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History[]

  • Created whole-cloth as an adult human in a valley in Ancient Bravo. Was created with knowledge, language, and skills with no false memories of a childhood.
  • Is wearing a goat skull headdress. Skinny. Standoffish. Has an eye tattooed on the back of her right hand. Barefoot. Dark green cloak with a hood. Long, rugged skirt. Probably some crystals/bone charm around neck and wrists. Carries a small square leather satchel for tarot cards.
  • Draws her power from the Plane of Dreams.

Weapon Proficiencies[]

  • Dagger

Non-Weapon Proficiencies[]

  • Alchemy
  • Cooking
  • Folklore
  • Geology
  • Jeweler
  • Literacy
  • Herbalism (Witch)
  • Spellcraft (Witch)
  • Omen Reading

Equipment[]

  • 2 Daggers of returning

Spells[]

  • Level 1:

Read Magic S M V 1  Read Magic Range  0 AoE  Special Casting Time  1 rd. Duration  2 rds./level Save  None Damage   Materials  a clear crystal or mineral prism By means of a read magic spell, the wizard is able to read magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.

The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
School  Divination Source  Players Hand Book page 178

  • Level 2:

Feather Fall V 1  Feather Fall Range  10 yds./level AoE  Special Casting Time  1 Duration  1 rd./level Save  None Damage   Materials  ' When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. Rate of falling is instantly changed to a mere two feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, normal rate of fall occurs.

The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The feather fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster.

For example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell.

The spell works only upon free-falling, flying, or propelled objects (such as missiles). It does not affect a sword blow or a charging creature.

Note that the spell can be effectively combined with gust of wind and similar spells.
School  Alteration Source  Players Hand Book page 173

  • Level 3:

Spectral Force S V 3  Spectral Force Range  60 yds.+ 1 yd./level AoE  40-ft. cube+ 10-ft. cube/level Casting Time  3 Duration  Special Save  Special Damage   Materials  ' The spectral force spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the improved phantusrnal force spell.

The spell last for three rounds after concentration ceases.
School  Illusion/Phantasm Source  Players Hand Book page 197
, Invisibility, 10' Radius S M V 3  Invisibility, 10' Radius Range  Touch AoE  10-ft. radius of creature touched Casting Time  3 Duration  Special Save  None Damage   Materials  an eyelash and a bit of gum arabic This spell confers invisibility upon all creatures within 10 feet of the recipient.

Gear carried and light sources are included, but any light emitted is still visible. The center of the effect is mobile with the recipient.

Tthose affected by this spell can see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible.

Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility, 10' radius spell is broken for all.

The material components are the same as for the invisibility spell.
School  Illusion/Phantasm Source  Players Hand Book page 193
, Flame Arrow S M V 3  Flame Arrow Range  30 yds.+ 10 yds./level AoE  Special Casting Time  3 Duration  1 rd Save  None Damage  5d6 Materials  a drop of oil and a small piece of flint This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic.

For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles.

The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage.

Only half of the fire damage is inflicted if the creature struck saves vs. spell.

The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each other and in front of the wizard.

The material components for this spell are a drop of oil and a small piece of flint.
School  Conjuration/Summoning Source  Players Hand Book page 192

Abilities[]

  • Level 3:

Languages[]

  • Common

Trivia[]

  • Rolled: 16, 12, 13, 14, 16, 11, 15 9
  • Swapped a 15 with Abaddon for a 9
  • Stat dropped to 6 stats since perception no used.
  • Starting HP: d6+2 = 4
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