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Wizard 2, XP: 0
Might: -1
Grace: +2
Will: +3
Speed: 30'
HP: 7/7
AC: 12
Hope: 11/11
Passions: Gluttony & Generosity
MD: 2/2
Magic: With each template, gain 1 Magic Dice (MD). This is a d6. When you cast a spell, invest any amount of MD, then roll them. Spells reference the number of [dice] rolled and the total [sum] of the roll. If an MD rolls 3-, it returns to you immediately. Otherwise it returns when you sleep.
Apprenticed - School of the Ether: Choose a school of magic. Gain its cantrip and a random spell from it. A cantrip is a spell you can easily cast without using MD.
Student: After studying a spell for an hour, you may save to add it to your spellbook. You may cast any spell you have successfully added.
Chaos: You may regain any amount of spent MD once per day. Roll those MD, then take [sum] damage.
Enchant: With an hour's time, you may transfer a spell from your spellbook onto an item to enchant it. The enchanted item gains a permanent effect related to the spell or its school. You may only enchant 1 item at a time.
Confusion (cantrip): Bleak voices fill the mind of a creature within 60’. It takes d4 damage and must save or take disadvantage on its next test.
Banish: One otherworldly creature within 30 feet must pass a -[dice] Save or be forcibly expelled from an area for [sum] years. If 4 or more dice are invested the banishment is permanent. Area size grows with each [dice]:
Find Familiar: You summon a magical beast with no more than [dice] HD. It is intelligent and can communicate with you telepathically while within 6 miles of you. It serves as a loyal follower until its death. You may only have one familiar at a time. Spells you cast can be cast from your familiar’s location as if it were your own.
SuperGlue: Bind up to [dice] creatures you see to a surface they are touching until they pass a Might Test of 10+[sum]