- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
Asterra
Caster
Fellowship Generated sheet, not saved · Seed 429 (Id) · Alpha, Adventuring · level 18 placeholder from Mythril · Heroic by default · generated traitsPerks
- Increase your Maximum HP by +5.
- Your Death Threshold is improved by 5 HP (e.g. from -5 to -10).
- All mental skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- 'Concentration' can be used to maintain two 'Focus' effects simultaneously.
- Gain +5 to relevant knowledge tests involving appraisal, finance, management, operations, etc.
- 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.
- When rolling damage for a magical power, 1's and 2's explode.
- When a die explodes, add its value to the score and reroll them.
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
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: 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
- 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
- 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: 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 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.
Traits
Wins through effort.
Has people who obey, support, or rally behind them.
Has a known public identity or record.
Trusts their judgment and abilities.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Polearm Proficiency; simple two-handed reach weapon.
General travel gear for dungeoneering, errands, and field work.
Tools for navigating, marking, and working through confined underground routes.
Recipient-specific replenishment of internal essence
Recipient-specific recovery of physical health and stamina
Glass orb whose wisps point toward concentrations of sapient Prana.
Attuned users can sense where the Tetherstone is.
User can see in low light environments.
Cast Rank I or II spells from a chosen sphere.
Notes
No notes.