Autore Topic: Galadir  (Letto 5263 volte)

Francesco Berni

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Galadir
« il: 2011-10-09 12:53:44 »
Nome: Galadir

Aspetto: Sharp Eyes, Styled Hair, Strange Robes, Thin Body

Stat:
STR 11  0  Livello: 1
DEX 9   0  PF: 6
CON 15 +1  Load 5
INT 17 +2  PX: 0
WIS 13 +1  PF base: 6
CHA 8  -1  Danno base: 1d4


Razza: Elfo
Choose one cleric spell. You can cast it as if it was a wizard spell.

Mosse:

Spellbook
You have mastered several spells and inscribed them in your
You start out with three first level spells in your spellbook
as well as the cantrips. Whenever you gain a level, you add a new spell
of your level or lower to your spellbook. You spellbook is 1 weight.


Prepare Spells
When you spend uninterrupted time (an hour or so) in quiet
contemplation of your spellbook, you lose any spells you already have
prepared and prepare new spells of your choice from your spellbook
whose total levels don’t exceed your own+1. You also prepare your
cantrips; they don’t count against your limit.
Cast A Spell (Int)
When you release a spell you’ve prepared, roll+Int. On a 10+, the
spell is successfully cast and you do not forget the spell—you may
cast it again later. On a 7-9, the spell is cast, but choose one:
••You draw unwelcome attention or put yourself in a
spot (the GM will describe it)
••The spell disturbs the fabric of reality as it is cast—take
-1 ongoing to Cast a Spell until you Prepare Spells
again.
••After it is cast, the spell is forgotten. You cannot cast
the spell again until you Prepare Spells.

Spell Defense
When you craft an ongoing spell into a makeshift shield of arcane
energy to deflect an attack, the spell is ended and you subtract the
spell’s level from the damage done to you.
Ritual
When you spend an hour or so and materials costing at least your
level in gold researching a magical effect, tell the GM what you’re
trying to achieve. The GM will tell you “yes, you can do that, but...”
and then 1 to 4 of the following:
••It’s going to take days/weeks/months
••First you must ____
••You’ll need help from ____
••It will require a lot of money
••The best you can do is a lesser version, unreliable
and limited
••You and your allies will risk danger from ____
••You’ll have to disenchant ____ to do it


Alignment:
Evil
When you use magic to bind or control others, mark XP.

SPELL:

Cantrips
Light – Cantrip
An item you touch glows with arcane light, about as bright as
a torch. It gives off no heat or sound and requires no fuel, but it is
otherwise like a mundane torch. You have complete control of the
color of the flame. The spell lasts as long as it is in your presence.

Unseen Servant – Cantrip
You conjure a simple invisible construct that can do nothing
but carry items. It has Load 2 and carries anything you hand to it.
It cannot pick up items on its own, only carry those you give to it.
Items carried by an unseen servant appear to float in the air a few
paces behind you. An unseen servant that takes damage or leaves
your presence is immediately dispelled.

Prestidigitation – Cantrip
You perform minor tricks of true magic. If you touch an item as
part of the casting you can make cosmetic changes to it: clean it, soil
it, cool it, warm it, flavor it, or change its color. If you cast the spell
without touching an item you can instead create minor illusions no
bigger than yourself. Prestidigitation illusions are crude and clearly
illusions; they won’t fool anyone, but they might entertain them.


LV:1

Cure Light Wounds – Level 1
At your touch wounds scab and bones cease to ache. Heal an ally
of 1d8 damage.


Magic Missile – Level 1, Evocation
Projectiles of pure magic spring from your fingers. Deal 2d4
damage to one target.

Invisibility – Level 1, Ongoing, Illusion
Touch an ally: nobody can see them. They’re invisible! The spell
persists until the target attacks or you dismiss the effect. While the
spell is ongoing, you can’t cast another spell.

Contact Spirits – Level 1, Ongoing, Summoning
You draw a creature from another plane just close enough for you
to hear its voice. You gain 1d6 hold. You may spend one point of hold
at any time to have the spirit give you useful information of its own
choosing. The spell ends when you run out of hold or you dismiss
the creature. While the spell is ongoing, the creature’s presence
unnerves those nearby: everyone in your presence takes -1 to Parley.


carico 5
Gear:

dagger:
Hand, 1 Gold, 0 Weight

Adventuring Gear
5 Uses, 5 Gold, 1 Weight
Adventuring gear is a collection of useful mundane items such as
chalk, poles, spikes, ropes, etc. When you rummage through your
adventuring gear for some useful mundane item, you find what you
need and mark off a Use.

2xDungeon Rations
Ration, 5 Uses, 2 Gold, 1 Weight

Gold:0


legamy:?
« Ultima modifica: 2011-10-18 20:41:59 da Francesco Berni »
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