
Aranon113 |

His father was rather obsessed with obtaining rare and powerful artifacts to add to the vast collection of the Order of the Red Cloak, and because of this, his adventuring kept him from home and away from his extensive personal library where Phaendar whiled away most of his time.
As he read more and more about these powerful magics, and as he progressed in his wizard training, he started to feel a sort of... hunger. A hunger for power. He'd read of mighty archwizards who could unravel empires or topple mountains. He wanted to do these things. No. He needed to. While his father was content giving these items of legend to the Order for safekeeping and study, Phaendar was to seek out ways to further his own abilities, to not study old things, but to have stories written about him. Not to learn history, but to make it.
Thus he decided to make it his personal mission to find his father, but he new he needed to better himself if he intended to face whatever had detained Alindar.
He fled to his father's study in an attempt to find some item of power that would give him the strength he required. And maybe a little extra, too.
While frantically flipping through every book he could, he came across an item called the Talisman of Wishes. It seemed too good to be true, he couldn't pass it up. However, The book made no mention of a location, so off to the Order he went. They would certainly have the knowledge he sought.
He contacted some colleagues of his fathers' and practically interrogated them for information. Apparently the Order had already heard of this item and knew where to find it, though none dared go for it as they didn't know the possible dangers.
With this newfound information in hand, Phaendar felt he would need some help. He went to his half sister Chandrelle, who had become a Cleric and Warden of Rhearn. She agreed, presumably because she felt she needed to keep me out of trouble, and, seeing as she had gone with him on many others adventures he knew he could trust her. And so they set out for the Kholid Catacombs.
After making their way through many trials and tribulations, the pair emerged just as the earth began to violently shake, causing cracks to appear in the ground. An incandescent light filled Phaendars vision, and he realized they wouldn't be able to escape. He clenched Chandrelle's hand and made a split second decision. He grasped the talisman tightly in his other hand, and thought as hard as he could, "I wish to be home."
They awoke on the river shores...
Stats
Str 8 -1
Dex 15 +1
Con 9 +0
Int 16 +2
Wis 12 +0
Cha 13 +1
Hit Points13
Your base damage is d4.
Starting Moves
Elf - Magic is as natural as breath to you. Detect Magic is a cantrip for you.
Spellbook You have mastered several spells and inscribed them in your spellbook. 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.
Spells[b]
Cantrip - Detect Magic
1st level - Alarm, Lightning Bolt (Magic Missiles), Telepathy.
[b]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
- Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1.
- Prepare your cantrips which never 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 tell you how.
- The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.
- After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.
Spell Defense You may end any ongoing spell immediately and use the energy of its dissipation to deflect an oncoming attack. The spell ends and you subtract its level from the damage done to you.
Ritual When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
- 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 Neutral: Discover something about a magical mystery.
Gear Load 6
Spellbook (1 weight)
Dungeon rations (5 uses, 1 weight).
Leather armor (1 armor, 1 weight)
Bag of books (5 uses, 2 weight)
3 healing potions
Staff (close, two-handed, 1 weight)
3 antitoxins (0 weight)
Bonds
To Be Determined