[h1]Tamra Windraven[/h1] [hider][img]http://vignette1.wikia.nocookie.net/mortal-affairs/images/c/ce/Wizard-0.jpg/revision/latest?cb=20150616035117[/img][/hider] [b]Gender:[/b] Female [b]Race:[/b] Human [b]Class/Abilities:[/b] Wizard [b]Equipment:[/b] Dagger, Component Pouch, Spellbook [b]Other:[/b] Tamra lived in a small village by a river, and lived the simple life of a fisherman’s daughter until she was 12, when a great lightning storm came through, nearly devastating the village. Tamra was with her father, attempting to keep the boats lashed to the shore when she was struck by lightning, killing her instantly. Upon her death, she felt someone gently take her hand. She felt compelled to follow, and as she travelled through the aether, she ventured a glance upward at her guide. What she saw was the most stunningly beautiful woman she had ever laid eyes upon. The woman likewise glanced down at her charge and brushed a few shining locks away from her face. The woman smiled warmly. “Child, do you know who I am?” To Tamra’s ears, the woman’s words were like warm honey. Tamra shook her head, finding herself unable to speak. “I am known by many names. I am the Taker, I am Death’s Guardian, I am The Dark Eyed Lady.” Tamra stared at her, her mouth agape. “I am Wee Jas, dear child.” Suddenly, the woman’s eye twitched. After a few moments, she looked down at her charge and smiled. “It’s not your time. I will send you back.” Tamra suddenly shouted, “No!” She tried to grab Wee Jas’ arm, but the goddess stepped just out of her reach. “I want to stay with you! Don’t leave me!” Wee Jas simply shook her head. “You can’t. Now, return to the world of the living.” After a pause, the goddess added, “Maybe we’ll see each other again.” When Tamra returned to her body, she found herself back in her village with memories of the goddess fresh in her mind. Tamra [i]had[/i] to return to her! She [i]had[/i] to be by her side once again! From that day forth, Tamra devoted her life to finding out everything she could about Wee Jas, and by the time she was in her late teens, she joined a Jasidan coven and now she travels the world in an attempt to find favor with her goddess so she can return to the world of the dead. [hider=Spells][h2]Spells[/h2] [h3]Cantrips (0 Level)[/h3] [b]Dancing Lights[/b] [i]Casting Time:[/i] I bonus action [i]Range:[/i] 120 feet [i]Components:[/i] V, S, M (a bit of phosphorus or wychwood, or a glowworm) [i]Duration: [/i]Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four Iights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. [b]Mage Hand :[/b] [i]Casting Time:[/i] 1 action [i]Range:[/i] 30 feet [i]Components:[/i] V,S [i]Duration:[/i] 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. [b]Poison Spray:[/b] [i]Casting Time:[/i] 1 action [i]Range:[/i] 10 feet [i]Components:[/i] V, S [i]Duration:[/i] Instantaneous You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases by 1d12 when you reach, 5th level (2d12), 11th level (3d12), and 17th level (4d12). [h3]1st Level[/h3] [b]Mage Armor :[/b] [i]Casting Time:[/i] 1 action [i]Range:[/i] Touch [i]Components:[/i] V, S, M (a piece of cured leather) [i]Duration:[/i] 8 hours You touch a willing creature (or yourself) who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. [b]Witch Bolt:[/b] [i]Casting Time:[/i] 1 action [i]Range:[/i] 30 feet [i]Components:[/i] V, S, M (a twig from a tree that has been struck by lightning) [i]Duration:[/i] Concentration, up to 1 minute A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. [/hider]