Messorem

A path dedicated solely to death and utter destruction, the Messorem is exceptionally treacherous to follow and navigate. These formidable individuals are dangerous dark magic users, who often abuse their immense power in the most violent and catastrophic ways imaginable. Stereotypically, Messorems are seen as careless and reckless seekers of destruction, enjoying the chaos they create as they indulge in their dark desires for death and ruin all around them. This does not necessarily make them evil, though. There is a specific time and a perfectly appropriate place for everything in the grand tapestry of life. A well-learned Messorem understands this delicate balance and knows how to exercise restraint; they’ll hold themselves back until the precise moment arrives when they can unleash their wrath, savoring and reveling in that exhilarating moment.

Unlike a Brawler, Messorem are uniquely gifted and skilled in wielding powerful dark magic spells. In addition to their magical prowess, they possess the ominous ability to send their unfortunate enemies into the void, resulting in their instantaneous demise. When this dark transformation occurs, the Messorem can then absorb the dark energies that emanate from that harrowing event, and convert it into spell power. Though they possess the remarkable ability to cast dark magic spells, their method of doing so is very different from that of Sorcerers. Magic is not woven into their bloodline, nor is it gifted to them directly by a deity. Instead, they absorb the ambient dark magic that lingers in the air, around the fresh echoes of death, and carefully trap it inside of a magic conduit, converting it into dark magic spell power. This unique approach sets them apart and adds an intriguing layer to their magical prowess. They then use that spell power to weave and cast various dark magic spells that they meticulously learn from dedicated studies of the dark arts. For this specific reason, the only way a Messorem can effectively recover their lost spell power is by condemning a living entity; collecting the potent dark magic released at the moment of their death and siphoning it into the depths of their magic conduit.

Becoming a Messorem

When you become a level 1 Messorem, you will gain the following

  • How much damage you can take before dying or becoming unconscious

  • Determines how much damage you deal with melee weapons.

  • Determines how much damage you deal with ranged weapons.

  • Determines how well you mitigate incoming damage.

  • Determines how potent your magical abilities are.

  • How many meters of distance you can move during each of your turns.

  • Roll 2 eight-sided die, and add them together. The total will be your characters starting Life stat.

  • Roll 3 six-sided die, add them together, then add 4. The total will be your characters starting Melee Attack Stat

  • Roll 1 ten-sided die. The result will be your characters starting Ranged Attack Stat

  • Roll 1 four-sided die. The result will be your characters starting Defense Stat

  • Roll 3 eight-sided die, and them together. The result will be your characters starting Magic Stat.

  • This is a Messorem starting Movement. Add this to any Movement Increase you gain from your Race. The total is your characters starting Movement Stat

  • 5 skill points in your Intimidate skill

  • 5 skill points in your Sunder skill

  • 8 skill points to distribute freely

Starting Skill Bonuses

  • Magic Conduit: Messorem require an item to be equipped to their person in order to absorb and recover spell power, as well as use that spell power to cast spells. This can be any item you want, as long as it can be equiped. Upon creation, you acquire this for free. Work with your Game Master to an appropriate item. Creating a new one will require 50 hours of ritualistic enchanting. If you do not have this item equiped, you cannot cast spells.

  • Efficient with axes and swords

  • You learn 1 Elemental Art that is not Water

  • You start with a spell power maximum equal to 1d10+10

  • Two Tier 1 spell from the Messorem spell list

  • The Ability “Rage

Other Things

Condemnation: Attempt to pull a living entities soul directly into the void, so that you may reap the dark energy released from their death. You may use this gift during your Perform Phase, on a single living target you can see within 6 meters, that is either an Anathema, Animal, Creature, or Humanoid. When you do, if the targets current Life stat is of a value that is less than 2x your Messorem level, they must make a successful Curse Resistance check against your Base spellcasting RR (+2 per 20 Messorem levels). If the target fails, they will die instantly, and their soul will be cast directly into the void. The dark magic left behind from their death will be absorbed into your magic conduit, and converted into 1d6 spell power (+1d6 per 5 Messorem lvls). If you successfully condemn a target, your turn will end. An entity who succeeds their Resistance check against this gift cannot be condemned by you until you complete a full rest.

Messorem Gift

Poison: 7
Bleed: 3
Sleep: 3
Stun: 8
Infection: 9
Luck: 4

Starting Natural Resistance

Scared: 10
Hinder: 7
Freeze: 5
Burn: 9
Charm: 5
Curse: 6


Leveling as a Messorem

Anytime your Messorem level increases by 1, you will gain the following

  • Roll 1 eight-sided die and add 1 to the result. Your characters base Life Stat will be increased by the result.

  • Roll 1 twenty-sided. Your characters base Melee Attack stat will be increased by the result.

  • Roll 1 ten-sided die. Your characters Ranged Attack Stat will be increased by the result.

  • Roll 1 four-sided die. Your characters base Defense Stat will be increased by the result.

  • Roll 1 six-sided die. Your characters base Magic stat will be increasd by the result.

  • Roll 1 six-sided die. Your characters maximum spell power will be increased by the result.

  • 3 skill points to distribute freely every 5th Messorem level

  • 1 new Ability every 20th Messorem level

Additional Bonuses

  • Level 25 = Vital Senses: You are able to sense the vitality of nearby living things. You may use your Action Phase to assess the vitality of a living entity you can see within 20 meters. You will then know whether their current Life stat is above or below 2x your Messorem level. You may do this once per minute

  • Level 50 = Dark Aura: Create an ominous aura of darkness around you. You can do this during your Perform Phase by spending 1 Aura Counter. This aura will remain for as long as you want it to, and will consume 1 additional Aura Counter every 30 seconds. While active, any time you deal damage using an attack, you will deal an additional amount of critical dark magic damage equal to 1/4 your Messorem level. You must keep track of this additional damage if you plan on usiung “Dark Blast” or “Black Explosion”.

  • Level 75 = Dark Blast: You can focus the power of your dark aura into your hand, and throw that power at your enemies. Use your Perform Phase to pull the dark energy from around you, and concentrate it into your hand. You can then throw it at a target you can see within 24 meters, as if it were a Tier 4 spell. If hit, the dark magic will explode, dealing dark magic damage equal to the total amount of bonus critical dark magic damage you have dealt with the Dark Aura you just removed, to all potential targets within 2 meters of the target. This is static damage that is not rolled. This will deactivate your Dark Aura.

  • Level 100 = Black Explosion: Erupt your Dark Aura into a powerful explosion, dealing damage to everything within a large area. During your Perform Phase, release your dark aura, striking everything within 20 meters of you with a powerful eruption of raw dark magic. All potential targets within range will suffer dark magic damage equal to 5x the bonus critical dark magic damage you have dealt with this Dark Aura. Similar to “Dark Blast”, this damage is static. A successful Constitution Feature check will reduce this damage by 1/2. The RR for this Feature check will be equal to your base spellcasting RR +5. Living entities that take damage from this talent will gain a Hindrance to their Maximum Life Stat equal to the damage that they took. This hindrance will last until the target can complete a full rest. You can only use this talent once per full rest, and only if your Dark Aura has been active for at least 1 minute.

Messorem Talents

Messorem use Dark Magic to cast their spells, but this spell power is stolen. It can only be recovered by “Condemning” a living target while your Magic Conuit is equiped. You will recover 1d6 spell power (+1d6 per 5 Messorem levels). You can only cast spells if your Magic Conduit is equiped. Messorems learn spells according to the chart below.

Spell Casting