Dark Mage

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Dark Mages harness power from between worlds to summon forth gateways that let them step silently from realm to realm and strike with unexpected power. They can isolate or entrap foes, and finish them off at leisure.

HP: 35

Defense: 12

Passive Ability: Strike from the Shadows

If attacking an enemy who did not attack him last turn, the Shadow Mage crits on a 19-20 roll.

Passive Ability: Dark Affinity

The Dark Mage may choose to phase themselves as a move action. While phased, Strike From The Shadows is always active, and the Dark Mage does not suffer phase damage.

Attacks

Name Type Dice Description
Dark Blade Melee Attack 1d4 Generate a dagger of dark energy and strike a target. May hit phased targets. +2 to hit. +2 damage if the Dark Mage is phased.
Shadow Trap Spell Attack 2 damage per round Cast an enemy into shadows. Each round, the enemy takes 2 damage and their hit is reduced by by 1, stacking, for 1d4 rounds. All penalties fade at the end of the effect. May not have more than one enemy trapped in shadows at a time. +1 to effect roll of Forced Phase per round remaining. This removes the debuff.
Murky Shadows Spell Debuff N/A Mire an enemy in thick darkness, reducing effect and damage rolls by 1d4 for 3 rounds. Stuns on a critical. Reduces Escape rolls from Forced Phase by the same amount.
Forced Phase Spell Attack N/A Phases an enemy into the shadow dimension. Only one enemy may be phased at a time by this ability. Roll effect roll to determine difficulty of escape. +4 to effect roll on a crit.
Phase Portal Spell No Hit Check Creates a portal which allows allies or enemies to phase or unphase during their movement phase with a roll of 10+. Additionally, ranged attacks may pass through the portal on an 8+. The portal may be closed during the Dark Mage's turn without taking an action. Phased enemies left with a closed portal need a 15+ to escape.
Will Drain Spell Attack 1d6 per round Deals 1d6 damage per round, stuns enemy after the first hit. Dark Mage must stand still to use. New hit roll required every round. Effect is ends by choice on the Dark Mage's turn, or when the Dark Mage is hit by an attack. The Dark Mage gains 1 HP for every 3 damage. May be used while gagged, but not blindfolded. May only last three turns maximum. Three turn cooldown after effect ends. Does not work on enemies without eyes.
Doom Sigil Spell Attack,

Special

N/A Places a sigil on the enemy. After 2d4 rounds, that enemy loses half its health. (Round up) May only be used once per battle.
Dark Whirlpool Spell Attack,

Special

No Hit Check A vortex attempts to phase every character on the battlefield. Allies resist on a 10+, enemies resist on a 15+. Difficulty of escape is set at 15. May only be used once per battle.

Phasing

  • Phased Targets may only be hit by other phased targets except for Dark Blade. Phased targets cannot hit non-phased targets.
  • At the start of each turn phased, each creature must roll 15+ or suffer 2 damage. Phased allies must roll 10+ or suffer 2 damage.
  • Attempting to unphase is a contested roll against the phase spell's effect roll. Each attempt gives +2 to the next attempt, stacking. Succeeding by an equal roll ends the turn. Succeeding by beating the roll allows the player or creature to act.
  • Crit-failures on escape double the damage of the next turn's persistent damage effect.
  • Enemies who 'grip' onto their targets may cause the player to get phased with the monster, under the same conditions, per GM choice. Those enemies may also move their victims with them while escaping the dimension.
    • The Dark Mage cannot freely phase with one of these enemies on them, and must use a portal or phase the enemy along with themselves.
    • Enemies grabbed onto the Dark Mage roll 10+ to avoid Shadow Damage.