JINX: Wanted Person by the Pompinium magisters’ family in Carastes (Tevinter). Bounty hunters to be expected. Wanted ALIVE.
Arcane Shield – The mage puts up a magical shield around themselves, gaining a good chance of shrugging off physical attacks. The shield lasts for the remainder of the combat scene it's cast in. It may be dispelled. Casting: Instant, Visible.
Fireball – The mage casts a highly pressured little ball of fire at a target. The ball explodes on impact. Weak targets can be knocked down by the blast. Light clothing and extremely dry material may catch fire. Wood, leather, thick cloth, etc. is usually just singed. If used in very tight spaces, the pressure may stun targets. Friendly fire possible! Casting: Quick, Obvious [Visual].
Stone Fist – The caster hurls forward an stone projectile, about the size of a human head. The projectile impacts with great force, knocking down most human sized targets. Casting: Quick, Visible [Visual].
Halt Bleeding – The mage channels healing magic up to short range, causing bleeding wounds on a target to instantly coagulate shut. The magically coagulated blood is abnormally sticky, which likely will seal the wound, still without healing it. Arterial bleeding may be difficult or impossible to seal. Casting: Quick, Inconspicuous.
Alleviate Ailments – The healer places a long lasting soothing spell on a character, alleviating the symptoms of any common disease, and possibly mild poison effects. Advanced poisons or rare diseases are not affected. Casting: Slow, Visible [Touch gesture].
Mend Flesh – The mage squeezes the wound closed, and channels healing energy into it to cleanse and mend the skin and flesh. Has no effect on broken bones, blood loss, or internal organ damage. The thorough healing provides moderate pain relief, however freshly regenerated tissue will still ache for a week or two. The mage must touch the targeted wound to use this spell. Likely to leave smooth and pale scarring. Casting: ~1 min channeling per moderate wound, Visible [Touch gesture].
Deep Heal – The mage puts his hands on the wounded body part, channelling in healing energy to set broken bones right and regenerate them, as well as to mend complex internal organs. Can't fix brain or nerve damage. Provides minor pain relief, but severe injuries will still ache for a week or two. Can be used for reattaching recently severed fingers and small bits, but not severed limbs. This spell can be cast as many times as there is cause for it. Tier 2 utility spell; can be cast multiple times. Casting: ~2 min channeling per moderate wound, Visible [Touch gesture].
Quick Thwacks – The mage makes a pair of quick swings or thrusts with the staff/spear, possibly hitting an enemy up to 2 times. If both attacks land, weak enemies may be discouraged from further attack.
Bludgeon – The mage attempts to strike the enemy on the head with a single hard swing of the staff, or the blunt butt-end of the spear. If it hits, the attack may stagger or disorient an enemy, letting the mage step back and defend better.
Dagger Cuts – The mage swings the weapon twice, making 2 normal attacks at the target. Weak against armor.
Dagger Block – The mage tries to dodge or block incoming attacks, while attempting to quickly stab the attacker once herself. The mage can dodge or block max. 2 attacks, and may strike a target with 1 normal attack.
Hard Thrust – The character stabs the weapon forward with both hands. The attack may on a good hit pierce even medium armors.
Force Throw - The mage throws a dagger and telekinetically recovers it once it has landed. The throwing itself doesn't get any bonus in accuracy and aim, and the weapon doesn't deal any additional damage. Casting: Instant, Obvious [Visual].
Extended Strike – Channeling creation energy through the blade, the mage extend it for a very short time making it comparable to a longsword for a single strike without affecting its weight. The weapon still deals normal dagger damage but has a longer reach. Casting: Quick, Visible [effect].
Sense Alcohol – The Alcomancer knows you've got that bottle there, missy. The Alcomancer emits an near imperceptible magic pulse that resonates back from nearby sources of alcohol. The sensing can be used for finding stashed and hidden booze. The pulse is very faint, and likely to go unnoticed by average mages and templars.
Purge Alcohol – The Alcomancer purges alcohol from the body of themselves or a willing target, rapidly restoring sobriety and clearing up foggy thoughts. Casting: Quick, Inconspicuous.
Banded leather plackart (light)
Dalish-styled leather boots
Tevinter leather vambraces
Dalish-styled leather jacket
Leather brown hoses
Thin leather black boots (cloth rating)
Black leather thin doublet
Deep green long-sleeved button-up linen tunic
Trinkets and misc:
Amulet of comfort (brooch)
"Sister": Rivaini dagger (Jafar's gift) - Red Steel
"Hooker": Quarterstaff - Iron
Purple Velvet Parka
Rivaini mage robes
Leather brown vest
Kinky leather harness
4 gp 37 sp 20 cp