Waver Grey

A Wizard... From the Future!

Description:
Attributes Level
Strength 9
Dexterity 13
Intelligence 16+1
Health 13
Hit Points 12
Will 16+1
Perception 17+1
Fatigue Points 18
Basic Speed 7
Basic Move 7

Build:
Height: 5’11”
Weight: 150 lbs
Attractive: +1 to reaction

Cultural Familiarity: (Seattle) (TL 9 + 1)

Alignment: True Neutral

Language: Sperethiel/Elven (Accented), English (Native)

Advantages:
Language Talent
Magery 3
Perfect Balance
Telescopic Vision 1
Extended Lifespan 4 (Elven)
Voice
Signature Gear (Hat)

Disadvantages:
Curious (12 or less)
Cursed
Frightens Animals
Impulsiveness (12 or less)
Social Stigma (Minority Group)
Vulnerability (Sunlight) (Very Common) (Fatigue Only)

Quirks:
Congenial

Skills Level
Alchemy/TL9 13+1
Diplomacy 14 + 2+1
Driving/TL9 (Motorcycle) 13
Guns/TL9 (Pistol) 13
Guns/TL9 (Rifle) 13
Guns/TL9 (Shotgun) 15
Innate Attack (Projectile) 16
Sleight of Hand 11
Streetwise 15+1
Thaumatology 13 + 3+1
Theology (Mythos) 14+1
Urban Survival 16+1

Money:
5000 platinum, 1000gp (511,075gp) cash in castle
100 platinum, 75gp (10,075gp) on hand
162,425,550gp in the bank

Experience: 15
Days to next spell: 3

Equipment Tech Level Weight
Amulet of Mind Control Counterspelling TL3 + 1 1
Auto Pistol, 9mm TL9 2
Auto Pistol, 9mm Ammo (5) TL9 3.5
Auto Shotgun, 12G TL7 8.4
Auto Shotgun, 12G Ammo (5) TL7 4.25
Sniper Rifle TL8 17.5
Sniper Rifle Ammo (5) TL8 4
Cigarette Lighter TL7 0
Wizard’s Hat (Powerstone, 30 Energy) TL3 + 1 1
Power 20 Wand of Teleportation TL3 + 1 1
Self Powered Ring of Hawk Flight x2 TL3 + 1 1
Self powered ring of Hold Breath and Swim TL3 + 1 1
Ring of Invisibility TL3 + 1 1
Ring of Wisdom (Int +1) TL3 + 1 1
Grimoire TL3 + 1 1
Robe +5 Defense, +5 DR TL3 + 1 1
Self Powered Ring of See Invisible TL3 + 1 1
Mirror of Communication TL3 + 1 1
Spells Level Duration Cost Time to Cast Description
Analyze Magic 17+1 I 8 1 hour Identifies exactly what spells are on the subject. If the subject has more than one spell on it, Analyze Magic identifies the one that took the least energy, and tells the caster “there are more spells.” It can then be cast again to determine the next spell, and so on. Name and Password enchantments (p. 68) count as separate spells that resist at +5; any individual wizard may only attempt to Analyze a Name or Password once. Like Identify Spell, above, it will give limited results when the caster is faced with an unknown spell.
Control Gate 17+1 1 minute. 6/3 10 seconds. Forces an open gate to close, a closed gate to open, or tilts and displaces the subject gate as the caster wishes. Closing a permanent gate does not destroy it; closing a temporary one does (to destroy a permanent gate, use Remove Enchantment). This spell moves gates at up to 3 yards per second. Control Gate can also be used to “choose” a particular destination of a multiple- destination Gate (see Create Gate).
Once control is relinquished, the Gate reverts to its “programmed” state, moving back to its original place at top speed and by the shortest path. If several Control Gate spells are active at once on a single Gate, the latter resists them with a single roll, control going to the spell with the largest margin of success.
Counterspell 17+1 I Half that of the spell countered, not counting bonuses the other caster got for high skill. 5 seconds Nullify any one ongoing spell. It cannot “counter” spells that make a permanent change in the world (e.g., Extinguish Fire, Flesh to Stone, or Zombie), and it cannot affect permanently enchanted items, but it can counter spells cast using magic items. The “subject” of Counterspell may be either the subject of the spell to be countered or the person who cast that spell.
Counterspell is a single spell – but to counter a given spell, you must also know that spell. Roll against the lower of your Counterspell skill or your skill with the spell being countered. You must win a Quick Contest with the target spell to cancel it. You can cast multiple Counterspells to negate an Area spell piece by piece.
Create Air 17+1 5 seconds/permanent 1 (Cannot be maintained) I Manufactures air where none exists. When cast where there is
already air, it produces an outward breeze lasting about five seconds. When cast in a vacuum, it instantly creates breathable air. When cast within earth, stone, or other material, it fills any empty spaces with air, but does not burst the stone. When cast underwater, it makes bubbles! When cast on a one-yard-radius area, the
spell creates about 45 cubic feet of air every second for five seconds; each cubic foot of air will last a single person at rest about a minute. However, in some environments the air created will rapidly dissipate into vacuum or bubble away. This spell cannot be cast inside a living being.
Create Fire 17+1 1 minute 2 /.5S (Ordinary fires set by this spell do not require maintenance.) I Fills the area of effect with fire that requires no fuel (if cast in midair, it produces a sphere of flame, which falls to the ground). This is real fire, and will eventually ignite any flammable objects it touches. Cannot be cast within rock, foes, etc.
Create Gate 17+1 1 minute (or permanent) 10xTeleport for temporary, 100x for permanent / S I Fills the area of effect with fire that requires no fuel (if cast in midair, it produces a sphere of flame, which falls to the ground). This is real fire, and will eventually ignite any flammable objects it touches. Cannot be cast within rock, foes, etc.
Death Vision 17+1 1 second 2 3 seconds The subject sees a vivid apparition of his own death. This might be a vision of the future or a false vision from another possible future – but it is always chilling. The subject is mentally stunned until he can make his IQ roll to shake off the effects of the spell. This spell can also be useful to the subject, by pointing out a possibly deadly hazard.
Detect Magic 17+1 I 2 I Determines whether any one object is magical. If the spell is successful, a second casting tells whether the magic is temporary or permanent. A critical success on either roll fully identifies the spell, as for Analyze Magic. This is not the same as the ability to detect magic items that comes with Magery 0; that ability only detects permanent magic items, while Detect Magic detects items, spells, magical creatures, and any other ongoing magical effect.
Dispel Magic 17+1 Dispelled magic is permanently gone 3+ 1 second per energy point spent Negates other spells within the area if successful. It has no effect on enchantments, but dispels any temporary, lasting, or permanent spell (p.10), unless the spell specifies otherwise. Each spell resists separately. Dispel Magic is not selective! The caster need not know the spell(s) being dispelled. To nullify a specific spell without affecting others, use Counterspell.
Enchant 16+1 Permanent Varies Varies A prerequisite for all other Enchantment spells except Scroll. To enchant an item, the caster must also know this spell. The caster rolls against the lower of his skill with this spell and the specific spell he wishes to place on the item. If he has assistants, they must have skill 15 or higher with both spells, but the roll is based on the caster’s skill.
Explosive Fireball 20+1 I Any amount up to twice your Magery level per second, for three seconds. The fireball does 1d burning damage per full 2 points of energy. 1-3 seconds Creates a fireball that affects both its target and things nearby. This has 1/2D 25, Max 50, Acc 1. Can be thrown at a wall, floor, etc. (at +4 to hit) to catch foes in the blast. The target and anyone closer to the target than one yard takes full damage. Those further away divide damage by three times their distance in yards (round down).
Fireball 17+1 I Any amount up to your Magery level per second, for three seconds. The fireball does 1d burning damage per energy point. 1-3 seconds Throw a ball of fire from one hand. This has 1/2D 25, Max 50, Acc 1. When it strikes something, it vanishes in a puff of flame. This spell is likely to ignite flammable targets.
Foolishness 17+1 1 minute 1-5/Half I The subject suffers -1 to his IQ and IQ-based skills (including spells) for every point of energy put into the spell. The GM may also require an IQ roll to remember complex things while under the influence of this spell.
Great Healing 19+1 I 20 (one try per day per subject) 1 minute Restores all of the subject’s missing HP. Does not eliminate disease or poison, nor does it restore crippled or missing body parts, but it can heal HP lost to any of these things. A given subject can only benefit from this spell once per day, whether cast by the same caster or by a different caster each time. If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure.
Halt Aging 16+1 One Month 20. One try per week. I Stops the subject from aging for one month. Cannot be cast again until the first spell wears off.
Identify Spell 17+1 I 2 I Identifies what spell or spells have just been cast (within the last five seconds), or are being cast at the moment, on or by the subject. It does not identify the spells on a permanently enchanted item. One casting identifies all spells cast on or by the subject. However, if any of these spells are totally unknown to the caster – not just spells he doesn’t know, but spells he has never heard of – the GM should provide only a vague description; e.g., “Some kind of physical protection.” Wizards have heard of every spell in this book (unless the GM rules that some are secret) but not new spells created by the GM or players.
Ignite Fire 17+1 1 second Depends on the amount of heat desired: 1 – As though a match had been held to the subject. Lights a candle, pipe, or tinder in one second. 2 – As though a torch had been held to the subject. Ignites paper or loose cloth in one second, ordinary clothes being worn in four seconds.
3 – As though a blowtorch had been held to the subject. Ignites dry firewood or clothes being worn in one second, leather in two seconds, and heavy wood in six seconds. 4 – As though burning magnesium or phosphorus had been held to the subject. Ignites coal in one second, heavy wood in two seconds. /S
I Produces a single spot of heat, and is used to set fire to a readily flammable object. It works best on paper and cloth, and will not affect any item that would not burn in an ordinary fire. In particular, it will not set fire to a living being! Once ignited, the fire burns normally.
Itch 17+1 Until subject takes 1 turn to scratch 2 (cannot be maintained; must be recast) I Causes the subject to itch fiercely in a spot of the caster’s choice. The subject is at -2 DX until he takes one full second to scratch (more, if armor, etc. is in the way!). Only one Itch spell can affect a given subject at a time.
Lend Energy 17+1 I Any (not reduced by skill) I Restores the subject’s lost Fatigue Points, at an energy cost to the caster. Cannot increase the subject’s FP score above its normal maximum. Cost:Any amount; the energy spent by the caster goes to the subject as restored FP (e.g., if the caster spends 5 energy, the subject regains 5 lost FP).
Lend Vitality 17+1 1 hour Any (not reduced by high skill; cannot be maintained; must be recast) I Temporarily restores the subject’s lost Hit Points, at an energy cost to the caster. Cannot increase the subject’s HP score above its normal maximum. Since restored HP vanish after one hour and the spell cannot be maintained, this spell is only a stopgap measure.
Magelock 17+1 6 hours 3/2 4 seconds Locks a door magically. The door does not open unless the spell is removed (Counterspell and Lockmaster will both counter it) or the door itself is destroyed.
Major Healing 17+1 I 1-4 (Twice the amount spent is restored to the subject) I Restores up to 8 HP to the subject. Does not eliminate disease or poison, but will cure damage caused by these things. Otherwise, this spell functions just like Minor Healing: it is at -3 per casting on the same subject in one day, and Physician skill at level 15 or higher will mitigate the effects of a critical failure. The penalties for repeated casting accrue separately for Minor Healing and Major Healing. For instance, a caster could cast both spells on the same subject in the same day at no penalty.
Mind-Reading 19+1 1 minute 4 /2 10 seconds Read a subject’s mind. Works on any living being, but is most useful on sapient creatures. Detects only surface thoughts (what the subject is thinking at that moment). This spell will not work on sleeping or unconscious subjects. The subject is not aware his mind is being read, except in the case of a critical failure. Modifiers: -2 if the caster does not know the subject’s native language; -2 if the subject is of a different race – or -4 or more if the subject is totally alien!
Minor Healing 17+1 I 1-3 (Same amount spent is restored to subject) I Restores up to 3 HP to the subject. Does not eliminate disease or poison, but will cure damage caused by these things. This spell is risky if used more than once per day by the same caster on the same subject. If you try, roll at -3 for the first repetition, -6 for the second, and so on. If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure – unless you are trying the spell more than once per day on the same subject.
Neutralize Poison 17+1 Permanent 5 30 seconds. One try. Eliminates all traces of one chosen poison from the body of the subject. A successful Poisons roll (by the caster or another character) should precede the casting in order to identify the poison being treated; if not, spell use is at -5! This spell is of no use against alchemical elixirs other than those that do direct damage. Does not cure existing damage – the spell just removes the remaining poison, avoiding any further damage.
Instant Neutralize Poison 16+1 Permanent 5. One try per day. I As Neutralize Poison, but works instantly. A Poisons roll is not required for successful use of this spell!
Pain 21+1 1 second 2 (cannot be maintained) 2 seconds The subject feels a stab of agonizing pain. He must make a Will roll to avoid crying out. If he is in a precarious position (climbing, for instance), he must make a DX roll to avoid catastrophe! His DX and all DX-based skills are at -3 for the next second only. If the subject is in the middle of a spell requiring gestures, he must roll vs. Will or start over. High Pain Threshold gives +3 to the Will and DX rolls above; Low Pain Threshold gives -4.
Purify Air 17+1 I 1 (cannot be maintained) I Removes all impurities from the air in its area of effect. It is often used to neutralize the effects of poisonous gas or vapors. Note that a room full of smoke may safely be purified one section at a time – but truly deadly vapors must all be removed at once, or some may escape.
This spell can also turn old “stale” air into fresh breathable air. The air in a one-yard radius, if not renewed from the outside, lasts 45 minutes for one person at rest, or less for multiple persons or someone violently exercising (GM’s discretion).
Recover Energy 22+1 N/A 0 N/A Rest and recover Fatigue Points more quickly than normal by drawing energy from the mana around him. A normal person recovers 1 FP every 10 minutes. A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes. A mage who knows this spell at skill 20 or higher recovers 1 FP every 2 minutes. No further improvement is possible. Note that this spell works on the caster himself; it cannot restore FP to others. The mage must rest quietly, but no ritual or die roll is required. While resting, he can maintain ordinary spells, but not those that require concentration. This spell does not function in low or no-mana areas.
Reflect 17+1 I 4 to cast it on yourself, 6 to cast it on someone you can see; you cannot protect someone you cannot see. I This spell is an improved version of Ward, and works like it. The difference is that it will reflect the opposed spell instead of negating it. Thus, if the Reflect succeeds, the opposed spell now attacks its original caster as if it had been cast on him to begin with. If the attacking spell is an area spell, a successful Reflect protects its subject and affects the caster as though he were in the area being attacked, but otherwise the area is still attacked normally.
Regeneration 16+1 Permanent 20. One try. 1 minute to cast the spell; 1 month before the process of restoration is complete. The part may not be used at all until the month has passed; it simply won’t work, even though it may appear to be healthy. Regrow one lost limb or eye.
Instant Regeneration 15+1 Permanent 80. One try. 1 minute Regrow one lost limb or eye.
Restoration 16+1 Permanent 15. One try. 1 minute to cast the spell; 1 month before the process of restoration is complete. The part may not be used at all until the month has passed; it simply won’t work, even though it may appear to be healthy. Regain the use of one crippled limb or damaged eye – also restores lost hearing, smell, etc. Will not work on a lost limb or eye – that requires Regeneration. (If a limb has been amputated and is intact, you may try Restoration within the hour, at -5 to skill, to put it back on!)
Resurrection 16+1 Permanent 300. One try. 2 hours Brings the subject back to life, provided that the body, or most of it, is available. This is the GM’s decision; note that a body that has reached -10xHP is by definition too damaged for resurrection. The resurrected subject has FP and HP 0, and must regain FP and HP in the normal fashion. All his limbs will be intact, regardless of the injuries that killed him. The caster’s skill is at a -1 penalty for each full day between the subject’s death and the beginning of the spell. This is also a Necromantic spell.
Seek Gate 17+1 I 3 10 seconds Tells the caster the direction and approximate distance of the nearest gate. Any known gates may be excluded if the caster specifically mentions them before beginning.
Modifiers: Long-distance modifiers (p. 14), -2 if the gate is currently closed, -5 if seeking a gate’s arrival point, -10 if seeking a gate leading to a specific destination. Note that the gate itself may be Scryguarded or under a Conceal Magic spell.
Seek Magic 17+1 I 6 10 seconds Determines the direction and approximate distance of the nearest significant magical item, active spell, or magical being (magical beings include demons, elementals, spirits,
etc., but not races or individuals with Magery). Regular range penalties apply. Any known examples of magic may be excluded if the caster specifically mentions them before casting.
This is also a Meta-Spell.
Sense Emotion 17+1 I 2 I Know what emotions the subject is feeling at the moment. It works on any living being, though it tends to be most useful on sapient beings. This will also tell how loyal the subject is to the caster (see Loyalty of Hirelings, p. B518).
Sense Foes 17+1 I 1 I Tells the caster if the subject has hostile intent, and what the degree of hostility is. Can be cast on one person or a whole area. If cast over an area, this spell will only detect that someone is hostile, without telling who.
Shape Fire 17+1 1 minute 2 /.5S I Control the shape of any flame. Each shape change requires a second of concentration. Once shaped, the flame keeps that shape until the spell expires, without concentration. Moving a flame requires constant concentration (the flame moves at Move 5, on the caster’s turn). A natural fire cannot move to a place that it can’t burn, but flame made with the Create Fire spell needs no fuel and can move almost anywhere. Flame shaped with this spell normally retains its volume. If the fire is “spread out” across twice its original area, it only does half damage; if spread across three times its original area, it does 1/3 damage; and so on.
Shape Air 17+1 1 minute 1 to 10 /S I Create movements of air over a small area. The caster must choose a starting point (calculate distance penalties from that point). The wind starts there and blows in a stream one yard wide, for a distance in yards equal to 5 times the energy put into
the spell, and then dissipates. This may cause knockback (see Knockback, p. B378) on someone it hits; each second, roll 1d per full 2 points of energy in the spell. Treat this as damage for knockback purposes only (this spell does not cause injury).
Spasm 17+1 I 2 (cannot be maintained) I Can be directed against any of the subject’s voluntary muscles. Directed against a hand, it causes the subject to drop whatever he is holding (usually a weapon). If the subject is in the middle of a lengthy spell requiring gestures, he must make a DX roll or start over. Ingenious casters will find other uses…
Summon Spirit 17+1 1 minute 20 /10 (1/2 cost at site of death or at corpse of contact; 1/4 cost at both) 5 minutes Talk to the spirit of a dead person. The subject resists at -5 if he was a friend of the caster. If the spell succeeds, the subject will answer one question, to the best of his knowledge as of the time he died, and one more per minute he remains. If the spell fails, that caster (or ceremonial group) may not summon that spirit again for one year. A critical failure means the caster summoned a malign spirit, who lies deliberately. Modifiers: -5 if you don’t know the subject’s full name. -1 if it has been more than a week since the subject’s death, -2 if more than a month, -3 if more than a year, -4 if more than 10 years, -5 if more than 50 years, and -6 if more than 500 years.
Suspend Magic 17+1 1 minute 3 to cast. 2 to maintain. I Temporarily nullify any one ongoing spell. The caster must know the spell he suspends. Suspend Spell does not affect magic items, but can affect spells cast through one. Spells that can only be removed by Remove Curse cannot be suspended; use Suspend Curse for those. Suspend Spell is cast at the lower of the user’s Suspend Spell skill and his skill with the spell being suspended. When the suspension expires, the suspended spell “picks up where it left off” and resumes operation. If the subject spell is maintained, its caster will automatically know it is being suspended. Otherwise, roll against Perception + Magery – 3; distance is not a factor.
Suspend Spell 17+1 1 minute 1/10 that of the spell suspended to cast, not counting bonuses the other caster may have received for high skill (round up). Same cost to maintain. I Temporarily nullify any one ongoing spell. The caster must know the spell he suspends. Suspend Spell does not affect magic items, but can affect spells cast through one. Spells that can only be removed by Remove Curse cannot be suspended; use Suspend Curse for those.
Suspend Spell is cast at the lower of the user’s Suspend Spell skill and his skill with the spell being suspended. When the suspension expires, the suspended spell “picks up where it left off” and resumes operation. If the subject spell is maintained, its caster will automatically know it is being suspended. Otherwise, roll against Perception + Magery – 3; distance is not a factor.
Teleport 16+1 I Varies I Involved – See page 147 in Magic book
Test Food 17+1 I 1 to test a single meal or a single bottle of wine; 3 to check all the food and drink within a 1-yard radius. I Identifies whether a substance is good to eat. The spell tells nothing about taste or nutrition; it detects poisons, dangerous decay, or foreign objects (razor blades in fruit). It does not check for magic on food.
Truthsayer 17+1 I 2 I Tells whether the subject is lying or not. May be cast in two ways: 1. To tell whether the subject has told any lies in the last five minutes. 2. To tell whether the last thing the subject said was a lie. May also give an indication of how great the lie is. If caster is not touching subject, calculate range as for a Regular spell.
Ward 17+1 I 2 to cast it on yourself, or 3 to cast on anyone you can see. You cannot Ward someone you cannot see. I When cast immediately after a spell is thrown at its subject, this spell can prevent the opposed spell from working. It works against only a single magical attack. If an attacking spell affects several people, each Ward can only save one subject. It does not protect against missile spells. The caster may only Ward against a spell that he knows at skill 12 or higher; a caster who knows (for instance) Sleep may also ward a single subject against Mass Sleep. The caster rolls at the lower of his Ward skill or his skill in the spell being warded. The caster must announce he is using Ward before the opposed spell’s subject
tries a resistance roll. If it turns out the spell being cast is not one the defending mage can ward against, the ward is wasted.
Great Ward 17+1 I 1 per subject protected (minimum cost 4). I As Ward, but – if it works – protects any number of those who would have been affected by the attacking spell.
Bio:

Waver Grey

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