Doctor Oelle    (Human Male Wizard)
Character Information   
Name: Doctor Oelle XP/Next lvl: 8 /
Class: Wizard HP:curr/max 16 / 16
Alignment: Good AC:reg/rear/no shield 0 / 0 / 0
Race: Human Level: 2
Age: 22 Height: 6'0'
Weight: 180 Gender: Male
Encumbrance: 6 Movement:
Languages:
Ability Scores   
STR: 8 (-1)
INT: 16 (+2)
WIS: 16 (+2)
DEX: 9 (0)
CON: 12 (0)
CHR: 13 (+1)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:
Haunted Eyes, Worn Cloak, Thin Body, Plague Mask

Background:
Oelle began studying medicine at an early age. He proved gifted, and learned to combine medicine with magic. His restless mind has since turned to the larger world, as he seeks to test whether his arcane theories regarding the rhythms and harmonies of human anatomy hold true on a larger scale. To this end, he has taking to wandering the wild places, cataloging his observations and gathering samples.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Equipment
Qty Item Location
1 Spellbook pack
2 Pack of Books (5 uses) pack
0 3 Healing Potions pack
0 3 Antitoxins pack
1 Staff held


Wealth   Enter negative number to subtract
PP GP EP SP CP
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Interruption of the Humors
Recuperative Balancing of the Humors
Thaumaturgic Diagnosis


Spell Book


Level 0
Light
Prestidigitation
Unseen Servant

Level 1
Aetheric Consultation
Interruption of the Humors
Phlegmatic Stimulation
Recuperative Balancing of the Humors
Thaumaturgic Diagnosis


Notes
Details
Oelle dresses as a plague doctor, with a mask full of unpleasant aromatics.

He is dedicated to healing the sick and documenting new discoveries.

He had an equally gifted rival from school, Doctor Charde.
Moves
Spellbook
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.

Prepare Spells
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:
• Lose any spells you already have prepared

• Prepare new spells of your choice from your spellbook whose total levels don’t exceed your
own level+1.

• Prepare your cantrips which never count against your limit.

Cast a Spell (Int)
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but choose one:
• You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

• 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.

• After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

Spell Defense
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.


Ritual
When you draw on a place of power to create a magical effect, 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:
• It’s going to take days/weeks/months
• First you must ____

• You’ll need help from ____

• It will require a lot of money
• The best you can do is a lesser version, unreliable and limited
• You and your allies will risk danger from ____

• You’ll have to disenchant ____ to do it
Advanced Moves
Fount of Knowledge
When you spout lore about something no one else has any clue about, take +1.
Bonds
Alignment: To use magic to help others.
Aziza:
Bedwyr:
Boggs: