Dragon Soul


Starting Equipment: Rich Silks taken from a hoard, A Gilded weapon, A single Dragonscale

Skill Question: What memories to you have of your draconic parent?

XP Trigger: Discover more about your origin

Class Type: Mage

Starting Stamina: 4

Mage Ability: Spellcasting


A:

Draconic Lineage


B:

Soul Sight


C:

Signature Magic


D:

Draconic Form


A: Draconic Lineage

Your magic comes from an ancestor with magical blood. Choose a single draconic element; Fire, Lightning, Cold, Acid or Poison. This is your lineage, you learn every form of that element from the Evocation school of magic. Additionally you gain [template] points of armor against sources of that element and are immune to similar environmental effects.

MD: 2+CHA+Level

Imprinted Spells: No limit

Starting Spells: 1 Element of the Evocation School of magic and all forms.

Gaining Spells: Each time you level up you may choose to replace one of the Forms with a spell from a different school of magic.

Additional Rules

You have no limit to the number of Magic dice you can invest into a spell but your spellcasting has additional consequences and effects. Dice that roll 1-3 return to your casting pool and can be used again that day. Dice that roll 4-6 are removed from your casting pool for the day. Any dice you “expend” are rolled in this way. Doubles generate Mishaps; triples generate Dooms.

Mishaps are strange magical effects caused by uncontrolled magic, Dooms are dangerous effects as you lose yourself to the magic. Dooms cause the end of most mages, your first doom will likely be minor to temporary, your second more dangerous and your third analogous to the death of your character. You may remove dooms through great effort or magic and may give up magic on your second doom, taking on another template at level 1 but retaining your attributes and skills.

1d6

Mishap

1

Your eyes become a strange color and glow lightly unless you concentrate on them, lasts #d6 days

2

You grow visible scales that refuse to go away for #d4 days

3

Smoke comes out of your mouth whenever you breathe or talk growing thicker the longer its been since you used your breath weapon, lasts #d6 days.

4

You gain a craving for gold or some other treasure and will not willingly part with any for #d10 days.

5

You feel sure of your own superiority and refuse to accept insult, lasts for #d20 days

6

Start a 10 segment Doom clock if you do not have one already, fill 1d4 wedges of the clock, when the clock is full you trigger a Doom.

# is the number of times this mishap has been triggered, once the number exceeds the size of the die being rolled the effect becomes permanent

Dooms

First doom. You fall into a bloodlust, having just enough time to flee from your allies. You fly around shooting elements and scorching the landscape. Your only goal is the destruction of people and property, and you go about this task with insane, cackling gusto.  Lasts 2d6 minutes.

Second Doom: As above, but lasts 2d6 days

Final Doom: As above, but permanent

B: Soul Sight

You can see the souls of living creatures. This allows you to guess the approximate location of invisible creatures. You can also immediately tell if a person is possessed, undead, or a spellcaster. The price for this gift is your connection to others. You permanently lose -1 INT (as the constant scrutiny of souls warps your mind) or -1 CHA (as you become callous and jaded).

C: Signature Magic

By either the nature of your bloodline or your career in magic you have become an expert in a subset of spells. You may choose a selection of spells equal to the number of templates you have and for these spells your first Magic Dice expended on the spell counts as two. Furthermore your expertise means you only trigger Mishaps on triples and cannot trigger dooms (except by mishap) while casting these spells.

D: Draconic Form

You have access to an incredible reserve of magic within your blood; as an action you can channel this power and gain a number of magic dice equal to your level, this can go over your normal maximum capacity, furthermore you become immune to your damage element in all its forms. Additionally you grow wings and scales, allowing you to fly and gain armor as heavy armor. You have no limit on the number of times you can use your breath weapon for the duration. Your form expires at the end of the scene.