Young Morgan le Fay
I didn't do anything.
- Origin Humans
- Class Mage
- Kit Dweomerist
- Culture
- Faction
- Ethos Guardian
Fantasy
A Quest of Queens
Can you restore balance to the World of Ruin?
Great White North
Find your fortune in the wintry outlands of Farlas.
Magic University
Face the fantastic at the Magic University in this YA adventure.
Steampunk
Fear the Light
Fight the frontier in this Weird West one-shot.
The Contract
Play a crew of bloodthirsty, elite assassins.
Ride the Lightning
Brave battle trains on the rail to Red Mountain.
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The stars aligned on your birth; the dark wizard failed to kill you; you bear the magic mark. Your secret is a gift and a curse. You seek to understand what you really are.
A specific phobia you harbor freezes you into inaction.
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Technique
You may cast the spells Dispel Magic and Counterspell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.
kit
Your extensive experimentation with dweomers has taught you how to map out and manipulate magic auras as a form of arcane field theory. For 1 MP you may enchant an inanimate, mundane object with any spell from the Enchantment school, even if you are not a spellcaster. Invest any number of MP into the item as desired. The spell may be discharged at a later time, up to a number of hours equal to your level, by a word or gesture of command. While enchanted, the item is conspicuously magical to all those who behold it. Enchantment spell checks explode on a 5 or a 6.
Stiletto +6
Small
Bare Fists or Feet +1
Hand-to-Hand
Wild Serape
Padded
You have no shield equipped.
Heroic deeds of valor are not your forte.
Venom
Sorcery +8
The victim is poisoned and receives an additional 1 HP damage on the next round at the start of their turn, and each round thereafter, for a number of rounds equal to the damage dealt.
Basilisk Gaze
Enchantment +8
Your gaze transmits a maleficence that transmogrifies a single target into magic stone. The transmogrified is petrified for the duration of the spell, but they remain conscious. This spell can only affect a victim if they meet your gaze. Magic stone cannot be destroyed by physical means, and is unharmed by magic.
Charm (Person)
Charm +8
Your enchantment makes a single humanoid target friendly towards you and assuages their suspicions. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with a charmed person, you receive advantage on all rolls. A charmed person maintains their disposition toward you even after the spell ends, unless there is reason to question the friendship or the enchantment is revealed.
Forget
Charm +8
You suppress the most recent short term memory of your target. For each MP you spend, you suppress one round of recent memory. The effects of your charm are permanent, but a victim whose memory is suppressed by this spell can recall the suppressed memory if your charm is dispelled at a later time. Victims are not entitled to a spell check to resist this spell unless they are aware that this spell will tamper with their memory.
Shapeshift
Enchantment +8
You physically shapeshift into a form of your choosing, adopting the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as your natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift into, and you may not replicate any specific person. While shapeshifted, you adopt the physical qualities of the form you've been shapeshifted into. The GM has discretion to alter your freedom of movement or attributes and abilities to suit the fiction.
Venom
Sorcery +8
The victim is poisoned and receives an additional 1 HP damage on the next round at the start of their turn, and each round thereafter, for a number of rounds equal to the damage dealt.
Focus Slot
Empty
Furtive Spell
Active
You've sharpened your spellcraft as a thief hones her dagger for the dark. As an action, you may cast a single spell you know surreptitiously. The casting of this spell does not compromise your stealth status, and it is not apparent to the untrained eye.
Focus Slot
Empty
Bond
Bound to Puck- he's my adopted little brother. I try to raise him to be more mature and to use his energy to help others instead.
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