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<blockquote data-quote="JustinCase" data-source="post: 8356879" data-attributes="member: 6776182"><p><strong>Maladiel</strong></p><p>CN half-elf criminal divine soul sorcerer 2</p><p></p><p>[ATTACH=full]141361[/ATTACH]</p><p></p><p>[spoiler=Sheet]</p><p><strong>Name:</strong> Maladiel, "Mal"</p><p><strong>Gender:</strong> male</p><p><strong>Alignment:</strong> Chaotic Neutral</p><p><strong>Heritage:</strong> half-elf (Khorovar)</p><p><strong>Class:</strong> sorcerer (divine soul) 2</p><p></p><p><strong>AC</strong> 12</p><p><strong>HP</strong> 13/13</p><p><strong>Hit Dice:</strong> 2d6+2</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Passive Perception:</strong> 14 (darkvision 60)</p><p><strong>Proficiency </strong>+2</p><p><strong>Languages:</strong> Common, Elvish, Halfling</p><p></p><p><strong>Stats:</strong></p><p><strong>Str</strong> 10 (+0)</p><p><strong>Dex</strong> 14 (+2)</p><p><strong>*Con</strong> 12 (+1)</p><p><strong>Int</strong> 12 (+1)</p><p><strong>Wis</strong> 14 (+2)</p><p><strong>*Cha</strong> 16 (+3)</p><p></p><p><strong>Saves:</strong> Con +3, Cha +5</p><p></p><p><strong>Skills:</strong></p><p>Deception (cha) +5</p><p>Insight (wis) +4</p><p>Intimidation (cha) +5</p><p>Perception (wis) +4</p><p>Persuasion (cha) +5</p><p>Stealth (dex) +4</p><p></p><p><strong>Racial features: half-elf</strong></p><p><strong>Abilities:</strong> +2 cha, +1 to two other abilities (dex, wis)</p><p><strong>Darkvision: </strong>60 ft.</p><p><strong>Fey Ancestry: </strong>Advantage on saving throws against being charmed; magic cannot put you to sleep.</p><p><strong>Skill Versatility:</strong> Two extra skill proficiencies (persuasion, perception)</p><p></p><p><strong>Class features: sorcerer</strong></p><p><strong>Proficiencies:</strong> Daggers, darts, slings, quarterstaffs, light crossbows, Con and Cha saves, two skills (insight, intimidation)</p><p><strong>Spellcasting:</strong> Can cast spells; see Magic, below.</p><p><strong>Sorcerous Origin:</strong> Divine Soul (XGtE)</p><p><strong>Divine Magic:</strong> Can learn spells from the cleric spell list. Also gain an extra spell based on the affinity of the source of your power (good): <em>Cure Wounds</em>.</p><p><strong>Favored By The Gods: </strong>Can add 2d4 to a failed saving throw or missed attack roll, once per short rest.</p><p><strong>Font Of Magic:</strong> Gain sorcery points and Flexible Casting, allowing the conversion of sorcery points into spell slots and the other way around as a bonus action. (1st level spell slot costs 2 sorcery points, 2nd 3 points, 3rd 5, 4th 6, 5th 7. A spell slot expended yields a number of sorcery points equal to the level of the slot.)</p><p><strong>Sorcery Points:</strong> 2 points; recharges fully upon Long Rest.</p><p></p><p><strong>Background features: criminal</strong></p><p><strong>Proficiencies:</strong> Deception, stealth, gaming set (playing cards), thieves' tools</p><p><strong>Criminal Contact:</strong> You have a contact who acts as liaison to a criminal network; you know how to get messages to and from that contact.</p><p></p><p><strong>Equipment:</strong></p><p>Dagger x3</p><p>Arcane focus: wand</p><p>Dungeoneer's pack:</p><ul> <li data-xf-list-type="ul">Backpack</li> <li data-xf-list-type="ul">Crowbar</li> <li data-xf-list-type="ul">Hammer</li> <li data-xf-list-type="ul">Pitons x10</li> <li data-xf-list-type="ul">Torches x10</li> <li data-xf-list-type="ul">Tinderbox</li> <li data-xf-list-type="ul">Rations x10</li> <li data-xf-list-type="ul">Waterskin</li> <li data-xf-list-type="ul">Hempen rope 50 ft.</li> </ul><p>Crowbar</p><p>Set of dark clothes with a hood</p><p>Pouch</p><p>15 gp</p><p>[/spoiler][spoiler=Magic]</p><p><strong>Spell Save DC:</strong> 13</p><p><strong>Spell Attack: </strong>+5</p><p><strong>Cantrips (4):</strong> <em>Friends, Mind Sliver, Minor Illusion, Prestidigitation</em></p><p><strong>Spells Known (3+1): </strong><em>Bless,</em> <em>Charm Person</em>, <em>Cure Wounds</em> (divine soul), <em>Guiding Bolt</em></p><p><strong>Spell Slots Used:</strong> <em>Level 1:</em> 0/3</p><p><strong>Sorcery Points (2) Used:</strong> 0/2</p><p>[spoiler=Spells]</p><p><strong>Bless</strong></p><p>enchantment</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V, S, M</p><p>Duration: Concentration, up to 1 minute</p><p>Effect: You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.</p><p>At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.</p><p></p><p><strong>Charm Person</strong></p><p>enchantment</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V S</p><p>Duration: 1 hour</p><p>Effect: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.</p><p>At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.</p><p></p><p><strong>Cure Wounds</strong></p><p>evocation</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Components: V S</p><p>Duration: Instantaneous</p><p>Effect: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.</p><p>At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.</p><p></p><p><strong>Friends</strong></p><p>enchantment</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: S, M</p><p>Duration: Concentration, up to 1 minute</p><p>Effect: For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.</p><p></p><p><strong>Guiding Bolt</strong></p><p>evocation</p><p>Casting Time: 1 action</p><p>Range: 120 feet</p><p>Components: V, S</p><p>Duration: 1 round</p><p>Effect: A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.</p><p>At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.</p><p></p><p><strong>Mind Sliver</strong> (TCoE)</p><p>enchantment</p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V</p><p>Duration: 1 round</p><p>Effect: You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.</p><p>At Higher Levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).</p><p></p><p><strong>Minor Illusion</strong></p><p>illusion</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: S M</p><p>Duration: 1 minute</p><p>Effect: You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.</p><p>If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.</p><p>If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.</p><p>If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.</p><p></p><p><strong>Prestidigitation</strong></p><p>transmutation</p><p>Casting Time: 1 action</p><p>Range: 10 feet</p><p>Components: V S</p><p>Duration: Up to 1 hour</p><p>Effect: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:</p><p>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.</p><p>You instantaneously light or snuff out a candle, a torch, or a small campfire.</p><p>You instantaneously clean or soil an object no larger than 1 cubic foot.</p><p>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.</p><p>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.</p><p>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.</p><p>If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.</p><p>[/spoiler][/spoiler][spoiler=About]</p><p><em>If cats looked like frogs we'd realize what nasty, cruel little bastards they are. Style. That's what people remember.</em></p><p>- Sir Terry Pratchett</p><p></p><p><strong>Appearance:</strong></p><p>Maladiel goes out of his way to look sharp; always the half-elf dresses in the finest suits and boots, his silver hair styled perfectly and the intricate web of tattoos seeming to flow out from underneath his clothes over his arms and torso.</p><p>His dark skin and white hair suggests a relationship to the drow of Xendrik, although Maladiel himself does not even know if that is true. It does add to his exotic charms, and the Khorovar knows how to use that to his advantage.</p><p>He carries three wands, each stylized in its own way, but Maladiel seems to favor a sleek black one with a tiny dragonshard encased in the middle.</p><p></p><p><strong>Personality:</strong></p><p>Generous, interested, and a natural entertainer, Mal is your best friend if you have something he needs--whether it is coin, secrets or just a night of fun. He is learning to play the long game, granting favours to be collected upon in the future, although the Khorovar is not very patient yet.</p><p>Maladiel resents authority, despite the obligations he has to the Boromar clan, and he sees his benefactor as family more than a figure of authority.</p><p></p><p><strong>Personality traits:</strong> I would rather make a new friend (or lover) than a new enemy, although I am very suspicious of other people's intentions.</p><p><strong>Ideal:</strong> People. I help people who help me--that's what keeps us alive. (Neutral)</p><p><strong>Bond:</strong> I owe everything to my generous benefactor Yamyra, and she is like a mother to me.</p><p><strong>Flaws:</strong> I can't resist a pretty face, and I have trouble trusting in my allies.</p><p></p><p><strong>Backstory:</strong></p><p>As an orphaned young streetrat in Metrol, Mal (short for Maladiel) struggled to survive each day. The Khoravar boy looked up at the finely dressed merchants, nobles and dragonmarked scions, who took advantage of other people too but got away with it, and the young boy vowed that he would one day be walking among them in the same clothes, spending the same amounts of money.</p><p>It was all idle dreaming, however, until one day his sorcerous powers manifested. Two older boys were holding him down in a dark alley, a third grinning wickedly and holding a knife, when from somewhere above a ray of sunshine shone down on Mal and a magical sparkling dragon head appeared above his head.</p><p>It scared the living daylights out of the boys, who fled away muttering about dragon curses and the wrath of the Sovereigns. Just as afraid, Mal also knew that somehow he had caused it and it would not keep the bullies away for long.</p><p>He snuck aboard an airship owned by some fancy lady, headed for Sharn, he would soon learn.</p><p>It did not take long before he was discovered by a bodyguard of the halfling Yamyra Boromar, a shrewd woman with an exquisite taste in glamorweave dresses and an eye for power and profit. Somehow she saw something in young Mal, because instead of throwing him from the flying ship, she kept him around for various chores.</p><p>He was ecstatic. Instead of living on the streets begging for scraps, Mal now had proper food to eat as long as he completed whatever menial and often criminal tasks Yamyra set him. He was even given new clothes to wear! Mal had never had new clothes before.</p><p>His adoration for his new employer kept growing, until one day she found a new boy. Mal struggled with sharing Yamyra's attention and his quick demotion to second place, and like a rebellious teenager he acted out and did some jobs on his own, before she found out and punished him viciously.</p><p>He was endebted to the Boromar clan, Yamyra explained with perfect clarity, and more specifically to her. He would do as he was told, and although there would be plenty of opportunities for his pasttimes, he was warned that never would he live to get in the Clan's way.</p><p>Eventually Maladiel came to terms with this arrangement. He started working parttime at one of the Clan's taverns as a bartender and sometime performer, and he got regular assignments from Yamyra or her contacts. In time he grew an impressive network of spies, lovers and pickpockets, and Mal dutifully enlisted others to the Clan's cause and kept the money flowing to the Boromar coffers.</p><p>Only occasionally, after a few too many glasses of Aundairian wine, does he wonder about his parents, or whatever gave him his sorcerous magic...</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="JustinCase, post: 8356879, member: 6776182"] [B]Maladiel[/B] CN half-elf criminal divine soul sorcerer 2 [ATTACH type="full" width="357px" alt="Maladiel.jpg"]141361[/ATTACH] [spoiler=Sheet] [B]Name:[/B] Maladiel, "Mal" [B]Gender:[/B] male [B]Alignment:[/B] Chaotic Neutral [B]Heritage:[/B] half-elf (Khorovar) [B]Class:[/B] sorcerer (divine soul) 2 [B]AC[/B] 12 [B]HP[/B] 13/13 [B]Hit Dice:[/B] 2d6+2 [B]Speed:[/B] 30 feet [B]Passive Perception:[/B] 14 (darkvision 60) [B]Proficiency [/B]+2 [B]Languages:[/B] Common, Elvish, Halfling [B]Stats: Str[/B] 10 (+0) [B]Dex[/B] 14 (+2) [B]*Con[/B] 12 (+1) [B]Int[/B] 12 (+1) [B]Wis[/B] 14 (+2) [B]*Cha[/B] 16 (+3) [B]Saves:[/B] Con +3, Cha +5 [B]Skills:[/B] Deception (cha) +5 Insight (wis) +4 Intimidation (cha) +5 Perception (wis) +4 Persuasion (cha) +5 Stealth (dex) +4 [B]Racial features: half-elf Abilities:[/B] +2 cha, +1 to two other abilities (dex, wis) [B]Darkvision: [/B]60 ft. [B]Fey Ancestry: [/B]Advantage on saving throws against being charmed; magic cannot put you to sleep. [B]Skill Versatility:[/B] Two extra skill proficiencies (persuasion, perception) [B]Class features: sorcerer Proficiencies:[/B] Daggers, darts, slings, quarterstaffs, light crossbows, Con and Cha saves, two skills (insight, intimidation) [B]Spellcasting:[/B] Can cast spells; see Magic, below. [B]Sorcerous Origin:[/B] Divine Soul (XGtE) [B]Divine Magic:[/B] Can learn spells from the cleric spell list. Also gain an extra spell based on the affinity of the source of your power (good): [I]Cure Wounds[/I]. [B]Favored By The Gods: [/B]Can add 2d4 to a failed saving throw or missed attack roll, once per short rest. [B]Font Of Magic:[/B] Gain sorcery points and Flexible Casting, allowing the conversion of sorcery points into spell slots and the other way around as a bonus action. (1st level spell slot costs 2 sorcery points, 2nd 3 points, 3rd 5, 4th 6, 5th 7. A spell slot expended yields a number of sorcery points equal to the level of the slot.) [B]Sorcery Points:[/B] 2 points; recharges fully upon Long Rest. [B]Background features: criminal Proficiencies:[/B] Deception, stealth, gaming set (playing cards), thieves' tools [B]Criminal Contact:[/B] You have a contact who acts as liaison to a criminal network; you know how to get messages to and from that contact. [B]Equipment:[/B] Dagger x3 Arcane focus: wand Dungeoneer's pack: [LIST] [*]Backpack [*]Crowbar [*]Hammer [*]Pitons x10 [*]Torches x10 [*]Tinderbox [*]Rations x10 [*]Waterskin [*]Hempen rope 50 ft. [/LIST] Crowbar Set of dark clothes with a hood Pouch 15 gp [/spoiler][spoiler=Magic] [B]Spell Save DC:[/B] 13 [B]Spell Attack: [/B]+5 [B]Cantrips (4):[/B] [I]Friends, Mind Sliver, Minor Illusion, Prestidigitation[/I] [B]Spells Known (3+1): [/B][I]Bless,[/I] [I]Charm Person[/I], [I]Cure Wounds[/I] (divine soul), [I]Guiding Bolt[/I] [B]Spell Slots Used:[/B] [I]Level 1:[/I] 0/3 [B]Sorcery Points (2) Used:[/B] 0/2 [spoiler=Spells] [B]Bless[/B] enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M Duration: Concentration, up to 1 minute Effect: You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. [B]Charm Person[/B] enchantment Casting Time: 1 action Range: 30 feet Components: V S Duration: 1 hour Effect: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. [B]Cure Wounds[/B] evocation Casting Time: 1 action Range: Touch Components: V S Duration: Instantaneous Effect: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st. [B]Friends[/B] enchantment Casting Time: 1 action Range: Self Components: S, M Duration: Concentration, up to 1 minute Effect: For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it. [B]Guiding Bolt[/B] evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round Effect: A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. [B]Mind Sliver[/B] (TCoE) enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round Effect: You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). [B]Minor Illusion[/B] illusion Casting Time: 1 action Range: 30 feet Components: S M Duration: 1 minute Effect: You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. [B]Prestidigitation[/B] transmutation Casting Time: 1 action Range: 10 feet Components: V S Duration: Up to 1 hour Effect: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. [/spoiler][/spoiler][spoiler=About] [I]If cats looked like frogs we'd realize what nasty, cruel little bastards they are. Style. That's what people remember.[/I] - Sir Terry Pratchett [B]Appearance:[/B] Maladiel goes out of his way to look sharp; always the half-elf dresses in the finest suits and boots, his silver hair styled perfectly and the intricate web of tattoos seeming to flow out from underneath his clothes over his arms and torso. His dark skin and white hair suggests a relationship to the drow of Xendrik, although Maladiel himself does not even know if that is true. It does add to his exotic charms, and the Khorovar knows how to use that to his advantage. He carries three wands, each stylized in its own way, but Maladiel seems to favor a sleek black one with a tiny dragonshard encased in the middle. [B]Personality:[/B] Generous, interested, and a natural entertainer, Mal is your best friend if you have something he needs--whether it is coin, secrets or just a night of fun. He is learning to play the long game, granting favours to be collected upon in the future, although the Khorovar is not very patient yet. Maladiel resents authority, despite the obligations he has to the Boromar clan, and he sees his benefactor as family more than a figure of authority. [B]Personality traits:[/B] I would rather make a new friend (or lover) than a new enemy, although I am very suspicious of other people's intentions. [B]Ideal:[/B] People. I help people who help me--that's what keeps us alive. (Neutral) [B]Bond:[/B] I owe everything to my generous benefactor Yamyra, and she is like a mother to me. [B]Flaws:[/B] I can't resist a pretty face, and I have trouble trusting in my allies. [B]Backstory:[/B] As an orphaned young streetrat in Metrol, Mal (short for Maladiel) struggled to survive each day. The Khoravar boy looked up at the finely dressed merchants, nobles and dragonmarked scions, who took advantage of other people too but got away with it, and the young boy vowed that he would one day be walking among them in the same clothes, spending the same amounts of money. It was all idle dreaming, however, until one day his sorcerous powers manifested. Two older boys were holding him down in a dark alley, a third grinning wickedly and holding a knife, when from somewhere above a ray of sunshine shone down on Mal and a magical sparkling dragon head appeared above his head. It scared the living daylights out of the boys, who fled away muttering about dragon curses and the wrath of the Sovereigns. Just as afraid, Mal also knew that somehow he had caused it and it would not keep the bullies away for long. He snuck aboard an airship owned by some fancy lady, headed for Sharn, he would soon learn. It did not take long before he was discovered by a bodyguard of the halfling Yamyra Boromar, a shrewd woman with an exquisite taste in glamorweave dresses and an eye for power and profit. Somehow she saw something in young Mal, because instead of throwing him from the flying ship, she kept him around for various chores. He was ecstatic. Instead of living on the streets begging for scraps, Mal now had proper food to eat as long as he completed whatever menial and often criminal tasks Yamyra set him. He was even given new clothes to wear! Mal had never had new clothes before. His adoration for his new employer kept growing, until one day she found a new boy. Mal struggled with sharing Yamyra's attention and his quick demotion to second place, and like a rebellious teenager he acted out and did some jobs on his own, before she found out and punished him viciously. He was endebted to the Boromar clan, Yamyra explained with perfect clarity, and more specifically to her. He would do as he was told, and although there would be plenty of opportunities for his pasttimes, he was warned that never would he live to get in the Clan's way. Eventually Maladiel came to terms with this arrangement. He started working parttime at one of the Clan's taverns as a bartender and sometime performer, and he got regular assignments from Yamyra or her contacts. In time he grew an impressive network of spies, lovers and pickpockets, and Mal dutifully enlisted others to the Clan's cause and kept the money flowing to the Boromar coffers. Only occasionally, after a few too many glasses of Aundairian wine, does he wonder about his parents, or whatever gave him his sorcerous magic... [/spoiler] [/QUOTE]
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