JINX: Wanted Person by the Pompinium magisters’ family in Carastes (Tevinter) for being a runaway slave. Bounty hunters and slavers to be expected.Points: 20/19+1
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].
Combat Heal – The mage channels magic to stop a target's open wounds from bleeding, but does not actually heal them. Ineffective against anything but superficial flesh injuries. Provides minimal pain relief. Leaves heavy scars if used as the only method for closing a wound. CAN be cast in combat. Casting: Quick, Inconspicuous.
Alleviate Illness – The healer places a long lasting soothing spell on a character, alleviating the symptoms of any common disease. Casting: Slow, Visible [Touch gesture].
Mend Flesh – The mage squeezes the wound closed, and channels healing energy into it to cleanse and mend the wound. This spell can heal even deep flesh wounds, but has no effect on broken bones, blood loss, or anything else. The thorough healing provides moderate pain relief, however with a severe injury the 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: V. Slow, Visible [Touch gesture].
Mend Bone – The mage puts her hands on the wounded body part, channeling in healing energy to set broken bones right and regenerate them. Provides minor pain relief, but severe injuries will still ache for a week or two due to the bone being all fresh and raw. Only works on broken bones and joints. Can be used for reattaching recently severed fingers and small bits, but not severed limbs. Can NOT be cast in combat. This is a non-combat spell, and can be cast as many times as there is cause for it. Casting: V. Slow, Visible [Touch gesture].
Quick Thwacks – The mage makes a series of quick swings and 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. Skilled enemies are likely to parry the attack.
Basic Cuts – The mage swings the weapon twice, making 2 light attacks at the target. Ineffective against armor.
Basic Block – The mage tries to keep the weapon's edge between themselves and incoming attacks, possibly blocking up to 2 incoming melee attacks. Strong enemies may just pummel through anyway.
Magey Thrust – The character stabs the weapon forward with both hands. The attack may - on a good hit - pierce light armors and chainmail.
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