Tradition Concepts

Knights of the Pyre
  • focus heavily on Fire magic, little utility
  • Initiate Concept: Pyromancy - Your fire spells count as mastered. When augmenting a fire spell, you take fire damage equal to the spell's tier instead of spending SP.
    • taking too much damage from this ability causes side effects
        • exploding
        • insanity
        • loss of consciousness
        • severe burns
  • Master Concept: Avatar of Flame - enter a trance state, transforming into a fiery avatar and releasing a nova of flame. while in this state, all fire spells are empowered by Pyromancy, the HP cost of Pyromancy is doubled, all fire damage you take becomes nonlethal damage, and all fire spells are empowered by one die increment.
  • proficient with simple weapons and leather coat
Abjurist Guardian
  • abjuration and defensive party support spells
  • Initiate Concept: Manaward - You have one additional reaction. As a reaction, you may spend 2 SP to improve your AC by 4 for a single attack, or twice that to protect a target within 30 ft.
  • Endurance Mechanic: Mental Shielding - your con bonus applies to SP in addition to HP. When rolling recovery dice, add your con bonus to the roll.
  • Master Concept: Arcane Inoculation - Convert all but one HP into SP. SP takes damage before life. 
  • Spell Concepts
    • Greater Force Armor - t3 spell, grants 5 + int bonus AC (does not stack with stoneskin or equipped armor)
  • proficient with simple weapons, shields, and leather coat
Elementalist