Cultist Magus
Adversary overview
The regional leader of the Cult. Adept in casting magic, the Magus commands cultists to furthering the goals of the cult.
The regional leader of the Cult. Adept in casting magic, the Magus commands cultists to furthering the goals of the cult.
Stat block
Standard attack
Features
Passives
Actions
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Cast: Hold Personastress 1
Mark a Stress per target PC, forcing each target to make an Instinct reaction Roll. On a failure, the target is Restrained, Vulnerable and cannot do any actions or reactions. The effect ends when Fen takes any damage. Fen can only Cast: Protection, as it is maintaining concentration on this spell.
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Cast: Snow Stormstress 2
Mark 2 Stress to summon a Hailstorm in a Close range cylinder within Far range. Each PC in the Cylinder makes a. All creatures in the cylinder take 2d10 physical damage and must succeed on an Agility Reaction roll or take an additional 4d6 magical damage. Hailstones turn the ground into Difficult Terrain until the end of the scene, requiring an Agility Role to move out of the zone.
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Arcane Recovery
Once per Scene, the Magus can channel their inner magic to recover 1d4+1 stress.
Reactions
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Magical Momentum
When this adversary makes a successful attack or spell against a PC, you gain a Fear.
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Cast: Protectionstress 1
When Fen takes physical damage, Mark a Stress to reduce the damage by its Difficulty.
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Cast: Vanish
On a roll with Fear, once the triggering action is done, roll a d20. On a roll of 11 of higher, the Magus vanishes into a different plane of existence until it is spotlighted again. While vanished the Magus is not targetable by further actions until they reappear.
Motives & tactics
Experiences
- Cult Magic +4
Cultist Magus
Tier 3 solo
The regional leader of the Cult. Adept in casting magic, the Magus commands cultists to furthering the goals of the cult.
Motives & Tactics: Cast Spells, Disable Opponents
Difficulty: 18 | Thresholds: 18 / 35 | HP: 8 | Stress: 6
ATK: +6 | Cultist Blast: Far | 2d10 Magical
Experience: Cult Magic +4
HP:
Stress:
Features
Magical Momentum – Reaction: When this adversary makes a successful attack or spell against a PC, you gain a Fear.
Cast: Protection – Reaction: When Fen takes physical damage, Mark a Stress to reduce the damage by its Difficulty.
Cast: Hold Persona – Action: Mark a Stress per target PC, forcing each target to make an Instinct reaction Roll. On a failure, the target is Restrained, Vulnerable and cannot do any actions or reactions. The effect ends when Fen takes any damage. Fen can only Cast: Protection, as it is maintaining concentration on this spell.
Cast: Vanish – Reaction: On a roll with Fear, once the triggering action is done, roll a d20. On a roll of 11 of higher, the Magus vanishes into a different plane of existence until it is spotlighted again. While vanished the Magus is not targetable by further actions until they reappear.
Cast: Snow Storm – Action: Mark 2 Stress to summon a Hailstorm in a Close range cylinder within Far range. Each PC in the Cylinder makes a. All creatures in the cylinder take 2d10 physical damage and must succeed on an Agility Reaction roll or take an additional 4d6 magical damage. Hailstones turn the ground into Difficult Terrain until the end of the scene, requiring an Agility Role to move out of the zone.
Arcane Recovery – Action: Once per Scene, the Magus can channel their inner magic to recover 1d4+1 stress.
Cultist Magus
The regional leader of the Cult. Adept in casting magic, the Magus commands cultists to furthering the goals of the cult.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Cultist Magus Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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