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Player Name
ClassWizardSpeciesElf - SpringLevel1Tier1
Character NameMormir
body d6reflex d6presence d4
Mind d4Sense d6Will d4
Crafting
brew (Sense)+
build (Mind)+
infuse (Pres)+
unmake (Will)+
Fighting
shoot (Reflex)+
strike (Body)+
throw (Body)+
Knowledge
nature (Will)+
civilization (Mind)+
arcane (Sense)+
spiritual (Mind)+
Social
deceive (Reflex)+
sway (Pres)+
intimidate (Pres)+
intuit (Pres)+
lead (Will)+
Utility
medicine (Mind)+
maneuver (Reflex)+
navigate (Sense)+
overpower (Body)+
perceive (Sense)+
endure (Will)+
prowl (Reflex)+
Other Equipment
Crown
Mind over Matter: During any downtime or rest you can make rolls to recover strain at advantage, but rolls made to recover injuries during the same time are made at disadvantage.
Manipulate Magic: Once per Rest treat the result of a magic check as one result band higher (crit fail = fail).
Magical Understanding: Once per Rest add your magic die without taking a strain on a Perceive or Study check.
Mixing Magic: Once per Scene take 1 strain to use 2 mediums and Speak a phrase. Roll both dice and take the higher.
Knowledge is Power: You have resistance to any magical damage from your mediums.
Siphon Magic: After failing a defensive check against a phrase or magical attack, choose one: Your next magic check is made with advantage OR your next defense check against magic is made with advantage.
Magical Control: When you use an action to sustain a spell, you can move it to an alternate target without taking a strain. (If it's targeting an enemy, it requires another roll.)
Efficient: When you spend a strain to lower the difficulty of a magic check, you lower it by 3 per strain instead of 2.
Apprentices & Magical Servants: At the start or end of each downtime, automatically fill (1+Tier) segments toward an existing ritual or magical long-term project started by you or a party member. This cannot be split between multiple projects.
Subclass Ability:
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Strain
Worn Armor
Stays after being "used"
Temporary Armor
Removed after being "used"
Injuries
Minor
TN 5 to heal
Roll 2d4
w/ adv
Crit Check
Major
TN 9 to heal
Roll 2d8
w/ adv
Crit Check
Mortal
TN 13 to heal
Roll 2d12
w/ adv
Crit Check
Wants
Immediate
Long Term
Fears
Immediate
Long Term
Species
Elf - Spring
Subspecies
Trait #1
Long Lived: You have (1+tier) skill increases. Once per [Rest] you can choose to dream, sacrificing a rest action. Upon waking you remember a piece of an old life, and forget another. Move the skill increases.
Trait #2
Faeblood: You have vulnerability to poison damage. +Tier Strain Boxes.
Trait #3
Quick Learner: Once per Scene after seeing an ally succeed on a non-fight check, you have advantage to make the same check. Must be made before the scene ends.
Descriptor 1
Descriptor 2
Descriptor 3
Descriptor 4
Descriptor 5
Titleat Tier 2:
Effects
Titleat Tier 2:
Effects
Titleat Tier 2:
Effects
  • Buy or Sell (Rare or Magical)
  • Heal
  • Infuse
  • Look for Quests
  • Make Money
  • Personal Phrase
  • Relax
  • Repair
  • Ritual
  • Status
  • Train (Advantage for class skills)
  • Long Term Project
2 actions per Rest
5 per Downtime
1 crown for adv before roll
2 crown for adv after roll
Difficulty
Rest:  4   7
Downtime:  1  4  7  10  13
Projects, Training & Rituals