Mirror Masters believe that by reflecting, bending, breaking, and otherwise manipulating light they can tease forth a variety of extraordinary effects resulting in a combination of illusion, reflective, transport and deception magic.
| Step 1: Attributes | ||
| Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +4, +4 per level. | ||
| Step 2: Skills | ||
| Choose skills in
the normal manner but also gain the following free ones; Alertness Knowledge Artifacts Knowledge Demons Knowledge Geomancy Knowledge Magic Listen |
||
| Step 3: Abilities | ||
| Mirror Masters gain all
the following free; Spellcast - The first sphere the master learns from is free and must be from Mirror, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from Mirror, Runic, Illusion, Common and Translocative. Masters can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 1, 4, 7, 10, 13, 16 and 19. +1 Spell save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Sanity save at levels 2, 6, 10, 11, 14 and 17. +1 Willpower save at levels 3, 6, 9, 12, 15 and 18. +1 Spell Bonus at levels 2, 5, 8, 11, 14, 17 and 20. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19. Additionally Mirror Masters start with 50 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
||
| Ability | Cost | Notes |
| Damage Bonus | 10 | +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Extend Duration | 10 | Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| HP Bonus | 10 | CON +6 HP instead of 4, +6 per level. |
| Mirror Cure | 5 | The character can stand in front of any mirror and transfer his injuries into the mirror and entirely onto his reflection, leaving himself full healed. Each mirror may absorb up to 1 HP per WIS of injury before breaking and becoming unusable. |
| Mirror Grimoire | 5 | The character can store any spells that he desires for later use by casting them into a mirror (only the storer can use it). He knows what spells are stored within by touching it. The mana required for casting the spell is expended at the time of storage. Thus when later released from the mirror there is no mana cost, its free. |
| Mirror Sight | 5 | The character can concentrate on any mirror he can see willing it to show the scene of any location where there is another mirror present that have previously visited or been told about (same as Clairvoyance). |
| No Reflection | 5 | The mage can choose to prevent any surface from reflecting his image making him invisible to scrying. |
| Range Boost | 5 | +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Save Bonus | 10 | This is the cost for each additional +1 added to the character's spell save. |
| True Mirror | 5 | The character can cause any mirror to show the true image of any person or object in front of it regardless of any form of concealment, disguise, illusion or invisibility. |
| Step 4: Careers | ||
| Possible related careers include; Librarian, Antique seller, Museum representative, Historian, Stage Magician and Academic researcher (specialising for instance in Demonology, etc). | ||