Name: Ímren Sealgaire
Archetype: Isharann Tidecaster
Pronouns: She/Her
Species: Aelf (Idoneth Deepkin)
Age: 80
Eyes: Weary grey
Hair: Silver-blue
Height: 6'9" (2.05 m)
Weight: 185 lbs (83.9 kg)
Distinguishing Features: Arcane patterns on my back
Goal: Open the eyes of the Collegiate Arcane to the power of my magic.
Connections:
- Darach told me the secret tale of his shame.
- Vel is too certain of herself and too careless sometimes.
- Luadine and I fought on opposite sides in the past. I feel like I owe her a debt for the stolen souls of her crewmates.
Secrets:- Spoiler:
- I feel like I can't show humour because that would reveal a weakness.
- Sometimes I regret making the commitment to become Soulbound.
- I am certain that I will be the last of us to fall.
ATTRIBUTESBody: 1
Mind: 4
Soul: 2
SKILLSArcana: 1 (1)
Athletics: ()
Awareness: 1 (1)
Ballistic Skill: ()
Beast Handling: ()
Channelling: 2 (1)
Crafting: ()
Determination: ()
Devotion: ()
Dexterity: ()
Entertain: ()
Fortitude: ()
Guile: ()
Intimidation: ()
Intuition: 1 ()
Lore: 1 ()
Medicine: ()
Might: ()
Nature: ()
Reflexes: 1 ()
Stealth: ()
Survival: ()
Theology: ()
Weapon Skill: ()
TALENTSAelf: You have 2 XP to spend on any Skill (spent on Training (1) and Focus (1) in Awareness)
Spellcasting (The Deeps): You have studied one of the Lores of Magic and are able to shape the arcane energy of the Realms into powerful spells. As an Action, you can cast one of the spells listed below:
- Spell - Arcane Blast: Make a DN 6:1 Mind (Channelling) Test. You unleash a destructive blast of arcane energy at a point within Medium Range. Each creature in that Zone suffers 1 Damage. Each additional success increases the Damage by 1.
- Spell - Arcane Bolt: Make a DN 4:1 Mind (Channelling) Test. You launch a bolt of arcane energy at an enemy within Medium Range. The target suffers 1 Damage. Each additional success increases the Damage by 1.
- Spell - Cloying Sea Mists: Make a DN 5:3 Mind (Channelling) Test. You call forth cloying mists, causing your enemies to fall into a nightmarish sleep in which they dream of being devoured by an unseen god. Enemies in your Zone must make a DN 4:S Body (Fortitude) Test or become Incapacitated for 1 round. Each additional success casting the spell increases the number of rounds by 1.
- Spell - Ghost Light: Make a DN 3:1 Mind (Channelling) Test. You cause motes of arcane energy to coalesce, creating a ghostly light that reflects your Lore of Magic. The light hovers in the air, illuminating your Zone and removing any Lightly Obscured or Heavily Obscured Traits the Zone may have. As an Action, you can move the light to an adjacent Zone.
- Spell - Mystic Shield: Make a DN 4:1 Mind (Channelling) Test. You conjure a mystical shield for protection. Choose a creature within Medium Range (including yourself). The target’s Defence increases one step until the start of your next turn. Each additional success extends the duration by 1 round.
- Spell - Riptide: Make a DN 6:1 Mind (Channelling) Test. You lock eyes with your foe, creating an arcane link between the two of you. The magic of the ethersea washes from you into the target, filling their lungs with water. The target suffers 1 damage per success, which ignores Armour.
Arcane Discipline: You have learned to control and shape your most deadly spells to avoid your allies. When your spell targets a Zone, you can choose a number of targets equal to your Focus in channelling to be unaffected by the spell.
Scholar: You have spent years studying a particular area of lore and knowledge. You have chosen the Mortal Realms as your focus. You double the dice gained from Training in Lore for Tests concerning the Mortal Realms and realmgates.
Unbind: You have learned to quickly unravel the winds of magic and can Unbind spells before they take effect. When a creature you can see within Medium range casts a spell, you can spend a Mettle to attempt to Unbind it. Make a Mind (Channelling) Test vs the Casting Difficulty of the spell. If you succeed, the Spell is unbound and has no effect.
Witch Sight: You are gifted with the ability to "see" the magical energy that permeates the realms. For some this manifests as coloured waves or motes of light in the air. Others perceive the energies of the realms as distinct frequencies or musical notes, or as a scent in the air, or a touch on the skin. Most wizards and spellcasters have some minor form of Witch-Sight, but you have trained yourself to discern the patterns and motes of magical energy around you. As the GMs discretion you can use this ability to track and follow the winds of magic, though the realms are so pervasive with magical energy this can prove quite difficult.
COMBAT ABILITIESMelee: Poor (1)
Accuracy: Average (2)
Defense: Poor (1)
Initiative: 6
Mettle: 1/1
Armour: 1
Toughness: 7/7
Wounds: 4/4
ATTACKS- Pelagic Staff, 1d6, +0, 1+S, Crushing, Two-handed
EQUIPMENTHead:Cloak: Ethersea Cloak - appears as rolling waves cascading from the shoulders of those that wear them. They also fill the air with the smell of salt water. Created by the Isharann Tidecasters, an ethersea cloak surrounds the wearer in the aura of the ethersea. It allows land-dwellers to breathe and move underwater, as if they were still walking upon the land. In turn such cloaks also allow creatures of the sea to breathe outside of water and swim through the air as if they were in the sea. When a rider is mounted on a creature, the effects of the cloak will extend to their mount.
Armour: Azure Scales
R. Hand: Pelagic Staff
L. Hand: Pelagic Staff
Arms:Boots:Jewelry:Other:Other:Misc. Gear: Aelven rune (meaning 'water'), two airtight scroll cases
Currency: 200 drops of Aqua Ghyranis