<span class="bbc_u"><strong>Name:</strong></span>Aldara<br/><span class="bbc_u"><strong>Race:</strong></span>Human<br/><span class="bbc_u"><strong>Class:</strong></span>Wizard<br/><span class="bbc_u"><strong>Look:</strong></span>Sharp eyes, Wild Hair, Worn robes, and Thin body<br/><span class="bbc_u"><strong>Alignment:</strong></span>Neutral<br/><span class="bbc_u"><strong>Stats:</strong></span><br/>HP's: 13/13<br/>Str: 11   (+0)   Dex: 8   (-1)   Con: 9 (+0)<br/>Int: 16   (+2)   Wis: 15 (+1)   Cha: 13 (+1)<br/><br/><br/><br/><span class="bbc_u"><strong>Racial Beneficial Move:</strong></span><br/>Cleric Spell: At your touch wounds scab and bones cease to ache. Heal an ally of 1d8 damage.<br/><br/><span class="bbc_u"><strong>Moves:</strong></span><br/>Spellbook (1 weight)<br/>Prepare Spells: Number of prepared spells is current level +1<br/>Cast a Spell: 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:<br/>• You draw unwelcome attention or put yourself in a spot (the GM                   will describe it)<br/>• The spell disturbs the fabric of reality as it is cast. --take -1                      ongoing to Cast a spell until you Prepare Spells again.<br/>• After it is cast, the spell is forgotten. You cannot cast the spell                      again until you Prepare Spells.<br/>Spell Defense: Craft an ongoing spell into a makeshift shield of arcane energy to deflect       an attack, the spell is ended and you subtract the spell's level from the          damage done to you.<br/>Ritual: Draw on a place of power to create a magical effect.<br/><br/><span class="bbc_u"><strong>Advanced Moves:</strong></span><br/><br/><br/><span class="bbc_u"><strong>Cantrips:</strong></span><br/>Light<br/>An item you touch glows with arcane light, about as bright as a torch. No heat or sound. Requires no fuel. You control color of the flame. Spell last as long as it is in your presence.<br/>Unseen Servant<br/>Conjure a simple invisible construct that can only carry items. It has a Load 2 and carries anything you hand to it. Can't pick up items. Can only carry things you give it. If it takes damage or is separated from you it is dispelled.<br/>Prestidigitation<br/>You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions; they won't fool anyone, but they might entertain them.<br/><br/><span class="bbc_u"><strong>Spells:</strong></span><br/>Magic Missile (Level 1 Evocation)<br/>Projectiles of pure magic spring from your finger. 2D4 dmg to one target<br/>Detect Magic (Level 1 Divination)<br/>One of your senses is briefly attuned to magic.<br/>Alarm<br/>Walk a wide circle. 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.<br/><br/><span class="bbc_u"><strong>Prepared spells:</strong></span><br/>Currently allowed: 2<br/>Magic Missile<br/>Detect Magic<br/><br/><span class="bbc_u"><strong>Gear:</strong></span><br/>(Current Load = 7)<br/>Coins: 0<br/>Spellbook (1 Weight)<br/>Dungeon Ration (1 Weight) (5 uses left)<br/>Back of books (2 Weight) (5 uses left)<br/>Staff (1 Weight) (Two-Handed Weapon) (Close range) (1d4 dmg)<br/>Healing Potions (3)<br/>Antitoxin (3)<br/><br/><br/><span class="bbc_u"><strong>Bonds:</strong></span><br/>Thumper the Druid will play an important role in the events to come. I have foreseen it!<br/>Dodge the Halfling Thief is keeping an important secret from me.<br/>Gar the Fighter is woefully misinformed about the world; I will teach them all that I can.<br/>