Advertisement
CitrineTheCat

Maudlin: The Wizard

Nov 11th, 2019
282
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.86 KB | None | 0 0
  1. [collapse=The Town of Maudlin Character Sheet][hr][hr][big][b]Name:[/b] ___ [b]Level:[/b] 1 [b]XP:[/b] 0 [b]Coin:[/b] 0[/big]
  2. [big][b]Armor:[/b] 0 [b]Hit Points:[/b] ___ [b]Damage:[/b] 1d4 [b]Carry Weight:[/b] ___[/big]
  3.  
  4. [b]STR:[/b] ___ [b]DEX:[/b] ___ [b]CON:[/b] ___
  5. [b]INT:[/b] ___ [b]WIS:[/b] ___ [b]CHA:[/b] ___[hr][hr]
  6. [center][big][b]Special Moves[/b][/big][/center][hr][hr][eicon]Divine_Comfort[/eicon][big][b]Spellbook[/b][/big]
  7. 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. You spellbook is 1 weight.
  8.  
  9. [eicon]DD_Judgement[/eicon] [big][b]Prepare Spells[/b][/big]
  10. When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:
  11. • Lose any spells you already have prepared
  12. • Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1.
  13. • Prepare your cantrips which never count against your limit.
  14.  
  15. [eicon]Abandon_Hope[/eicon] [big][b]Cast a Spell (Int)[/b][/big]
  16. When you release a spell you’ve prepared, roll+Int.
  17. ✴ On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later.
  18. ✴ On a 7-9, the spell is cast, but choose one:
  19. • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  20. • 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.
  21. • After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
  22. Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.
  23.  
  24. [eicon]Protect_Me[/eicon] [big][b]Spell Defense[/b][/big]
  25. 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.
  26.  
  27. [eicon]Dark_Ritual[/eicon] [big][b]Ritual[/b][/big]
  28. When you [b]draw on a place of power to create a magical effect[/b], 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:
  29. • It’s going to take days/weeks/months.
  30. • First you must __________.
  31. • You’ll need help from __________.
  32. • It will require a lot of money
  33. • The best you can do is a lesser version, unreliable and limited
  34. • You and your allies will risk danger from __________.
  35. • You’ll have to disenchant __________ to do it.[hr][hr]
  36. [center][big][b]Advanced Moves[/b][/big][/center][hr][hr]
  37.  
  38. [hr][hr]
  39.  
  40. [center][big][b]Spells[/b][/big][/center][hr][hr]
  41.  
  42. [hr][hr]
  43.  
  44. [center][big][b]Inventory[/b][/big][/center][hr][hr]
  45. _____
  46. _____
  47. _____
  48. _____
  49. _____
  50.  
  51. [hr][hr][/collapse]
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement