Æðelbert [Aedilberct] Sturlubók    (Human Male Circle Mage)
Character Information   
Name: Æðelbert [Aedilberct] Sturlubók XP/Next lvl: 0 / 1999
Class: Circle Mage HP:curr/max 25 / 25
Alignment: AC:reg/rear/no shield 11 / 0 / 0
Race: Human Level: 1
Age: 27 Height: 5' 10'
Weight: 145 lbs Gender: Male
Encumbrance: Mana: 29 / 29 Movement: 11
Languages: Trade Tongue (common), read Ancient Tevene
Ability Scores   
STR: 0 (Communication [-1] 5 | Strength [0] 8)
INT: 0 (Constitution [-1] 4 | Willpower [1] 11)
WIS: 0 (Cunning [3] 17)
DEX: 0 (Dexterity [1] 10)
CON: 0 (Magic [3] 13, 2, +1 Circle Mage, Focus: Cunning-Arcane Lore)
CHR: 0 (Perception [1] 11)

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

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Morningstar (DEX) 1 1d6+3/ n n
Arcane Lance 1 16 yrds 1d6+2/ n n
Equipment
Qty Item Location
1 Backpack Wearing
1 Traveler's garb Wearing
1 Waterskin Backpack
1 Lantern (10 Yard radius) Backpack
1 Oil, Pint (6 hrs) Lantern
2 Spikes Backpack
1 Belt Pouch Wearing
1 Flint & Steel Beltpouch
2 Candles Backpack
1 Wand Carry
1 Morningstar Wearing
1 Ring of Spell Shield Wearing


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 0 0 22 32
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book


Level 1
Arcane Bolt
Drain Life
Stone Fist


Notes
Notes:
MAGE
Primary Stats: Cunning, magic, and Willpower
Secondary Stats: Communication, Constitution, Dexterity, Perception, and Strength
Starting health: 20+Constitution+6
Starting mana: 10+Magic+6, when leveling up gain more mana (Magic+6)
Weapon Groups: Brawling and Staves
Focus: Cunning - Arcane Lore (Knowing about magic, its traditions, and the Fade)
Speed: Humans=10+Dexterity-Armor Penalty(if applicable)

Spell Power: 10 + Magic [3] = 13

HEALING
Heal Action
Breather: 5-minute rest (5 + CON + Level) (Once after each encounter)
Sleep: Min 6 hrs (10 + CON + Level)

ACTIONS
(1 Major & 1 Minor or (2) minor actions)

Major Actions
Charge
You may move up to half your speed (rounded down) in yards and then make a melee attack against an adjacent enemy. You gain a +1 bonus on your attack roll.

Defend
You concentrate on defending yourself this round. Until the beginning of your next turn, you gain a +2 bonus to your defense.

Heal
You provide some quick first aid to an injured ally. You must be adjacent to your ally and you must have bandages ready. This is a TN 11 Cunning (Healing) test. If you are successful, your ally gets back an amount of Health equal to the Dragon Die + your Cunning. A character cannot benefit from another heal action until he takes additional damage.

Melee Attack
You attack one adjacent enemy in hand-to-hand combat. An enemy within 2 yards of you is considered adjacent.

Ranged Attack
You fire or throw a missile weapon at one visible enemy within range.

Run
You can move up to double your Speed in yards. You cannot take this action if you are prone (you'd need to use the Move action to stand up first).

Minor Actions:
Activate
This action allows you to start using certain powers or items, such as fighting styles and potions.

Aim
You take the measure of your opponent and plan your next strike. If your next action is a melee atack or ranged attack, you gain a +1 bonus on your attack roll.

Move
You can move up to your Speed in yards. You can also go prone, stnad up, or mount a horse or vehicle, but if you do so you can only move at half Speed (rounded down).

Prepare
You pick one major action that you prepare to execute and then end your turn. Any time until your next turn, you can interrupt another character and take your prepared action immediately. If you don;t use it by your next turn, the action is lost. You cannot take the prepared action if you've already taken a major action on your turn.

Ready
You can unsheathe a weapon, pull out a potion, or otherwise ready an item that is stowed. As part of this action, you can put away something already in hand. You could thus put away your bow and draw a sword, for example.

SPELLS
Arcane Bolt
Magic School: Spirit
Spell Type: Attack
Mana: 2
Casting Time: Major Action
TN: 10
Test: DEX (Acrobatics) vs. Spellpower
Description:
A bolt of arcane energy springs form your hand or your staff and streaks towards a visible target within 30 yards. The arcane bolt inflicts 2d6 damage, with bonus damage equal to the casting roll's Dragon Die. If the target makes a successful Dexterity (Acrobatics) test vs. Spellpower, the spell only inflicts 1d6 damage.

Drain Life
Magic School: Entropy
Spell Type: Utility
Mana: 4
Casting Time: Major Action
TN: 12
Test: CON (Stamina) vs. Spellpower
Description:
You suck the life energy out of a visible target within 10 yards to heal yourself. The target takes 1d6 + Magic penetrating damage and you are healed by the same amount. Note this only heals damage you have suffered; it doesn't give you bonus Health above your normal amount. If the target makes a successful Constitution (Stamina) vs. Spellpower, the penetrating damage is only 1d6.

Stonefist
Magic School:Primal
Spell Type: Attack
Mana: 3
Casting Time: Major Action
TN: 11
Test: CON (Stamina) vs. Spellpower
Description:
You hurl a magical rock at a visible enemy up to 20 yards away. The rock inflicts 1d6 + Magic penetrating damage and the target is knocked prone. If the target makes a successful Constitution (Stamina) vs. your Spellpower, the spell only inflicts 1d6 penetrating damage and remains standing.

DICE ROLLS
Melee Weapons:
3D6+Strength+Focus(if applicable)

Ranged Weapons:
3D6+Dexterity+Focus(if applicable)

Casting Roll:
3D6+Magic+Focus(if applicable)

Spellpower:
10+Magic+Focus(if applicable)

Basic Test:
3D6+Ability+Focus - the goal is to either meet or exceed DC challenge

Opposed Test:
The DC is your opponent’s roll! The Dragon die (middle macro roll) can be used to determine the winner in case of a tie!

Macro:
[1d6], [1d6], [1d6]


MAGIC
Spell DC (Target Number)
Every spell has a target number, this is your DC challenge to complete that spell, you would use the same formula as any combat roll. Failure results in either a spell fizzle or a possible spell mishap!!

3D6+magic+focus(if applicable).

Mana
1 Hour: 6 + Magic
8 Hours: Fully replenished


SPELL STUNTS
Used when you get doubles on a Casting Roll
Stunt Points (SP) = Dragon Die

(1-3) Puissa