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==Magic== *'''Heroquest''' ** +2 point natural armour, defeating the Lizard Queen. ** Thunder Lizard dance (POWX2)=45% +5% fighting Lizards. +5% tracking them. detect lizard 40m ** +1 CHA **+2 Cha when dealing with newtlings *'''Gifts, geas'.''' ** Will be touched by Disorder for a year. [Tricksters price]. ** Freed Elmal [on heroquest] and Yelmalions will recognize this, but gained the geas: Never suffer a gorp to live. ** Can make Orlanths Bullroarer, with added ZZ power. Will demoralise enemies [as per the spell] who hear it. Powered by spirit magic pow, 1pt/10rds. ** Has been told by the Ice Queen to ‘drop by again’ – along with Astis. ** Has parleyed a deal with Zorak Zoran to fight Chaos - hell roar for bullroarer. Worshippers of ZZ will recognise this. *Hill Of Gold **+1 CHA **Bonuses for any activities involving snow or cold. **A daughter called crevice, use it how you may, eg nasty trap in the snow! remember she trickster tainted though. **+25% oratory vs cold creatures/worshippers **Resist cold at maximum POW at all times **VS CHAOS can hide at 100%. *Bluetooth fetish: The tooth is always warm and moving. **Intimidation once per day for 10 rounds... difficult to resist **Personality trait: Never back down. Up to you how far you go with that. It probably gets worse as time goes on. *Dolwynn gets the cats **Speak feline int% **Dogs hate him **+1Pow *'''Power:-''' ** Current Characteristic POW: '''17''' ** Current Available POW: '''17''' ** Current Stored POW: '''12''' Pow Crystal '''12''' '''Spirits:''' <div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> *zephyr ** INT:9 ** POW:16 ** Where Bound:1pt crystal *Spirit Two ** INT: ** POW: ** Where Bound: *Spirit Three ** INT: ** POW: ** Where Bound: </div> *'''Battle Magic:''' *Bladesharp 1 *Bind spirit 1 *Countermagic 1 *Detect Life *Demoralise *Disruption *Farsee *Healing 2 *Multimissile 1 *Protection 1 *Silence *Speedart *Xenohealing 2 *Crevice: 1pt spirit spell with trickster influence. Frostbite. Spell creates a small crevice that swallows the foot/hand of the user, crushing for 1d3 damage [ignoring all but unusual//innate armour] then holding on for 10 melee rounds. Getting loose requires a roll similar to freeing an impaled weapon. This spell only works when there is ice, snow or sub zero temperatures. * '''Rune Magic:''' ** Sureshot *'''items''' **Warmth matrix tattoo. **A magical Bullroarer, ** Strange stone egg that sounds as if there's pecking coming from inside. It rocks now and again.
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