Nigel Boswell Aspiring Wizard
Nigel Boswell - Young and scrappy human gypsy runaway and aspiring wizard. Equal parts ashamed of his families "carny" background and striving to bring honor and respect back to his family name. Not many people know of the true magic that is in their blood. He wishes to attend the college of magic and resorts to delving to get by and save what he can for the cost of entry to the school. Not very well educated in a scholastic sense, but very bright and street smart. He can be rough around the edges, but has noble intentions.
Look: A thin bodied teenage runaway with wild brown hair and remarkably sharp blue eyes dressed in the strange garb of a gypsy street magician.
Age: Late teens
Alignment: Neutral - Discover something about a magical mystery
Int 16 (+2) Con 16 (+2) Dex 13 (+1) Wis 13 (+1) Cha 9 (+0) Str 8 (-1) HP 20 Dam d4 Load 6
Human Wizard - Choose one cleric spell. You can cast it as if it was a wizard spell.
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.
~Arcane Ward - as long as you have at least 1 prepared spell, you have +2 armor ~Arcane Armor - Replaces: Arcane Ward - As long as you have at least one prepared spell of first level or higher, you have +4 armor.
* Light * Unseen Servant * Prestidigitation
Level 1 -
* Detect Magic - Level 1 Divination - One of your senses is briefly attuned to magic. The GM will tell you what here is magical. * Cure light wounds - "Lockmore Danalora" * Invisibility - Level 1 Illusion Ongoing - Touch an ally: nobody can see them. They’re invisible! The spell persists until the target attacks or you dismiss the effect. While the spell is ongoing you can’t cast a spell. * Magic Missle - "Tuatha Danu" - Level 1 Evocation - Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target. * Alarm - Level 1 - Walk a wide circle as you cast this spell. Until you prepare spells again your magic will alert you if a creature crosses that circle. Even if you are asleep, the spell will shake you from your slumber.
Level 3 -
* Mirror Image - Level 3 Illusion - You create an illusory image of yourself. When you are attacked, roll a d6. On a 4, 5, or 6 the attack hits the illusion instead, the image then dissipates and the spell ends.
- Spellbook (1 weight)
- Dungeon rations (4 uses, 1 weight)
- Leather armor (1 armor, 1 weight)
- Dagger (hand, 1 weight)
- 3 Antitoxins (0 weight)
Embry will play an important role in the events to come. I have foreseen it!
Lindorell is keeping an important secret from me.
Nigel grew up in a family of traveling street magicians. Frowned upon by the community at large, they got by on cheap parlor tricks and fortune telling. He had an old grandmother that used to tell all the children grand stories of their ancestors wielding powerful magic and having wild adventures. As she grew older the stories would get darker and more intense and became full of cryptic warnings of the perils of powerful magic and sinister foes. The rest of the family thought she was going mad, but something in the stories resonated with young Nigel. In her last moments, she pulled him close and pressed some crumpled paper into his hand while whispering in his ear with her dying breath. Nigel was not entirely sure what she had said in that moment. He looked down at the indecipherable scrawl on the paper as he replayed her words in his head. It was a language he didnt recognize, but it was clearly some sort of phrase. The words started to form in his mouth. As he spoke the words aloud it was like someone had flipped a switch inside of him. Suddenly everything was clear. The magic, the adventure, the danger, the warnings, it was all true. Looking down at the slips of paper, he could now clearly read them. They were spells! His grandmother's dying phrase was forgotten the second he muttered it, but now he knew the truth. There was magic in his blood.
With his few meager spells and what little belongings he had, Nigel left his family. He could no longer live day to day doing cheap tricks for children in the street, not when he knew the truth.
He would venture into the world and join the great college of magic. He would become a powerful wizard and restore pride and honor to his family name, whatever the cost!
Jive and I have discussed a few things in regards to magic in the setting. We are thinking that magic is a very uppity and official business. "Real wizards" are graduates from the college and licensed magic users. Any unlicensed magic users are considered hedge wizards "at best" and frowned upon by society at large. Maybe even persecuted by particular sects or in certain areas. The college generally has a large up front fee to join, which helps keep the class system in place. Wealthy families and nobility usually being the only ones who can afford entry.
Nigel turned to delving to get by and he hopes to find magic in the dungeons. For personal use, or to use as a means of entry into the college.