Cinderbrand
In the annals of Areast, the Cinderbrand stands as both a symbol of fear and a beacon of hope. Masters of fire magic, these mages have delved deep into the secrets of flame, forging a connection so intense that they embody the very essence of fire. Where other mages study a variety of elements, the Cinderbrand dedicates their life to the flame, mastering its every nuance—from the delicate warmth of a hearth to the unstoppable fury of a wildfire.
Cinderbrands are often seen as volatile, their emotions mirroring the fire they wield. Their power can be as comforting as a campfire on a cold night or as terrifying as an inferno sweeping through a forest. This duality makes them both revered and feared in equal measure. Townsfolk may call upon a Cinderbrand to protect them from marauding beasts or to light the way through the darkest night, but they are equally wary of invoking the mage’s wrath.
Trained in the harshest environments where fire is both a necessity and a danger, Cinderbrands are resilient and strong-willed. They have honed their bodies and minds to endure extreme heat and thrive where others would falter. This connection to fire grants them not only control over flames but also an innate resistance to it, making them formidable opponents in any confrontation.
Despite their fearsome reputation, many Cinderbrands are guided by a strict code of ethics. They understand the destructive potential of their powers and seek to control it with discipline and wisdom. To them, fire is a force of renewal as much as it is a weapon—a means to cleanse and purify as well as to destroy.
In the Far West, Cinderbrands are often found on the front lines of the battle against the Shadow, their flames a light in the darkness, a rallying point for the forces of good. Whether they are igniting the hopes of those they defend or incinerating the forces of evil, the Cinderbrand’s presence is always felt, their power impossible to ignore.
Class Benefits
Aspect Bonus: +1 [IP]
Combat Value Bonus: +1 <SA>
Starting Skills: Discipline, Knowledge: Arcane, Knowledge: Nature, Notice [IP], Any one other skill
Starting Proficiencies: Light Armor, Simple Melee, Any one other proficiency
Starting Money: $100.00
Sample Starting Equipment: Light armor, sturdy clothing, knife, walking stick, traveling pack, $51.15 left
Talents
Rank 1: Basic Spellcasting (Cinderbrand)
- You choose six spells. These must be Fire spells or Neutral spells.
- You start with a mana pool consisting of 3 Fire Mana.
Rank 2: Blazing Fury
- You gain +1 Fire Mana in your mana pool.
- Whenever you cast a Fire spell that deals damage, you may choose to have it deal +1 damage.
- You learn one spell of any type you could theoretically cast.
Rank 3: Conflagration
- You gain +1 Fire Mana in your mana pool.
- You gain +1 mana of any elemental type in your mana pool.
- When you cast a Fire spell that targets a single enemy, you may choose to have it affect all enemies within 2 spaces of the original target.
- You learn one spell of any type you could theoretically cast.
Rank 4: Phoenix Rebirth
- You gain +1 Fire Mana in your mana pool.
- Once per encounter, when you are reduced to zero STUN or LETHAL, you may spend 1 Fire Mana to immediately heal 10 STUN and 5 LETHAL. This effect also deals 5 STUN damage to all enemies within 2 spaces of you.
- You learn one spell of any type you could theoretically cast.
Rank 5: Master of Fire Magic
- You may discard a card from your Hand of Fate when casting a spell. If you do so, you may choose any Fire Magic spell to cast, not just those you have learned. If you do so, the spell’s damage (if any) is increased by 1 and the area of effect (if any) is increased by 1 space. You still pay all mana costs as normal.