Grey-mages Ethnicity in Arylon | World Anvil

Grey-mages

Casters in their lives and studied dark arcane or any of the three-world tree primary magics styles. These casters still leach off the world tree even though they should be dead, but magic is the only thing keeping them alive. Thus, they are called the Lich.   Lich: Can and will work together to become more powerful. See one lich is bad, but in Arylon liches have work together to become the ultimate dark caster and will continue even after they have achieved this goal. They are also called the Grey-mages. Grey-mages are untrust worthy mages. Their desire to seek more and more magic will never end. they will manipulate anyone to get their way. they will meet in secret with other Grey-mages to keep the bodies and minds active once they were dead. They look like themselves but all color drains from their body, no matter the race or culture of mortal. The skin as tough as the most durable and thick leather in the world. The eyes have no pupils, and any color is gone. If the caster had any hair in life will become a white as Snow. Blue is veins cover the body. the blue is the magic coursing through them. Somehow their bodies stay attuned with magic and to the world tree. The Only one knows how this is possible is the treacherous Grey-mages.  

Talents:

 
  • Arcane master d12 Arcane master is as powerful as a Archmagi wizard at any mage guild.
  • unnatural armor d10 Unnatural armor means they do not need any armor for their armor is a 10.
  • Ritual caster d12 - They can lower the cost of rituals, but still need at least one more caster.
  • undead traits d12 The Undead traits means they are immune to poisons and bleeding complications.
  • Vampire lifespan d12 They can only die in battle. They can never die from disease or age.
  • Huge Mana pool. d12 They have a large pool of mana. (Double the mana from mortal caster.)
 

Stats:

  • three steps down in physical to no lower than d4
  • Two step down in social to no lower than d4
  • STEP UP BOTH MENTAL AND SPIRIT BY THREE. No higher than 2d12 in each area.
 

Skills:

  • Fight d6- Specialty combat caster d10
  • Grapple d6- specialty Void grasp d10
  • Heal d6- specialty life drain d10
  • Command d6- specialty concur weak minds d10
  • Endurance d6- specialty vampiric toughness d8
  • Mysticism d6- specialty Evocations d10- specialty conjuration d10- specialty Transmation d10

Bosses:

They're treated as boss fights. Yes, the G.M. can send more than one after your party. This means that each one follows the rules as the boss fight.  Three plot points each.


Cover image: Cortex Prime rpg