Skip to content

Kitchen mage

Adversaries Designed by Aljaz Kodric

Adversary overview

Every kitchen needs a mage, whether to teleport ingredients or flambe them.

Stat block

Tier
2
Type
Ranged
Difficulty
12
HP
5
Stress
4
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
16
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Staff
Range: Far
Damage: 2d10+4
Attack Mod: +4
Damage Type: Magical

Features

Passives

  • Battle teleport
    stress 1

    Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range.

  • Refresh Warding Sphere
    stress 1

    Mark a Stress to refresh the Wizard’s “Warding Sphere” reaction.

Actions

  • Eruption
    fear 1

    Choose a point within Far range. A Very Close area around that point erupts into impassable terrain. All targets within that area must make an Agility Reaction Roll (14). Targets who fail take 2d10 physical damage and are thrown out of the area. Targets who succeed take half damage and aren’t moved.

  • Arcane Artillery
    fear 1

    Unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take 2d12 magic damage. Targets who succeed take half damage.

Reactions

  • Warding Sphere

    When the Wizard takes damage from an attack within Close range, deal 2d6 magic damage to the attacker. This reaction can’t be used again until the Wizard refreshes it with their “Refresh Warding Sphere” action.

Motives & tactics

Stay out of the way Flambe

Experiences

  • Magical knowledge +2

Kitchen mage

Tier 2 ranged

Every kitchen needs a mage, whether to teleport ingredients or flambe them.

Motives & Tactics: Stay out of the way, Flambe

Difficulty: 12 | Thresholds: 8/16 | HP: 5 | Stress: 4

ATK: +4 | Staff: Far | 2d10+4 Magical

Experience: Magical knowledge +2

HP:

STRESS:

Features

Battle teleport - Passive: Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range.
Warding Sphere - Reaction: When the Wizard takes damage from an attack within Close range, deal 2d6 magic damage to the attacker. This reaction can’t be used again until the Wizard refreshes it with their “Refresh Warding Sphere” action.
Refresh Warding Sphere - Passive: Mark a Stress to refresh the Wizard’s “Warding Sphere” reaction.
Eruption - Action: Choose a point within Far range. A Very Close area around that point erupts into impassable terrain. All targets within that area must make an Agility Reaction Roll (14). Targets who fail take 2d10 physical damage and are thrown out of the area. Targets who succeed take half damage and aren’t moved.
Arcane Artillery - Action: Unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take 2d12 magic damage. Targets who succeed take half damage.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.