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4

Morgan le Fay

You taught me this.

By gluax
  • Origin Humans
  • Class Mage
  • Kit Dweomerist
  • Culture
  • Faction
  • Ethos Champion
4

Mighty +1

+1

Deft +4

+4

Smart +8

+8

Defense

+4

Armor Points

No soak

Hit Points

2 / 2

Wounds

Initiative

+0

Mana Points

8 / 14

Fate Points

Story Points

0 / 4

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

Poignard (Thrusting Knife) +6

Small

Piercing
Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Reinforced Vestments

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 +10

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 +10

    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 +10

    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 +10

    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

    Rune Sigil

    Artifice +10

    You encode a secret message into a magic rune by touching an inanimate object of your choosing. The message is permanently embedded in the symbol, and may be read by any spellcaster or anyone with an Arcana skill. Alternatively, you may spend MP to encode a spell of your choosing or a maleficence into a magic symbol. Anyone who attempts to read the symbol is subject to the spell, which is cast with the reader as its target.

  • Spell Icon

    Shapeshift

    Enchantment +10

    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.

  • Spell Icon

    Shapeshift Other

    Enchantment +10

    You physically shapeshift a single target other than yourself into a form of your choosing, and they adopt the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as their 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 your target into, and you may not replicate any specific person. While shapeshifted, your target adopts the physical qualities of the form they've been shapeshifted into. The GM has discretion to alter their freedom of movement or attributes and abilities to suit the fiction.

  • Spell Icon

    Slithering Shadow

    Necromancy +10

    You extend your lifeforce into your shadow, enabling it to grow in length equal to the spell's area of effect. The shadow grows at a walking pace and may slither across any surface in any direction, silently and indetectable to the untrained eye. You may see, hear, and speak through the shadow as if you are standing where it is extended (as well as cast spells), but it is unable to interact with any physical object. If it is attacked (physically or magically), you become the subject of the attack. This spell lasts for the duration of the scene.

Maleficence

Maleficence Icon

Venom

Sorcery +10

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 Icon

Fey Resistance

Trait

The powers of your lineage awaken within you as you adventure farther into your quest. When you learn this stance, you are 50% immune to magical or mundane sleep and charm.

Known Stances

  • Stance Icon

    Fey Resistance

    Passive

    The powers of your lineage awaken within you as you adventure farther into your quest. When you learn this stance, you are 50% immune to magical or mundane sleep and charm.

  • 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.

  • Stance Icon

    Silver Tongue

    Active

    Your eloquence often gets you out of sticky situations. As a reaction, you may re-roll any check involving social interaction.

  • Stance Icon

    Steal Spell

    Active

    Whether by accident or practice, you bear a sacred aura, the demon's mark, or the crystalline eye and it makes your body a conduit for magic. As long as the opposing spellcaster is visible to you and you have not already acted in the round, you may absorb their spell before its targets are affected by the magic as a reaction. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell and succeed in a contested spell check against them. You may then cast this spell as if it were known by you until you rest.

Focus

Focus Icon

Fey Resistance

Trait

The powers of your lineage awaken within you as you adventure farther into your quest. When you learn this stance, you are 50% immune to magical or mundane sleep and charm.

Inventory (3/11)
470

Item Icon
Cap of Seeming
Treasure
Item Icon
Gauntlet
Shield
3
Item Icon
Poignard (Thrusting Knife)
Weapon
Item Icon
Reinforced Vestments
Armor

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Poignard (Thrusting Knife)
Attr
+4
Skill
+2 Small
DMG
3
Tactics
Piercing

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Reinforced Vestments
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

Notes

Quest Log

Arfo-en
Know how to destroy the saddle of command

Archetype

None Selected

Experience

  • 2
    +1 Smart
  • 3
    Sorcery
  • 4
    +1 Smart
  • 5
    Choose Perk
  • 6
    Choose Perk
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

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