- Strength8
-
STR
-1
- Dexterity10
-
DEX
0
- Constitution13
-
CON
+1
- Intelligence14
-
INT
+1
- Wisdom11
-
WIS
0
- Charisma15
-
CHA
+1
Class: Wizard
Race: Elf
STR
-1DEX
0CON
+1INT
+1WIS
0CHA
+1When you release a spell you’ve prepared, roll+Int.
On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later.
On a 7-9, the spell is cast, but choose one:
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:
You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight.
You may end any ongoing spell immediately and use the energy of its dissipation to deflect an oncoming attack. The spell ends and you subtract its level from the damage done to you.
When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
When another player’s character comes to you for advice and you tell them what you think is best, they get +1 forward when following your advice and you mark experience if they do.
An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the colour of the flame. The spell lasts as long as it is in your presence.
You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its colour. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions—they won’t fool anyone, but they might entertain them.
One of your senses is briefly attuned to magic. The GM will tell you what here is magical.
You conjure a simple invisible construct that can do nothing but carry items. It has Load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried. Otherwise the unseen servant serves you until you end the spell.
Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability.
The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise.
Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.
Walk a wide circle as you cast this spell. Until you prepare spells again, your magic will alert you if a creature crosses that circle. Even if you are asleep the spell will shake you from your slumber.
1 weight
5 uses, 1 weight
1 armor, worn, 1 weight
acquired from the cultists.
3 count
hand, 1 weight
5 uses, 2 weight
30
We want to protect nature as a priority.
Blind faith that she will be good. Helped others to see good in them with a hug (+1)
Aerick is woefully misinformed about the world (religion/Cleric). I will teach him all that I can. He healed and bandaged Sheila, so maybe he isn't a lost cuase.
We are from the same cultrural upbringing/Elven forest. Thankful she protected me without thinking/trusted her with the book.
Bramble was but a lass when she began her wizard training under the tutelage of her father, Bramble Shamble XII. Tragically, her training was never completed because her father was killed in their small, Midwest village in the “whatever I said last time” forest. The murder was a cruel 6 fingered man and it has become Brambles life mission to find him and avenge his death! One day when her quest is complete, she will return home to take over the magical welfare of her community…. Or so she plans to at the start of her journey. She left behind her younger sister, Gamble Shamble, who is but a baby at the ripe young age of 87.
Unlike her sister, Gamble is wild and frivolous, with no desire to spend her life in their small Midwest village. Gamble dreamed of going to the rich kingdom of the west, Vas Legas, to make her fortune playing cards.