Neil, Self-Taught Mage

Grimm Fantasy in Savage Wilds
GM: Tribe of One
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Neil
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Joined: Wed Oct 09, 2019 3:46 pm

Neil, Self-Taught Mage

Post by Neil »

Character Sheet

Player Name: Derrick
Google Handle: dsmith8807
Neil
Rank: Novice Advances Gained: 0 Advances Unspent: 0
Race: Human
Playbook: Self-Taught Mage
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d6, Vigor d4
Pace: 6(d6); Parry: 5(1); Toughness: 5(1)
Skills:
  • +Academics d6
  • *Athletics d4
  • *Common Knowledge d6
  • Fighting d4
  • *Notice d8
  • +Occult d6
  • *Persuasion d4
  • +Repair d6
  • Research d6
  • Spellcasting d8
  • *Stealth d4

Hindrances
  • Loyal (Minor): The hero is loyal to his friends and allies.
  • Obligation - Married (Minor): The character has a weekly obligation of 20 hours.
  • Vow - Secret Order (Major): The individual has pledged himself to some cause.

Edges
  • AB (Magic): Arcane Skill: Spellcasting (Smarts), 10 PP, 3 Powers
  • Jack-of-all-Trades: Through advanced schooling, book-learning, computer-enhanced skill programs, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. There’s little he can’t figure out given a little time and a dash of luck.
    The character makes a Smarts roll as an action after observing or studying some subject. She gains a d4 in the relevant skill with success, or d6 with a raise. She may try again after an hour of study, trial and effort, or immersion if she fails or wants to try for a raise. This lasts until the character attempts to learn a different subject, whether she’s successful or not.
  • New Powers: Confusion, Disguise (GM Permission).
  • Sense Magic: Gain the detect/conceal arcana power. The detect arcana function (only) may be used at-will, with no PP cost, as an action. (Note: If the character has Sense Magic but lacks Spell Casting, only the detect arcana function is available, and is activated with a Spirit roll.)
Neil Smith
Neil Smith, Self-Taught Mage
Pace: 6(d6); Parry: 5(1); Toughness: 5(1)
Combat-Relevant Edges & Abilities
  • Sense Magic: Gain the detect/conceal arcana power. The detect arcana function (only) may be used at-will, with no PP cost, as an action. (Note: If the character has Sense Magic but lacks Spell Casting, only the detect arcana function is available, and is activated with a Spirit roll.)
Wounds: 0/3; Fatigue: 1/2; PPE: 8/10
Bennies: 1/3; Conviction: 1/1
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Neil
Posts: 15
Joined: Wed Oct 09, 2019 3:46 pm

Re: Neil, Self-Taught Mage

Post by Neil »

Powers
Arcane Background: Magic
PP: 10/10 - Recovery: 5/hour

Binodo’s Sensational Sensory Spectacular [Confusion] (1 PP) [Novice]
  • Range: 12 (Smarts)
  • Duration: Until the end of the victim’s next turn
  • Trapping: Bombard the affected’s senses with realistic illusions
    OOC Comments
    • Effect: Confusion confounds a target, making him both Distracted and Vulnerable if he fails a Smarts roll (at −2 with a raise on the arcane skill roll). Both states are removed at the end of the victim’s next turn.
    • Modifiers:
      • AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
Binodo’s Illusory Images [Deflection] (3 PP) [Novice]
  • Range: 12 (Smarts)
  • Duration: 5
  • Trapping: The target splits into 3 overlapping images, but only one is real.
    OOC Comments
    • Effect: Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile attacks from the recipient of the power.
      Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Sense Magic [Detect Arcana] (2 PP) [Novice]
  • Range: 12 (Smarts)
  • Duration: 5 (Detect); one hour (Conceal)
  • Trapping: The arcane becomes visible / suppress arcane signature
    OOC Comments
    • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
      Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
      Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).
      Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
      • AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
      • STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
Binodo's Metamorphasis [Disguise] (2 PP) [Seasoned]
  • Range: 12 (Smarts)
  • Duration: 10 Minutes
  • Trapping: Detailed Illusion morphs the target's appearance.
    OOC Comments
    • Effect: Disguise allows the target to assume the appearance of another person of the same Size and shape, including clothing. It does not confer any abilities, however.
      Those who have reason to question the imposter’s identity make a Notice roll at −2 to see through the disguise (−4 with a raise on the casting roll). This is a free action.
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      • SIZE (+1): The recipient may assume the shape of someone up to two Sizes larger or smaller than themselves.
Binodo’s Seven Principles of Conjuring Illusions [Illusion] (3 PP) [Novice]
  • Range: 12 (Smarts)
  • Duration: 5
  • Trapping: Conjure anything or scene imaginable
    OOC Comments
    • Effect: One of the greatest powers is the ability to create something from nothing—even if it’s not real!
      Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark.
      Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at −2 if the power was activated with a raise). If successful, that individual is no longer subject to this casting.
      The GM should make group rolls for Extras as they point out the illusion’s inconsistencies to each other.
      The volume of the illusion must fit within a sphere the size of a Medium Blast Template (4″ or eight yards in diameter).
    • Modifiers:
      • SOUND (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.
      • STRONG (+2): Smarts rolls to disbelieve the illusion are made at −2.
Magelight [Light] (2 PP) [Novice]
  • Range: 12 (Smarts)
  • Duration: 10 minutes
  • Trapping: Floating orb of soft blue light/Soft Blue Glow emanating from an item
    OOC Comments
    • Effect: Light creates bright illumination in a Large Blast Template. With a raise, the light can be focused into a 5″ (10 yard) beam as well.
      If light and darkness overlap, they create a patch of Dim light (−2).
    • Limitations: Aspect (-1 PP)
    • Modifiers:
      • MOBILE (+1): The caster can move the area of effect up to his arcane skill die type each round after casting, or attach it to an inanimate object when first cast.
Neil Smith
Neil Smith, Self-Taught Mage
Pace: 6(d6); Parry: 5(1); Toughness: 5(1)
Combat-Relevant Edges & Abilities
  • Sense Magic: Gain the detect/conceal arcana power. The detect arcana function (only) may be used at-will, with no PP cost, as an action. (Note: If the character has Sense Magic but lacks Spell Casting, only the detect arcana function is available, and is activated with a Spirit roll.)
Wounds: 0/3; Fatigue: 1/2; PPE: 8/10
Bennies: 1/3; Conviction: 1/1
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Neil
Posts: 15
Joined: Wed Oct 09, 2019 3:46 pm

Re: Neil, Self-Taught Mage

Post by Neil »

Background
Neil’s father was a blacksmith. He recognized Neil’s ingenuity and incredible appetite for knowledge at a young age. Neil’s father took him on as an apprentice and taught him smithing. In his spare time, Neil used his incredible mind to learn many other tricks and skills, too.

As he grew older, Neil’s skill with the forge made him an attractive bachelor. He soon caught the attention Miller’s daughter, and the two quickly fell in love. They are to be wed soon.

Despite having a respectable job and (much later) a loving fiance, Neil always needed something more. He found an ancient tome hidden away in the old crumbling tower in town and devoted himself to mastering the arcane techniques written in its pages.

Binodo, an archmage and master of Illusion magic from the sunken kingdom, was the tome’s author. While pouring over it’s contents, written for journeyman students, Neil was able to use his keen mind to grasp the foundations of working magic and even taught himself a couple cantrips.

Continuing his studies, Neil became a rather skilled illusionist. A wandering spirit of Chaos was drawn to the outskirts of town where Neil was demonstrating his new spells to Layna, and he was able to stave it off. He conjured an army of highly realistic images of himself and Layna. The Spirit weakened itself destroying them.

A travelling wizard passed through town from the south not long after this incident. The tale intrigued him, and he sought Neil out. Recognizing Neil for the mage he could become, the wizard inducted Neil into his secret order. He gifted Neil a wizard’s staff which also proves Neil's membership.
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Neil Smith
Neil Smith, Self-Taught Mage
Pace: 6(d6); Parry: 5(1); Toughness: 5(1)
Combat-Relevant Edges & Abilities
  • Sense Magic: Gain the detect/conceal arcana power. The detect arcana function (only) may be used at-will, with no PP cost, as an action. (Note: If the character has Sense Magic but lacks Spell Casting, only the detect arcana function is available, and is activated with a Spirit roll.)
Wounds: 0/3; Fatigue: 1/2; PPE: 8/10
Bennies: 1/3; Conviction: 1/1
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Neil
Posts: 15
Joined: Wed Oct 09, 2019 3:46 pm

Re: Neil, Self-Taught Mage

Post by Neil »

Gear

Dagger
  • Str+d4 Damage
  • Min Str: d4
  • Weight: 1
  • Cost: 25
Wizard’s Staff
A beautifully carved beech wood staff with mystical runes carved into the haft. It is topped with a softly glowing sapphire. It is receptive of magic, and when the ambient magic of the woods and neil's personal magic saturate the staff, it will be completed. When that day comes, Neil will be a fully recognized member of the <Secret Society who investigates the ancient magics holding the forest at bay>.
  • Str+d4 Damage
  • Notes: Parry +1, Reach 1, Two Hands
  • Min Str: d4
  • Weight: 4
  • Cost: 10?

Common Robes
  • +1 Armor (torso, arms, legs)
  • Min Str: d4
  • Weight: 8
  • Cost: 30

Many Pouches
  • Weight -
  • Cost: -
Ritual Components (1 Unit; Level 1)
  • Weight: ?
  • Cost: ?
Tool Kit (Repair)
  • Weight: 5
  • Cost:: 200
Binodo's Treatise on the Fundamental Principles of Illusion (Ancient Tome)
Binodo's Spellbook.png
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Written by Archmage Binodo of the Sunken Kingdom, this tome is a masterful and expansive introduction to illusion magic.
  • Weight: ?
  • Cost:: ?

Coin: 14 Silvers ($140)

Contacts
Neil Smith
Neil Smith, Self-Taught Mage
Pace: 6(d6); Parry: 5(1); Toughness: 5(1)
Combat-Relevant Edges & Abilities
  • Sense Magic: Gain the detect/conceal arcana power. The detect arcana function (only) may be used at-will, with no PP cost, as an action. (Note: If the character has Sense Magic but lacks Spell Casting, only the detect arcana function is available, and is activated with a Spirit roll.)
Wounds: 0/3; Fatigue: 1/2; PPE: 8/10
Bennies: 1/3; Conviction: 1/1
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Neil
Posts: 15
Joined: Wed Oct 09, 2019 3:46 pm

Re: Neil, Self-Taught Mage

Post by Neil »

Advances
Please list all Edges and Advances taken for your character here

Attributes
Dexterity: 10 (Agility d6)
Intelligence: 19 (Smarts d12)
Wisdom: 12 +1 from Sgt=13 (Spirit d8)
Strength: 11 (Strength d6)
Constitution: 8 (Vigor d4)
Charisma: 11 (No Bonus, No Penalty)

Skills (12/12):
  • +Academics d6 (Sm; Ancient History + 1)
  • *Athletics d4 (Ag/St; Core)
  • *Common Knowledge d6 (Sm; Core + 1)
  • Fighting d4 (Ag; 1)
  • *Notice d8 (Sm; Core + 2)
  • +Occult d6 (Sm; Forbidden Knowledge + 1)
  • *Persuasion d4 (Sp; Core)
  • +Repair d6 (Sm; Smithing + 1)
  • Research d6 (Sm; 2)
  • Spellcasting d8 (Sm; 3)
  • *Stealth d4 (Ag; Core)
Class Abilities and Knowledge
  • Ancient History (Skill; Academics?)
  • Forbidden Knowledge (Skill; Occult?)
  • Sense Magic
    • Gain the detect/conceal arcana power. The detect arcana function (only) may be used at-will, with no PP cost, as an action. (Note: If the character has Sense Magic but lacks Spell Casting, only the detect arcana function is available, and is activated with a Spirit roll.)
  • Smithing (Skill; Repair?)
  • Spell Casting
    • Gain an appropriate Arcane Background. Select powers appropriate/comparable to the cantrips, spells and rituals gained from the playbook, but don’t sweat direct conversions. (Note: You’ll still need to purchase ranks in the appropriate arcane skill.)
BtW Table Rolls
What was your childhood like?
  • What did your parents do in the village? What did you learn from them?
    • Your father was the local smith and taught you both hammer and bellows. (+2 Str, +1 Dex, +1 Cha, Skill: Smithing)
  • How did you distinguish yourself as a child? (One Reroll)
    • No secret escaped you. (+2 Int, +1 Dex) Jack-of-All-Trades
  • The other player characters were your best friends. Who else in the village befriended you while you were growing up? (One Choice)
    • You are about to marry into the Miller’s family. (+2 Wis, +1 Str) Obligation (Minor)

You found the tome and began your studies. You become a level 1 Mage. You gain the class abilities Sense Magic and Spell Casting, the skill Ancient History, and the cantrip Mage Light. The tables below will tell you your other spells.

What happened to you as you learned magic?
  • Who wrote your precious book of magic?
    • Binodo, a great archmage from the sunken kingdom. (+3 Int, Skill: Forbidden Knowledge)
  • What sort of mage was the author of the book?
    • A clever illusionist. You learned the following magics: the spell Greater Illusion, the ritual Wizard’s Mark, and the cantrip Glamour Weaving. (+2 Cha, spells to left)
  • A spirit of Chaos was drawn by your power. How did you fight it off? The player to your right was there with you.
    • You stood behind the wall of your power until it grew weak. The friend to your right learned a lot from your brave stand, and gains +1 Int. (+2 Int, Spell: Mystical Shield) Loyal (Minor)
  • A real wizard from the south passed through the village when you came of age. What did he think of you?
    • He inducted you into his secret order. (+2 Wis, a wizard’s staff) Vow (Major)

Advances
  • Initial Advances: (From Hindrances): Jack-of-all-Trades, New Powers
  • Novice 1 Advance: McGyver
  • Novice 2 Advance: Power Points
  • Novice 3 Advance: Skill Points/Vigor d6
  • Seasoned 1 Advance: Artificer
  • Seasoned 2 Advance: Rapid Recharge?
  • Seasoned 3 Advance: Power Points?
  • Seasoned 4 Advance: New Powers?/Skill Points?/Vigor d6?
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Neil Smith
Neil Smith, Self-Taught Mage
Pace: 6(d6); Parry: 5(1); Toughness: 5(1)
Combat-Relevant Edges & Abilities
  • Sense Magic: Gain the detect/conceal arcana power. The detect arcana function (only) may be used at-will, with no PP cost, as an action. (Note: If the character has Sense Magic but lacks Spell Casting, only the detect arcana function is available, and is activated with a Spirit roll.)
Wounds: 0/3; Fatigue: 1/2; PPE: 8/10
Bennies: 1/3; Conviction: 1/1
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