
Mutamancers are powerful sorcerers who have chosen to master the unpredictable art of casting chaos magic, a form of arcane magic noted for its erratic behaviour and random effects. Devastatingly powerful, Mutamancers believe the attempts of others to codify and define magic is a useless pursuit that can end only in failure. Instead they seek out what they consider magic in its purest form, accepting the risks that come along with chaos magic in exchange for the chance to realize even more power in the random chance of a single spell. In many cases, this gives Mutamancers a degree of power uncommon to other mages. At other times, however, the forces with which they dabble backfire, a risk that all accept as a natural consequence of playing with fire.
| 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; Knowledge Artifacts Knowledge Demons Knowledge Geomancy Knowledge Magic Knowledge Planar Spell Specialty |
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| Step 3: Abilities | ||
| Mutamancers gain all the
following free; Spellcast - The first sphere the mancer learns from is free and must be from Chaos, 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 any sphere of magic and in any combination. This is one of the few mages who can learn any spell. Mancers can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 4, 7, 10, 13, 16 and 20. +1 Sanity save at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. +1 Willpower save at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell Bonus at levels 7, 11, 15 and 19. Additionally Mutamancers start with 25 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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| Ability | Cost | Notes |
| Drain Mana | 5 | This character can steal mana from anyone within 1 metre radius per WIS which he must then immediately use, whether to cast spell or some other use. He can transfer 1 mana per WIS +1 per level, per turn. |
| Drain Spell | 5 | This character can steal mana from any spell being cast or already cast within 1 metre radius per WIS which he must then immediately use, whether to cast his own spell or some other use. He can transfer 1 mana per WIS +1 per level, per turn. |
| Improve Spell | 5 | This character can transfer his own mana to any spell being cast or already cast within 1 metre radius per WIS. He can transfer 1 mana per WIS +1 per level, per turn. |
| Mutate Damage | 5 | +1 damage each time bought to any spell he casts. |
| Mutate Duration | 5 | Spell duration increases by +1 round each time bought for any spell he casts. |
| Mutate Luck | 5 | Once per day per 2 WIS the character can force a reroll, and can continue to reroll for as many chances as he has left. The reroll can be literally for anything; combat, skills, etc. |
| Mutate Range | 5 | +25% range for spells each time bought for any spell he casts. |
| Recast | 5 | This character can recast any spell used within the last 1 round per 3 WIS, even if he wasnt the one who cast it. |
| Supply Mana | 5 | This character can transfer his own mana to anyone within 1 metre radius per WIS which they must then immediately use, whether to cast spell or some other use. He can transfer 1 mana per WIS +1 per level, per turn. |
| True Sight | 5 | Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic. |
| Step 4: Careers | ||
| Possible related careers include; Librarian, Antique seller, Archaeologist, Museum representative, Historian, Stage Magician and Academic Researcher (specialising for instance in Demonology, etc). | ||