A fallen Sorcerer, Summoner, and Trickster can have their body raised by a necromancer, or reborn over time in areas where the element of Creation exists in abundance. The newly raised skeletal monster keeps two of its past life skills and gains the two additional monster skills below.
  • 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.

  • Monster Drops

    Mage Hat, Blank Scroll, Skeleton Bone, Worn Belt, Tattered Cloth, Destroyed Armor, Well-Dried Bone, Skeleton Mage Soul Gem (1%)

  • Monster Location

    Skeleton Mages can be found on any planet.

  • Pet-ability

    Necromancers are able to Tame a Skeleton Mage. You are unable to Mount such a creature.

Skeleton Mage

  • Initial Attibutes INT+10, SPT+10, VIT-5

    Stat points added or subtracted from your character.

  • Size Small, Medium, Large

    Skeleton Mages are the same size as your former self. Your size is either Small, Medium, or Large.

  • 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.

  • Age ??

    Skeleton Mages can “live” forever, since they are already dead.

  • Break None

    Skeleton Mages do not require sleep.

  • Vision Normal

    You have normal vision.

  • Elemental Boons None

    Skeleton Mages do not gain an additional racial Boon.

  • Elemental Banes None

    Skeleton Mages do not suffer from an additional racial Bane.

  • Elemental Laws Shadow

    Skeleton Mages are compatible with the Shadow Element.

  • Languages Common, ??

    You can speak, read, and write Common and your former language (if applicable).

Skeleton Mage Skills

 

Shadow Ember

Skeleton Mage

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.

Skill Type

Element Type

Range

Target Cells

Offense

Shadow

Self

3×1

Attack Type

Core Stat Calculation

Catalyst

Secondary Effect

Magic

+ INT / – WIS

None

Propelled; Blind

Level Upgrades

Magic Point Cost

Damage

Other Upgrade

Level 1

8

1D6

Level 4

16

2D6

Adds Blind

Level 7

24

3D6

Lasts 3 Rounds

Level 10

32

4D6

3 Push Maximum

Level 13

40

5D6

Level 16

48

6D6

Lasts 4 Rounds

Level 19

56

7D6

Level 22

64

8D6

Propelled; 4 Maximum

Level 25

72

9D6

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)

 
 

Gravity Well

Skeleton Mage

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.

Skill Type

Element Type

Range

Target Cells

Offense

Shadow

5

3×3 (5×5 Max)

Attack Type

Core Stat Calculation

Catalyst

Secondary Effect

Land

+ INT / – VIT

None

None

Level Upgrades

Magic Point Cost

Damage

Other Upgrade

Level 5

15

1D6

+1D6 to center target for every other creature which is within the zone.

Level 9

20

2D6

Level 13

25

3D6

Level 17

30

4D6

+2D6 to center target for every other creature which is within the zone.

Level 21

35

5D6

Level 25

40

6D6

Cell radius extends to 5×5

Level 29

45

7D6