- You receive a half movement as part of a melee attack action. The movement must come before the attack.
Morcant
Caster
Fellowship Generated sheet, not saved Β· Seed 408 (Id) Β· Alpha, Adventuring Β· level 18 placeholder from Mythril 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).
- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
- All social skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- Gain +5 to relevant knowledge tests involving survival, animal handling, navigation, traps, tracking, rope use, hunting, cooking, etc.
- Automatically succeed at retaining 'Concentration,' such as when you are hit by an opponent.
- Once per scene, gain +2 to a task that you spend at least a short scene carefully performing.
- Once per session, gain an additional +3 (for a total of +5) to one such methodical task.
- Once per day, spend a scene in deep study to roll 2d20 and take the best result.
- Later that day, you may spend that result on a mental test, using it in place of a die roll.
- Automatically succeed on any stealth tests that involve discreet spellcasting.
- This does not work for magic with obvious visual effects, such as combat casting.
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
- Make a spellcasting attack. Deals 1d6+Arcana fire damage and inflicts burning.
- Deal 1d6+Arcana fire damage to a 6 meter area. Inflict burning on victims.
- Can alternatively be cast as a 10 meter cone.
- Deal 1d6+Arcana fire damage to a 10 meter area. Inflict burning on victims.
- Can alternatively be cast as a 16 meter cone.
- 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.
- 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: 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%.
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.
Requires Power: Wind
- Deflect an incoming projectile within short range of you.
- Redirect an incoming projectile within short range.
- Make your own attack for the redirected projectile, up to medium range.
- Deflect any number of incoming projectiles within short range of you.
- You can pick and choose which projectiles to affect.
Requires Power: Control Wind
- All sound is silenced within a chosen area up to 5 meters.
- This area can follow a chosen target.
- Create sounds or speak within medium range.
- While 'Concentrating', you can mimic voices and accents that you've heard before.
- Triple the range you can be heard, such as to address a large crowd.
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.
Traits
Seeks the unknown.
Has people who obey, support, or rally behind them.
Has a known public identity or record.
Works with others and accepts shared plans.
Waits, endures, and lets timing develop.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Blade Proficiency; balanced cutting weapon for melee combat.
Equipment for retrieving or carrying a stranded or injured person.
General travel gear for dungeoneering, errands, and field work.
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 efficient, rechargeable firebolt attacks.
Attuned users can sense where the Tetherstone is.
Notes
No notes.