<div class="floatright">(https://i.imgur.com/xhRllyW.jpg)</div><strong>Name:</strong>Anahita<br/><strong>Age:</strong>32<br/><strong>Sex:</strong>Female<br/><strong>Sexuality:</strong>Pansexual/Homoromantic (Will fuck anything, but relationships are woman-only)<br/><strong>Description:</strong>A beautiful woman standing close to six feet tall, her clothing and appearance quickly and obviously marks her as foreign to the Wall of Purity, her body slender although defined muscles can be glimpsed beneath the silks that seem to alternate between covering and revealing her body. Clad in silks and gold, with long, lustrous black hair and soft, full lips, Anahita is definitely a striking presence.<br/><br/><strong>Background:</strong>Anahita hails from the strongly matriarchal island kingdom of Myara, a small but wealthy nation of mages and traders, and a longtime competitor of Shala-ka when it came to their concubines. The only child of a noble family, that Anahita would become a mage was not a matter of chance or choice and, at first, she enjoyed this life, especially the power she held. But that power, she was constantly reminded, was not hers. Not in Myara. No, it - and she - belonged to the island, to their queen, and she would use it only as instructed.<br/>Wanting to make her own fate, to not just hold power but to<em>use</em>it as she wished, the announcement from the Anus of Gaia filled her with desire for her own kingdom. her own power to hold over others and force them to obey her.<br/><br/><strong>Likes:</strong>Wine, submissive males, wealth, power over others<br/><strong>Dislikes:</strong>The cold, disobedient males, violence, having to obey others<br/><strong>Player desires:</strong>Sexy times, dominating males (pcs, ncs and/or monsterboys), transformations (remaining female, though), monster/beast fun (monsterboy harem building?  :P)<br/><hr/><strong>Class:</strong>Wizard<strong>Level:</strong>3<br/><strong>Current XP:</strong>0<strong>Needed XP:</strong>9 (level+7)<br/><strong>Stats</strong><br/>Strength: 8 (-1) Agility: 13 (+1) Constitution: 9 (0) Intelligence: 16 (+2) Wisdom: 12 (0) Charisma: 16 (+2)<br/><strong>Damage:</strong>d4<strong>Armor:</strong>0<strong>HP:</strong>13<br/><strong>Alignment/Drive:</strong>Evil - Use magic to cause terror and fear.<br/><strong>Race/Origin:</strong>Human<br/>Choose one cleric spell. You can cast it as if it was a wizard spell.<br/><br/><strong>Bonds:</strong><br/><em>Thog</em>will prove herself to be a strong mistress - or a good slave.<br/><em>Lauralan</em>is keeping an important secret from me.<br/><em>Sparrow</em>is woefully misinformed about the world; I will teach them all that I can.<br/><br/><strong>Gear:</strong><strong>Load:</strong>/6<br/>Ghost Clothes<br/><br/><strong>Moves:</strong><br/><br/>Prepare Spells<br/>When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:<br/>* Lose any spells you already have prepared<br/>* Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1.<br/>* Prepare your cantrips which never count against your limit.<br/><br/>Cast a Spell (Int)<br/>When you release a spell you’ve prepared, roll+Int.<br/>✴ On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later.<br/>✴ 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 tell you how.<br/>The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.<br/>After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.<br/><br/>Spell Defense<br/>You may end any ongoing spell immediately and use the energy of its dissipation to deflect an oncoming attack. The spell ends and you subtract its level from the damage done to you.<br/><br/>Ritual<br/>When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:<br/><br/>It’s going to take days/weeks/months.<br/>First you must _____<br/>You’ll need help from _____<br/>It will require a lot of money<br/>The best you can do is a lesser version, unreliable and limited<br/>You and your allies will risk danger from _____<br/>You’ll have to disenchant _____ to do it.<br/><br/>Empowered Magic<br/>When you cast a spell, on a 10+ you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:<br/><br/>The spell’s effects are maximized<br/>The spell’s targets are doubled<br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spells</div><div class="spoiler_body"><strong>Cantrips</strong><br/><br/>Light<br/>An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it 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.<br/><br/>Unseen Servant<br/>You conjure a simple invisible construct that can do nothing but carry items. It has Load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried. Otherwise the unseen servant serves you until you end the spell.<br/><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/>Prodigy (Fireball)<br/>Choose a spell. You prepare that spell as if it were one level lower.<br/><br/><strong>First Level</strong><br/><br/>Contact Spirits (Summoning)<br/>Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability<br/><br/>Detect Magic<br/>Level 1 (Divination)<br/>One of your senses is briefly attuned to magic. The GM will tell you what here is magical.<br/><br/>Magic Missile<br/>Level 1 (Evocation)<br/>Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.<br/><br/>Cause Fear<br/>Level 1, Ongoing (Cleric, via human starting move)<br/>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).<br/><br/>Fireball<br/>Level 2 (Evocation)<br/>You evoke a mighty ball of flame that envelops your target and everyone nearby, inflicting 2d6 damage which ignores armor.<br/><br/>Sleep<br/>Level 3 (Enchantment!)<br/>1d4 enemies you can see of the GM’s choice fall asleep. Only creatures capable of sleeping are affected. They awake as normal: loud noises, jolts, pain.<br/></div></div>