Stag Lord

Karm Twice-Banished's page

18 posts. Alias of Kagehiro.


Classes/Levels

HP: 15/19 | Armor: 1 | XP: 4

About Karm Twice-Banished

 
 

K A R M    T W I C E - B A N I S H E D
                 CALAMITY of the NORTH

 
 
Other Names: Karm Kolgsunu; Karm Raven-Tongue; Karm Calamity-Cloak; Rìkrǫdd
Race: Human (Hrimlyðr)
Class: Wizard (Seiðmenn) 1
Look: Haunted Eyes; Wild Hair; Strange Robes; Creepy Body

Str: 12 (+0)
   Dex: 13 (+1)
      Con: 15 (+1)
Int: 16 (+2)
   Wis: 8 (-1)
      Cha: 9 (+0)

Damage: d4
Armor: 1
Hit Points: 19
XP: 1
_________________________

Drive: Redemption
Human: Choose one cleric spell (cure light wounds). You can cast it as if it were a Wizard spell.

Bonds:

  • [Gilder] will play an important role in the events to come. I have foreseen it!
  • [Morgan Amberlain] is keeping an important secret from me.
  • [Horn] is woefully misinformed about the world; I will teach them all that I can.
  • [Skorabor] has tasted the pain of true loss. I shall strive to restore to him his soul even as I piece together my own.
  • I have stood atop the peak that [Mandus] strives for. If only his eyes could look beyond the climb, he might see the desolation left in his wake.

    _______________Starting Moves_______________
    Seiðmenn Loom (Spellbook):
         Cantrips: light, unseen servant, prestidigitation
         First Level: alarm, cure light wounds, magic missile

    Prepared Spells:
         Cantrips: light, unseen servant, prestidigitation
         First Level: cure light wounds, magic missile

    Cast a Spell: 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 a -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.

    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

    _______________Gear_______________
    Load: 6/7

  • Seiðmenn Loom (Spellbook) [1 weight]
  • Staff [Close, two-handed; 1 weight]
  • Leather Armor [1 armor; 1 weight]
  • Bag of books [5 uses; 2 weight]
  • Dungeon Rations [5 uses; 1 weight]
  • 3 healing potions
  • 3 antitoxins