- '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.
Nox
Caster
Fellowship Generated sheet, not saved Β· Seed 414 (Id) Β· Alpha, Adventuring Β· level 18 placeholder from Mythril Β· Heroic by default Β· generated traitsPerks
- Automatically succeed at retaining 'Concentration,' such as when you are hit by an opponent.
- All social skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- 'Concentration' can be used to maintain two 'Focus' effects simultaneously.
- You receive a half movement as part of a melee attack action. The movement must come before the attack.
- Gain +5 to relevant knowledge tests involving survival, animal handling, navigation, traps, tracking, rope use, hunting, cooking, etc.
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
- Increase your base movement speed by 5 meters.
- Increase your Maximum HP by +5.
- Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).
Powers
- See thermal signatures. Adds +10 to detecting hidden creatures.
- You can see perfectly through smoke as though it's not present.
- 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
- 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: 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.
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.
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.
- 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: 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%.
- 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.
- Move 1 block of soft earth per round within short range (~360 blocks / hour).
- Commonly used to build roads, prepare foundations, dig trenches, create difficult terrain, etc.
- Move 1 brick of hard earth each round within short range (~3 blocks / hour).
- Hard earth splinters into gravel, slides across the ground, and reforms.
- Commonly used for major excavations, construction, mining, etc.
Traits
Seeks the unknown.
Has people who obey, support, or rally behind them.
Wants truth, expertise, or discovery.
Struggles to stay still or leave things alone.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Bow Proficiency; ranged weapon for mobile and precise shooting.
General travel gear for dungeoneering, errands, and field work.
Foraging, navigation, weathering, and wilderness safety gear.
Recipient-specific recovery of physical health and stamina
Recipient-specific replenishment of internal essence
Glass orb whose wisps point toward concentrations of sapient Prana.
Cast Rank I or II spells from a chosen sphere.
Reveals concentrated Aether as visible colored distortions.
Notes
No notes.