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Cultist Magus

Adversaries Designed by Esteban Quito

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

Tier
3
Type
Solo
Difficulty
18
HP
8
Stress
6
Attack mod
+6
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
18
Major Damage — Mark 2 HP Major
Mark 2 HP
35
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Cultist Blast
Range: Far
Damage: 2d10
Attack Mod: +6
Damage Type: Magical

Features

Passives

Actions

  • Cast: Hold Persona
    stress 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.

  • Cast: Snow Storm
    stress 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.

  • Arcane Recovery

    Once per Scene, the Magus can channel their inner magic to recover 1d4+1 stress.

Reactions

  • Magical Momentum

    When this adversary makes a successful attack or spell against a PC, you gain a Fear.

  • Cast: Protection
    stress 1

    When Fen takes physical damage, Mark a Stress to reduce the damage by its Difficulty.

  • 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

Cast Spells Disable Opponents

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.

Discussion

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