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General notes
Appearance: Male human, dark brown hair, blue eyes. 5'7", 140 lbs, 20 years old (when he joined the campaign)
Goals:
Ties:
Abilities |
Ability Focuses (+2) |
|
Communication |
3 |
Orlesian Cloak/Communication-Persuasion: +1. When addressing Orlesian-Haters, -1. |
Constitution |
5 |
Stamina |
Cunning |
2 |
Arcane Lore, Healing |
Dexterity |
3 |
Acrobatics |
Magic |
8 |
Creation Magic, Spirit Magic, Entropy Magic. Entropy magic: another +2 spellpower with staff. |
Perception |
5 |
Empathy. Ring: free conscious action, +3 seeing, -2 all other perception. |
Strength |
0 |
Climbing |
Willpower |
4 |
Staff: +2 Willpower/Courage |
Level: 15, human male Circle Tower mage
Experience Points: ?
Health: 112
Mana: 149
Talents:
Chirurgy (Journeman)
Novice: Heal is a minor action for you.
Journeyman: Heal action restores Health equal to (Dragon Die x 2) + Cunning
Creation Magic (Journeyman)
Novice: Can summon or dismiss a light wisp without spending mana points. The wisp hovers near his shoulder until dismissed, illuminating a 10-yard radius around him with the brightness of a lantern. Summoning and dismissing the wisp are free actions.
Journeyman: Creation spells cost 1 less, minimum 1. Gain 1 Creation spell.
Spirit Magic (Master)
Novice: Can sense the mood (in a single word) of any intelligent being within 6 yards
Journeyman: Spirit spells cost 1 less Mana to cast (min 1), gain 1 Spirit spell
Master: May re-roll the dice when regaining Mana (whoopee), but must keep second roll. Gain 1 Spirit spell.
Entropy Magic (Journeyman)
Deathsight: When someone Alpheus can see drops to 0 Health, he can tell how many rounds it will take for that person to die.
Entropy spells cost 1 less Mana to cast (min 1). Gain 1 Entropy spell (Misdirection Hex when I can).
Master: Opponents -1 strength for melee attacks. +1 Entropy spell.
Defense: 13 (15 with Orlesian cloak) (14 with Warden leather armor)
Armor Points: None, or Leather, or Orlesian cloak (5 AP), or Warden Armor (6 AP)
Speed: 13 (no armor) - thus move 13 yards, charge and attack 6.5 yards, run 26 yards
Weapon Groups: brawling and staves
Languages: besides the usual King's Tongue (aka Trade Tongue, or Common), he knows (can speak and read?) Ancient Tevene, and Orlesian (Speak/Read like a 5 year old, give or take).
Class Powers, Arcane Lance:
Spell Lance (4th Level): Cast a spell after hitting a foe with Arcane Lance. This is a stunt that costs 3 stunt points, and the spell cannot have a mana point cost greater than 3. A casting roll is required as usual.
Long Lance (7th Level): Ranged attack 24 yards, Magic vs Defense, damage 1d6 + Magic. Staff: 1d6+2+Magic, damage is Spirit damage.
Power Lance (9th Level): Increase the damage of arcane lance attack by 1d6 by spending 2 mana points. You must spend the mana before making the attack roll, and cannot do this more than once per attack.
Stunt Bonus (11th Level): Lightning Attack stunt for 2 SP (instead of 3).
Warden Powers:
detect Darkspawn out to 5 yards per level
Specializations:
Mana Points: 149 (regains 1d6+Magic per hour of rest)
Spells: Spellpower is 18 (for Spirit, Creation, and Entropy Magic: 20; another +2 Entropy (Staff) for 22), +1 if Spell Wisp is active; +2 if Fade Shield is active.
Casting Bonuses: Spirit, Creation, and Entropy Magic focuses (+2); another +2 Entropy (Ring of Entropic Might), Spirit Wand: +1 to casting roll for Spirit spells, +1D6 damage for Spirit spells).
Staff: +2 spellpower Entropy, Arcane Lance does Spirit Damage, +2 Willpower/Courage, +2 Damage (physical, quarterstaff, Spirit). Staff Blade: Ads 1d6+3 to staff attacks. Pierce (1/2) armor for 1 SP, +1d6 lightning damage for 1 SP.
Bonuses are included in this chart already:
spell |
school |
mastery |
type |
mana |
to cast |
range |
Target Number |
test |
description |
OFFENSE | |||||||||
Arcane Bolt |
Spirit |
Yes |
Attack |
2 or 3 or 4, -1 |
Major |
30 Yards |
10 |
Dex (Acrobat) |
Damage 2d6+Dragon Die, test to 1d6. When casting, instead spend: 3 pts: piercing; 4 pts: penetrating. Alpheus: +1 TN roll from wand, +2 from school focus, Magic 8; TN = -1. +1D6 damage from wand. Staff: +2 damage. |
Mind Blast | Spirit | Yes | Attack | 3 | Major | 50 Yards | 12 | Strength (Might) | All within 2 yards knocked prone/prepared actions lost/no major action next turn. Test = knocked prone and prepared actions lost |
Walking Bomb | Spirit | Yes | Attack | 4 | Major | 10 Yards | 13 | Con (Stamina) | 1d6+1 penetrating damage until Test (at start of victim's turn) or death. At death, 2d6 damage to all within 4 yards. Victim must have blood or something similar to boil. |
Mana Drain | Spirit | Yes | Utility | 3 | Major | 30 Yards | 12 | Magic (Spirit) | Target spends 1 extra MP to cast spells and caster gets that 1 mana point. |
Vulnerability Hex | Entropy | No | Attack | 4 | Major | 20 Yards | 12 | Magic (Entropy) | Until end of encounter: -1 defense, -2 ability tests vs. Spellpower. Test = -1 defense only. |
Affliction Hex |
Entropy |
yes |
Attack |
7 |
Major |
30 Yards |
14 |
Magic (Entropy) vs. Spellpower |
Target within 30 yards and all foes within 10 yards of target, -2 to all tests against spellpower until end of encounter. Primary tests successfully, only -1 to primary and nothing to any other foes. Other foe tests successfully, that foe is not affected. |
Misdirection Hex | Entropy | Attack | 10 | Major | 30 Yards | 15 | Magic/Entropy or Willpower/Courage vs. Spellpower | Until end of encounter (or Magic rounds), 1 foe -2 to attack, cannot generate stunt points. Can try to save every round as free action. | |
Death Hex | Entropy | Attack | 17 | Major | 30 Yards | 19 | Magic/Entropy or Willpower/Courage vs. Spellpower |
Until end of encounter (or Magic rounds), +3 attack & damage, +2 stunt points even if no doubles. Save as free action every round. | |
DEFENSE | |||||||||
Spell Shield | Spirit | Yes | Defense | 4 | Major | Caster | 13 | N/A | Lasts for (Magic) rounds. Helpful/harmful spells no effect, but spend MP = spell's BASE MP cost. Ends when out of MP. |
Arcane Shield | Spirit | Yes | Defense | 4 +1/extra round | Major | Caster | 14 | N/A | Defense = Spellpower (10 + Magic + Focus); 19 for Alpheus |
Fade Shield | Spirit | Yes | Defense | 6 +2/extra round | Major | Caster | 15 | N/A | Spellpower +2, Defense = Spellpower (21 for Alpheus) |
Force Field | Spirit | Yes | Defense | 10 +5/extra round | Major | 25 Yards | 18 | N/A | Target is immune to damage, can't do ranged or melee attacks, move or give/receive items. Indirect, non-damage spells (daze, mana drain, vulnerability hex) unaffected. Spells (including offensive) pass out of force field normally. |
UTILITY | |||||||||
Dispel Magic | Spirit | Yes | Utility | 8 | Major | 25 Yards | 17 | Magic (Spirit) | All magical spell effects removed. Note: Multiple spells can mean multiple spellpowers, 1 roll determines (might remove some spells but not other, stronger spells). GM can rule that non-spell magic can be removed too, in which case she will assign a spellpower for resistance. |
Spell Wisp | Creation | Yes | Utility | 3 | 1 Minute | N/A | 11 | N/A | Wisp floats above caster's shoulder; +1 to spellpower for 1 hour. |
Dream Sending | Spirit | Yes | Utility | 7 | 5 Minutes to 1 Hour | N/A | 15 | N/A | Up to 1 hour. Any kind of dream (?). Send message or imagery; cannot exert power over subject's mind or will directly, but can influence decision-making, e.g. sending particular omen or information (especially if subject doesn't know about dream sending?). Does not work on non-dreamers, like dwarves or the Tranquil. |
Glyph of Preservation | Creation | Yes | Utility | 1 | 5 Minutes | N/A (?) | 10 | N/A | Stops dead organic material from decaying for 1 month. "Can be renewed during its duration, which extends its affects for another monthâ (from casting, or cumulative?) |
Glyph of Sealing | Creation | Yes | Utility | 3 | 1 Minute | 0 | 11 | N/A | Locked until broken or until mage or person(s) designated at time of casting opens. Doors, jars, etc. |
|
|||||||||
HEALING | |||||||||
Heal |
creation |
yes |
utility |
1 to 3 |
Major |
Touch |
10 |
None |
1d6 Health per mana spent. Alpheus TN (Magic + Focus) = 1. |
Rejuvenate |
Creation |
yes |
Utility |
5 |
Major |
10 Yards |
15 |
None |
1d6 healing immediately, 1d6 healing for Magic rounds (on subject's turn). |
|
|||||||||
SPIRIT HEALER SPELLS. Enter Spirit Healer mode, minor action, TN 14 Magic (Spirit) Test. Exit Spirit Healer mode = minor action. Alpheus TN: 4. | |||||||||
Group Heal |
Creation |
Yes |
Utility |
3 to 9 |
Major |
10 Yards |
15 |
None |
Spirit Healer Novice. 1d6 Heath per 3 mana spent for 2xMagic subjects, can include self. |
Revival |
Creation
|
Yes |
Utility |
5 |
Major |
Adjacent |
14 |
None |
Spirit Healer Journeyman. Dying adjacent target gets [10 + Their Con + My Magic] in health. Cannot cast on self. |
Life Ward |
Creation |
Yes |
Utility |
5 |
Major |
6 Yards |
16 |
None |
Spirit Healer Master. When target drops below 10 HP, gains 2d6 HP. Works once per casting, cannot stack, can cast on self. Ends at end of encounter. |
Spell Sources: Arcane Bolt, Heal, were known long before the campaign began.