- Increase your base movement speed by 5 meters.
Seriel
Caster
Haven / Adventurer's Guild Generated sheet, not saved Β· Seed 385 (Id) Β· Adventuring Β· level 14 placeholder from Platinum Β· Heroic by default Β· generated traitsPerks
- Increase your Maximum HP by +5.
- Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).
- Gain +5 to relevant knowledge tests involving survival, animal handling, navigation, traps, tracking, rope use, hunting, cooking, etc.
- 'Concentration' now allows a full movement each round, and movements can be at full speed.
- Automatically succeed on any stealth tests that involve discreet spellcasting.
- This does not work for magic with obvious visual effects, such as combat casting.
- 'Innate' powers do not count toward your spellcasting limit.
- You can cast an unlimited number of 'Innate' powers each round, plus one non-Innate power.
- When you cast an area of effect spell, exclude up to two creatures from the effect.
Powers
- Conjure a 6 meter area of fire, inflicting the burning condition on victims.
- Conjure a campfire (1 meter area). Won't immediately inflict burning.
- Increase nearby temperature to a comfortable level, or cook a meal in a single round.
- Breathe small gouts of fire, create smoke patterns, control fire color, etc.
Requires Power: Ignite
- A 10 meter zone of fire is fully under your control.
- It can be expanded, doused, altered, or bounded to a chosen area of effect.
- This can instantly remove a burning condition from a target.
- You can move the zone of fire up to 4 meters each round.
- Radiate heat and light equal to a small campfire.
- See thermal signatures. Adds +10 to detecting hidden creatures.
- You can see perfectly through smoke as though it's not present.
- Victim is knocked 10 meters in a chosen direction and enters the prone condition.
- Save vs. Athletics to fully resist. Half-save reduces the knockback to 5 meters.
- Can launch targets upward at half strength, such as to assist with a jump.
- Victims in a 15 meter cone are knocked 15 meters in a chosen direction.
- Save vs. Athletics to fully resist. A half save reduces the knockback to 8 meters.
- Control a 10 meter area of fog, smoke, scents, fumes, and airborne contaminants.
- Can also create vacuums, remove dust, cobwebs, particulates, etc.
- Can cast for free while using Concentration.
Requires Power: Ignite
- Create a 10 meter area smoke cloud. Lasts 3 rounds.
- The smoke suppresses visibility. Creatures inside cannot see beyond melee range.
- Create and reshape a 25 meter area smoke cloud. Lasts 5 rounds.
- Instantly dismiss an area of smoke, or move it up to 10 meters.
- Gain +2 attack, +2 damage, and +1 range band on a ranged attack.
- This attack ignores penalties from wind, partial cover, and low visibility.
- The projectile can curve lightly around obstacles to hit its mark.
- Gain +5 attack, +3 damage, and +2 range band on a ranged attack.
- This attack ignores penalties from wind, partial cover, and low visibility.
- The projectile can curve around obstacles to hit its mark.
Requires Power: Control Fire
- Fire spells deal an additional +1d6 fire damage while focusing.
- Cause a large, non-magical object to melt as though it has endured hours of superheated flame.
- The object rapidly melts like a viscous liquid, but cools too rapidly to be harmful.
- A tiny precision fire torch extends from your finger.
- e.g. weld items, brand inscriptions into surfaces, light tinder, etc.
Requires Power: Wind
- Up to three creatures can effortlessly follow your movement.
- Works while using powers; e.g. levitation, enhanced speed, etc.
- Sustain light winds through concentration.
- Can increase sailing speed by 50%.
Traits
Seeks the unknown.
Has a known public identity or record.
Wants pleasure, humor, or amusement.
Struggles to stay still or leave things alone.
Works with others and accepts shared plans.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Foraging, navigation, weathering, and wilderness safety gear.
Equipment for retrieving or carrying a stranded or injured person.
Recipient-specific replenishment of internal essence
Recipient-specific recovery of physical health and stamina
Glass orb whose wisps point toward concentrations of sapient Prana.
Channels freezing icebolts that progressively slow targets.
Cast Rank I or II spells from a chosen sphere.
Notes
No notes.