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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
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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
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Creation Magic, Spirit Magic, Entropy Magic. Entropy magic: another +2 spellpower with staff.
|
Perception
|
5
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Empathy. Ring: free conscious action, +3 seeing, -2 all other perception. |
Strength
|
0
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Climbing
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Willpower
|
4
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Staff: +2 Willpower/Courage
|
Level: 15, human male Circle Tower mage
Experience Points: ?
Health: 112
Mana: 149
Talents:
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:
Specializations:
- Spirit Healer, Novice: Group Heal
- Spirit Healer, Journeyman: Revival
- Spirit Healer, Master: Life Ward
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.
Possessions
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