disappearing and deals damage every time a creature runs into it. Lasts 2 Rounds or 20 seconds. Only 2 walls of Shadow Ember can be active at one time before the first disappears, as the wall is maintained by the skeleton’s residual energy and there’s only so much to go around. |
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Skill Type |
Element Type |
Range |
Target Cells |
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Offense |
Shadow |
Self |
3×1 |
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Attack Type |
Core Stat Calculation |
Catalyst |
Secondary Effect |
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Magic |
+ INT / – WIS |
None |
Propelled; Blind |
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Level Upgrades |
Magic Point Cost |
Damage |
Other Upgrade |
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Level 1 |
8 |
1D6 |
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Level 4 |
16 |
2D6 |
Adds Blind |
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Level 7 |
24 |
3D6 |
Lasts 3 Rounds |
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Level 10 |
32 |
4D6 |
3 Push Maximum |
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Level 13 |
40 |
5D6 |
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Level 16 |
48 |
6D6 |
Lasts 4 Rounds |
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Level 19 |
56 |
7D6 |
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Level 22 |
64 |
8D6 |
Propelled; 4 Maximum |
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Level 25 |
72 |
9D6 |
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Level 28 |
80 |
10D6 |
Lasts 5 Rounds |
Chaos Missiles | Skeleton Mage | ||
Three magic missiles fired from the skeleton mage can attack a single target or be divided up to attack up to three targets. Each missile deals 1D6 damage and each one has its own attack roll. More powerful skeleton mages can cast from further away and fire up to five missiles! | |||
Skill Type | Element Type | Range | Target Cells |
Offense | Destruction | 6 (8 Max) | 1×1 |
Attack Type | Core Stat Calculation | Catalyst | Secondary Effect |
Magic | – WIS | None | None |
Level Upgrades | Magic Point Cost | Damage | Other Upgrade |
Level 1 | 10 | 1D6 (3 Bolts) | |
Level 6 | 22 | 2D6 (3 Bolts) | |
Level 12 | 34 | 3D6 (3 Bolts) | |
Level 14 | 46 | 3D6 (4 Bolts) | Extends Range to 7 |
Level 18 | 58 | 4D6 (4 Bolts) | |
Level 24 | 70 | 5D6 (4 Bolts) | |
Level 26 | 82 | 5D6 (5 Bolts) | Extends Range to 8 |
Level 28 | 94 | 6D6 (5 Bolts) | |
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Gravity Well |
Skeleton Mage |
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Pulls targets to the center of a 3×3 cell radius centered at a location of the skeleton mage’s choosing. As the targets reach the center point, the zone explodes and sends each target back to the Cell they were standing at before the zone was summoned. Those who start within the center take 1D6 extra damage and take an additional 1d6 damage per every other creature that’s trapped within the spell’s cell radius. |
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Skill Type |
Element Type |
Range |
Target Cells |
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Offense |
Shadow |
5 |
3×3 (5×5 Max) |
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Attack Type |
Core Stat Calculation |
Catalyst |
Secondary Effect |
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Land |
+ INT / – VIT |
None |
None |
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Level Upgrades |
Magic Point Cost |
Damage |
Other Upgrade |
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Level 5 |
15 |
1D6 |
+1D6 to center target for every other creature which is within the zone. |
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Level 9 |
20 |
2D6 |
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Level 13 |
25 |
3D6 |
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Level 17 |
30 |
4D6 |
+2D6 to center target for every other creature which is within the zone. |
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Level 21 |
35 |
5D6 |
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Level 25 |
40 |
6D6 |
Cell radius extends to 5×5 |
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Level 29 |
45 |
7D6 |
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