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1

Young Morgan le Fay

I didn't do anything.

By gluax
  • Origin Humans
  • Class Mage
  • Kit Dweomerist
  • Culture
  • Faction
  • Ethos Guardian
1

Mighty +1

+1

Deft +4

+4

Smart +6

+6

Defense

+4

Armor Points

No soak

Hit Points

2 / 2

Wounds

Initiative

+0

Mana Points

1 / 12

Fate Points

Story Points

0 / 1

Abilities

Adaptable

Talent

Icon

You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.

Arcane Adept

Technique

Icon

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.

Dweomerist

kit

Icon

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.

Equipment

Weapons

Weapon Icon
3

Stiletto +6

Small

Piercing
Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Wild Serape

Padded

1
1

Shield

You have no shield equipped.

Deeds

Heroic deeds of valor are not your forte.

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Venom

Sorcery +8

Poisons living beings.

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.

Spells

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

Maleficence

Maleficence Icon

Venom

Sorcery +8

Poisons living beings.

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.

Stances

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Known Stances

  • Stance Icon

    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

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Inventory (3/11)
220

Item Icon
Gauntlet
Shield
3
Item Icon
Stiletto
Weapon
Item Icon
Wild Serape
Armor

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Stiletto
Attr
+4
Skill
+2 Small
DMG
3
Tactics
Piercing

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Wild Serape
AP
+1
Soak
Mighty
1
MP

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Gauntlet (Buckler)
Defense
+1
MP
+1
Mighty
1
Tactics
Disarm

Supply

Session Zero Icon

Same Father

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.

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

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