| Full Name |
Delorn Malix, Esq. |
| Race |
HP 57 | AC 23/24 | F +10 R +12 W +13 | Perc +12 | Stealth +12 | |
| Classes/Levels |
speed 25| Hero 1/3 | focus 1/1 | spells 1:4 2:4 3:4 4:3 | Active Conditions: --- |
| Gender |
N Male Human (Versatile) Sorceror 7 | |
| Size |
Medium |
| Age |
25 |
| Alignment |
Neutral |
| Languages |
Common, Dwarven, Elven, Goblin |
| Occupation |
Barrister |
| Strength |
10 |
| Dexterity |
16 |
| Constitution |
12 |
| Intelligence |
16 |
| Wisdom |
12 |
| Charisma |
19 |
About Delorn Malix, Esq.
Male Human (Versatile Heritage)
Sorceror 7 (Diabolic Bloodline [Phistophilus])
Background: Barrister
Alignment: Neutral
Faction: Grand Archive
Pathfinder Training:
Scrolls 2
Spells 1
XP: 73
Fame: 38
Hero Point: 1
Str 10
Dex 10+2+2+2: 16
Con 10+2: 12
Int 10+2+2+2: 16
Wis 10+2: 12
Cha 10+2+2+2+2+1:19
Speed: 25’
HP: 6+8+6+6+6+6+5(Con bonuses) = 57 / 57
AC: 10+3+7+1=23/24 (Bracers)
Dagger: +12, 1d4P, Agile, finesse, thrown 10 ft., versatile S
Hand crossbow: +12, 1d6P, 60’, Reload 1
Produce Flame: +15, 5d4+3 Fire (+5d4 Fire persistent on crit), 30’
Daze: 3d6 Mental, Will save: Stunned 1 on crit fail, 60’
Floating Flame: 30’, 3d6+2F, Ref DC 22 or none, 1 min sustained
Harm: 4d8Void, 1/day
Crisis of Faith: 30’, 6d6/6d8M, Will save
Acrobatics T: 12
Arcana: 11
Athletics: 8
Crafting: 11
Deception E: 15 (Lie to Me, Confabulator)
Diplomacy E: 15 (Group Impression, Bon Mot)
Intimidation E: 15 (Intimidating Glare)
Lore (Legal) T: 12
Lore (Scribing) T: 12 (Training: Scrolls)
Lore (Other): 11
Medicine: 9
Nature: 9
Occultism: 11
Perception E: 12 (Goggles of night)
Performance: 12
Religion T: 10
Society T: 12 (Read Lips)
Stealth T: 12
Survival: 9
Thievery T: 12
Fort T: 10
Ref T: 12
Will E: 13
Simple weapons T
Unarmed attacks T
Unarmored T
Spell attacks T: 7+4=15
Spell DC T: 10+4+7=25
Languages: Common, Dwarven, Elven, Goblin
Ancestry Feat: General Training - Lie to Me
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
Heritage Feat: Intimidating Glare
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Background Feat: Group Impression
When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target.
The number of targets increases to *FOUR* if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.
Lvl 2 Skill Feat: Read Lips
Prerequisite(s) trained in Society
You can read lips of others nearby who you can clearly see. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know.
Lvl 2 Sorceror Feat: Familiar (viper, “Caveat”)
Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.
Attack: +6
AC: 21
HP: 30
Speed: 25’
Fort E: 9
Ref T: 11
Will E: 11
Acrobatics +10
Perception +10
Stealth +10
Other Skill +5
Your familiar is Tiny.
Your familiar has low-light vision and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it’s within 1 mile of you, sharing emotions.
Each day, you channel your magic into two abilities, which can be either familiar or master abilities.
Familiar Abilities
Speech: It understands and speaks a language you know.
Climber: It gains a climb Speed of 25 feet.
Scent: imprecise, 30 feet
Cantrip Connection: Shield
Level 3 General Feat: Ancestral Paragon - Natural Ambition - Enhanced Familiar
Scent, Cantrip Connection: Shield
Level 4 Skill Feat: Confabulator
Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.
Level 4 Class Feat: Divine Evolution
You gain an additional spell slot of your highest level, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire.
Level 5 Ancestry Feat: CLEVER IMPROVISER
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
UNTRAINED IMPROVISATION
You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead.
Skill Feat: Bon Mot [one action]
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target’s Will DC.
Critical Success: The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success: As critical success, but the penalty is –2.
Critical Failure: Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Class Feat: Advanced Bloodline
You have studied your bloodline to learn the secrets of its magic. You gain the advanced bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.
Expert Spellcaster
Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.
General Feat: Canny Acumen (Perception)
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
Spell Repertoire
0: 4+Bloodline
Granted: Produce Flame [Blood Magic]
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target’s AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal *2d4* fire damage plus your spellcasting ability modifier +2. On a critical success, the target takes double damage and *2d4* persistent fire damage.
Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.
Daze
Cast [two-actions] somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Will; Duration 1 round
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.
Light
Cast [two-actions] somatic, verbal
Range touch; Targets 1 unattended, non-magical object of 1 Bulk or less;
Duration until the next time you make your daily preparations
The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).
Message
Cast [one-action] verbal
Range 500 feet; Targets 1 creature; Duration see below
You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of the target.
While others can’t hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.
Heightened (3rd) The spell’s range increases to 500 feet.
Prestidigitation
Cast [two-actions] somatic, verbal
Range 10 feet; Targets 1 object (cook, lift, or tidy only); Duration sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
* Cook: Cool, warm, or flavor 1 pound of nonliving material.
* Lift: Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
* Make: Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component.
* Tidy: Color, clean, or soil an object of light Bulk or less.
You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.
Shield
[one-action] verbal; Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.
1: 2+Bloodline
Granted: Charm (SIGNATURE) [Blood Magic]
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.
You can dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic).
Failure The target’s attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can’t use hostile actions against you.
Critical Failure: The target’s attitude becomes helpful toward you, and it can’t use hostile actions against you.
Heightened (4th) The duration lasts until the next time you make your daily preparations.
Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.
Command
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration until the end of the target’s next turn
You shout a command that’s hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it’s holding, drop prone, or stand in place. It can’t Delay or take any reactions until it has obeyed your command. The effects depend on the target’s Will save.
Success The creature is unaffected.
Failure For the first action on its next turn, the creature must use a single action to do as you command.
Critical Failure The target must use all its actions on its next turn to obey your command.
Heightened (5th) You can target up to 10 creatures.
Mending
Cast 10 minutes (somatic, verbal)
Range touch; Targets non-magical object of light Bulk or less
You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item’s Broken Threshold. You can’t replace lost pieces or repair an object that’s been completely destroyed.
Sanctuary
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature; Duration 1 minute
You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.
Critical Success Sanctuary ends.
Success The creature can attempt its attack and any other attacks against the target this turn.
Failure The creature can’t attack the target and wastes the action. It can’t attempt further attacks against the target this turn.
Critical Failure The creature wastes the action and can’t attempt to attack the target for the rest of sanctuary’s duration.
2: 2 + bloodline +Divine Evolution
Bloodline: Floating Flame [Blood Magic]
[two-actions] somatic, verbal
Range: 30 feet
Area: 5-foot square
Saving Throw: Reflex
Duration: sustained up to 1 minute
You create a fire that burns without fuel and moves to your commands. The flame deals 3d6 fire damage to each creature in the square in which it appears, with a basic Reflex save. When you Sustain this spell, you can levitate the flame up to 10 feet. It then deals damage to each creature whose space it shared at any point during its flight. This uses the same damage and save, and you roll the damage once each time you Sustain. A given creature can take damage from floating flame only once per round.
Heightened (+1) The damage increases by 1d6.
Comprehend Language (SIGNATURE)
[two-actions] somatic, verbal
Range 30 feet; Targets 1 creature; Duration 1 hour
The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn’t let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.
*** Heightened (3rd) The target can also speak the language.
Heightened (4th) You can target up to 10 creatures, and targets can also speak the language.
See Invisibility
[two-actions] somatic, verbal; Duration 10 minutes
You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you.
Heightened (5th) The spell has a duration of 8 hours.
Faerie Fire
Cast [two-actions] somatic, verbal
Range: 120 feet; Area: 10-foot burst, Duration: 5 minutes
All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can’t be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being undetected.
3: 2 +Bloodline
Enthrall (Bloodline) [Blood Magic]
Cast [two-actions] somatic, verbal
Range: 120 feet
Targets: all creatures in range
Saving Throw: Will
Duration: sustained
Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you’re saying.
Each creature that comes within range has to attempt a save when you Sustain the Spell. If you’re speaking, enthrall gains the linguistic trait.
Critical Success: The target is unaffected and notices that you tried to use magic.
Success: The target needn’t pay attention but doesn’t notice you tried to use magic (it might notice others are enthralled).
Failure: The target is fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it’s no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately.
Critical Failure: As failure, but the target can’t attempt a save to end the fascination if it disagrees with you.
Fear (1st, Heightened)
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You plant fear in the target; it must attempt a Will save.
Critical Success: The target is unaffected.
Success: The target is frightened 1.
Failure: The target is frightened 2.
Critical Failure: The target is frightened 3 and fleeing for 1 round.
** Heightened (3rd) You can target up to five creatures.
Crisis of Faith (Signature)
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will
You assault the target’s faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save.
Critical Success: The target is unaffected.
Success: The target takes half damage.
Failure: The target takes full damage; if the target can cast divine spells, it’s stupefied 1 for 1 round.
Critical Failure: The target takes double damage, is stupefied 1 for 1 round, and can’t cast divine spells for 1 round.
To many deities, casting this spell on a follower of your own deity without significant cause is anathema.
Heightened (+1) The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).
Locate
Cast: 10 minutes (material, somatic, verbal)
Range: 500 feet; Targets 1 specific object or type of object
Duration: sustained
You learn the direction to the target (if you picked a specific object, such as “my mother’s sword”) or the nearest target (if you picked a type of object, such as “swords”). If the target is a specific object, you must have observed it directly with your own senses. If it’s a type of object, you still need to have an accurate mental image of the type of object. If there’s lead or running water between you and the target, this spell can’t locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water.
4th: 2 +Bloodline
SUGGESTION (Bloodline) [two-actions]
Range: 30 feet; Targets 1 creature
Defense: Will; Duration varies
Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can’t be self-destructive or obviously against the target’s self-interest. The target must attempt a Will save.
Critical Success: The target is unaffected and knows you tried to control it using a spell.
Success: The target is unaffected.
Failure: The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.
Critical Failure: As failure, but the base duration is 1 hour.
FLY [two-actions]
Range: touch; Targets 1 creature
Duration: 5 minutes
The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.
SUMMON LESSER SERVITOR (Signature) [zebub]
Cast [three-actions] material, somatic, verbal
Range: 30 feet
Duration: sustained up to 1 minute
While deities jealously guard their most powerful servants from the summoning spells of those who aren’t steeped in the faith, this spell allows you to conjure an inhabitant of the Outer Sphere with or without the deity’s permission.
You summon a celestial, monitor, or fiend whose level is -1 to fight on your behalf. Alternatively, you can choose a magical animal from the Outer Sphere as your lesser servitor. This animal is your choice of an eagle, guard dog, or raven (Bestiary 2 221). It gains the alignment matching your deity (or you, if you don’t have a deity) and has the following trait depending on the alignment it gained:
celestial for lawful, monitor for neutral, or fiend for evil.
You can’t summon a creature if it is opposed to your deity’s alignment on either axis (or opposed to your alignment if you don’t follow a deity). For example, if you deity is lawful good, you can’t summon a chaotic or evil creature. The GM might determine that deities restrict specific types of creatures even if their alignments aren’t diametrically opposed. For example, Pharasma would
restrict the summoning of sahkils.
Heightening the spell increases the maximum level of creature you can summon and might add additional animal servitors, which otherwise work like the eagle, guard dog, and raven.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2. You can summon a black bear (Bestiary 2 36), giant bat, or leopard.
Heightened (4th) Level 3. You can summon a great white shark or tiger.
Harm (1 slot)
Cast [one-action] to [three-actions]
Range varies; Targets 1 living creature or 1 willing undead creature
You channel negative energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] (somatic) The spell has a range of touch.
[two-actions] (verbal, somatic) The spell has a range of 30 feet. If you’re healing an undead creature, increase the Hit Points restored by 8.
[three-actions] (material, verbal, somatic) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the area.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Spell Slots
1st: 4
2nd: 4
3rd: 4
4th: 3
Focus Pool: 2 (Re-Focus 10 min)
Diabolic Edict
Cast [one-action] verbal
Range: 30 feet; Targets: 1 willing living creature; Duration: 1 round
You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a –1 status penalty to all its attack rolls and skill checks.
Embrace the Pit
Casting [one-action] verbal
Duration: 1 minute
Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren’t evil, and you gain weakness 5 to good damage.
Heightened (+2): The resistance to evil, fire, and poison increases by 5, the resistance to physical damage (except silver) by 2, and the weakness to good damage by 5.
Contract devils are tall creatures with skin tones that range from bronze to crimson and large curving horns extending from their bodies, over which they often drape favored or important contracts.
Blood Magic: Hellfire scorches a target or fills your tongue with lies. Either a target takes 1 fire damage per spell level (if the spell already deals initial fire damage, combine this with the spell’s initial damage before determining weaknesses and resistances), or you gain a +1 status bonus to Deception checks for 1 round.
Equipment: 150 sp, 5B
Fine clothing 2gp, L
Explorer’s clothing 1sp, L
Dagger 2sp, L
Hand crossbow 3gp, L
10 bolts 1sp, L
Adventurers pack 7sp, 2
backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Scroll case x4 4sp
Writing set 1gp, L
stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you’ve written a large amount, you can refill your kit with extra ink and paper.
Lesser elixir of life x2 6gp, 2L
restores 1d6 Hit Points and grants a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
/ 13.5gp, 2.8B
Minor healing potion 1d8: 1
Channel protection amulet: resistance 5 vs Harm spells, 56gp
+1 AC armor (explorer’s clothing) 160gp
Bag of holding, type 1, 25B 75gp
Bracers of missile deflection, +2 AC vs ranged attack, 1/day 52gp
Thieves tools 3gp / 346gp
Repair kit 2gp
Basic crafter’s book 0.1gp / 348.1gp
Goggles of night
While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight.
Activate [one-action] Interact; Frequency: once per day
Effect: Rotating the lenses 90 degrees, you gain darkvision for 1 hour.
Moderate antiplague
Moderate healing potion: 2
1 cold iron ammo
23.6
40.4
38
5.8
20.2
10.1
22
66.4
14.4
14.4
39.6
5.5
5.58
66.4 / 372.38
451.22gp
150.8gp
Ring of the ram 220gp
This heavy iron ring is shaped to look like the head of a ram, with curling horns.
Activate or more (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.
Critical Success: The target is unaffected.
Success: The target takes half damage and is pushed half the distance.
Failure: The target takes full damage and is pushed the full distance.
Critical Failure: The target takes double damage and is pushed twice the distance.
Clandestine cloak
Hat of the magi