Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Talking the Talk
RG [Dungeon World] The Seven Reaches
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KahlessNestor" data-source="post: 6901435" data-attributes="member: 6801311"><p><strong>Warris Ironfoot, Dwarvin Cleric of Moradin Forge-Father</strong></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><img src="http://i63.tinypic.com/rckc5y.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">NAME: Warris Ironfoot; Cleric 3</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">EXPERIENCE: 4/10</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">DESCRIPTION: Dwarf Male. Sharp eyes, Bald, Common Garb, Flabby Body</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">ALIGNMENT: Good - Endanger yourself to heal another.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">BACKGROUND: One of the few surviving dwarven refugees of Deephall, Warris traveled the Reaches ministering to the scattered dwarven communities. Rescued from bandits by some Wintercliff Rangers, Warris was convinced to join their dwindling forces as a way to ensure that dwarven interests remained represented in the region.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">BONDS</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Half-Jack has sticky fingers. I will keep my eye on him.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Ilrec is a good and faithful person, for an Elf; I trust him implicitly.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Arafeliana is in constant danger; I will keep them safe.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Throk has a good heart but little direction. I will try and guide him.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">STR 15 (+1)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">DEX 12 (+0)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">CON 13 (+1)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">INT 9 (+0)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">WIS 18 (+3)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">CHA 8 (-1)</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">BASE DAMAGE: d6</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">HIT POINTS 21/21</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">ARMOUR 3 (Chainmail, Shield, Boar)</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">EQUIPMENT </span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Chainmail (1 Armor) WT 1</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Shield (+1 Armor) WT 2</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Warhammer (close, +1 damage) WT 1</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Holy Symbol of Moradin (Large silver amulet depicting an anvil and hammer) WT 0</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Hunter’s Bow (near, far) WT 1</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Bundle of Arrows, 3 ammo, WT 1</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Dagger (hand) WT 1</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Adventuring Gear (5) WT 1</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Dungeon Rations (10) WT 2</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">LOAD (10/11)</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">GROUP EQUIPMENT</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Bandages (30 uses)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Poultices and Herbs (20 uses)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Healing potions 5</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Rations (47 uses)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Bundles of Arrows (30 ammo)</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">WEALTH</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* COIN:0 WT 0</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">MOVES</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">DWARF</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">You are one with stone. When you commune you are also granted a special version of Words of the Unspeaking as a rote which only works on stone.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">DEITY: Moradin Forge-father</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Domain: Civilization</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Precept: Sacrificial Rites (Petition: Offering)</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">DIVINE GUIDANCE:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">When you present an offering, you are granted some useful knowledge or boon related to Civilization.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">TURN UNDEAD</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">When you hold your holy symbol aloft and call on your deity for protection, roll+Wis (3). </span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">COMMUNE</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Lose any spells already granted to you.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Prepare all of your rotes, which never count against your limit.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">CAST A SPELL</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">When you unleash a spell granted to you by your deity, roll+Wis (3).</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* On a 7–9, the spell is cast, but choose one:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">- You draw unwelcome attention or put yourself in a spot. The GM will tell you how.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">- Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">- After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">FIRST AID (2nd level)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Cure Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">ANIMAL COMPANION (3rd level; Ranger Training)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Snort (Boar): Ferocity +3, Cunning +1, 1 Armor, Instinct +2</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Strengths: Huge, Keen Senses, Fast</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Trained: Fight Humanoids, Fight Monsters</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Weaknesses: Savage, Stubborn</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">COMMAND (3rd level; Ranger Training)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">When you work with your animal companion on something it’s trained in...</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* ...and you attack the same target, add its ferocity (3) to your damage</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* ...and you track, add its cunning (1) to your roll</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* ...and you take damage, add its armor (1) to your armor</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* ...and you discern realities, add its cunning (1) to your roll</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* ...and you parley, add its cunning (1) to your roll</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* ...and someone interferes with you, add its instinct (2) to their roll</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">SPELLS PREPARED (4 levels)</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">ROTES:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Light: An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Sanctify: Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Guidance: The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Words of the Unspeaking (Stone only): With a touch you speak to the spirits within stone. The stone you touch answers three questions you pose, as best it can.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Cure Light Wounds: At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">LEVEL 1</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Bless (Ongoing): Your deity smiles upon a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Cause Fear (Ongoing): Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot target entities with less than animal intelligence (magical constructs, undead, automatons, and the like).</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Magic Weapon (Ongoing): The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">* Sanctuary: As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p></blockquote><p></p>
[QUOTE="KahlessNestor, post: 6901435, member: 6801311"] [b]Warris Ironfoot, Dwarvin Cleric of Moradin Forge-Father[/b] [COLOR=#000000][FONT=Arial][IMG]http://i63.tinypic.com/rckc5y.jpg[/IMG][/FONT][/COLOR] [COLOR=#000000][FONT=Arial]NAME: Warris Ironfoot; Cleric 3[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]EXPERIENCE: 4/10[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]DESCRIPTION: Dwarf Male. Sharp eyes, Bald, Common Garb, Flabby Body[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]ALIGNMENT: Good - Endanger yourself to heal another.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]BACKGROUND: One of the few surviving dwarven refugees of Deephall, Warris traveled the Reaches ministering to the scattered dwarven communities. Rescued from bandits by some Wintercliff Rangers, Warris was convinced to join their dwindling forces as a way to ensure that dwarven interests remained represented in the region.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]BONDS[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Half-Jack has sticky fingers. I will keep my eye on him.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Ilrec is a good and faithful person, for an Elf; I trust him implicitly.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Arafeliana is in constant danger; I will keep them safe.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Throk has a good heart but little direction. I will try and guide him.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]STR 15 (+1)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]DEX 12 (+0)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]CON 13 (+1)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]INT 9 (+0)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]WIS 18 (+3)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]CHA 8 (-1)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]BASE DAMAGE: d6[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]HIT POINTS 21/21[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]ARMOUR 3 (Chainmail, Shield, Boar)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]EQUIPMENT [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Chainmail (1 Armor) WT 1[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Shield (+1 Armor) WT 2[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Warhammer (close, +1 damage) WT 1[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Holy Symbol of Moradin (Large silver amulet depicting an anvil and hammer) WT 0[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Hunter’s Bow (near, far) WT 1[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Bundle of Arrows, 3 ammo, WT 1[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Dagger (hand) WT 1[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Adventuring Gear (5) WT 1[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Dungeon Rations (10) WT 2[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]LOAD (10/11)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]GROUP EQUIPMENT[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Bandages (30 uses)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Poultices and Herbs (20 uses)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Healing potions 5[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Rations (47 uses)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Bundles of Arrows (30 ammo)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]WEALTH[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* COIN:0 WT 0[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]MOVES[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]DWARF[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]You are one with stone. When you commune you are also granted a special version of Words of the Unspeaking as a rote which only works on stone.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]DEITY: Moradin Forge-father[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Domain: Civilization[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Precept: Sacrificial Rites (Petition: Offering)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]DIVINE GUIDANCE:[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]When you present an offering, you are granted some useful knowledge or boon related to Civilization.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]TURN UNDEAD[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]When you hold your holy symbol aloft and call on your deity for protection, roll+Wis (3). [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]COMMUNE[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Lose any spells already granted to you.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Prepare all of your rotes, which never count against your limit.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]CAST A SPELL[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]When you unleash a spell granted to you by your deity, roll+Wis (3).[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* On a 7–9, the spell is cast, but choose one:[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]- You draw unwelcome attention or put yourself in a spot. The GM will tell you how.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]- Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]- After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]FIRST AID (2nd level)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Cure Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]ANIMAL COMPANION (3rd level; Ranger Training)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Snort (Boar): Ferocity +3, Cunning +1, 1 Armor, Instinct +2[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Strengths: Huge, Keen Senses, Fast[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Trained: Fight Humanoids, Fight Monsters[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Weaknesses: Savage, Stubborn[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]COMMAND (3rd level; Ranger Training)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]When you work with your animal companion on something it’s trained in...[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* ...and you attack the same target, add its ferocity (3) to your damage[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* ...and you track, add its cunning (1) to your roll[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* ...and you take damage, add its armor (1) to your armor[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* ...and you discern realities, add its cunning (1) to your roll[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* ...and you parley, add its cunning (1) to your roll[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* ...and someone interferes with you, add its instinct (2) to their roll[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]SPELLS PREPARED (4 levels)[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]ROTES:[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Light: An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Sanctify: Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Guidance: The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Words of the Unspeaking (Stone only): With a touch you speak to the spirits within stone. The stone you touch answers three questions you pose, as best it can.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Cure Light Wounds: At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]LEVEL 1[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Bless (Ongoing): Your deity smiles upon a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Cause Fear (Ongoing): Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot target entities with less than animal intelligence (magical constructs, undead, automatons, and the like).[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Magic Weapon (Ongoing): The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]* Sanctuary: As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] [/FONT][/COLOR] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
RG [Dungeon World] The Seven Reaches
Top