[hider=The Not!Cleric] [b]Name:[/b] Alexandria Belladonna [b]XP:[/b] 0 [b]HP Max:[/b] 20 [b]HP Current:[/b] 20/20 [b]Base Damage:[/b] d6 [b]Armor:[/b] 1 [b]Alignment:[/b] Lawful - Endanger yourself following the precepts of your church or god. [b]Look:[/b] Sharp Eyes; Strange Hair; Flowing Robes; Thin Body At first glance, an obvious (if slightly out of fashion) example of Aabranian nobility. Her elaborately-styled hair - long, earthy, and braided with deadly nightshade into a low-set bun - and the brand on her exposed forearm are particularly dead giveaways. Upon closer inspection however, the state of her affairs becomes more clear in the lack of ostentation. Her features are particularly plain, and perhaps she could have been attractive once, but spiritual nourishment has left her eyes cold and her body diminished. [b]Race:[/b] Human - Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell. [b]Bonds[/b][list][*][b]Linoleum[/b] has insulted my deity; I do not trust them. [*][b]Serah[/b] is a good and faithful person; I trust them implicitly. [*][b]Zogolli[/b] is in constant danger, I will keep them safe. [*]I am working on converting ____ to my faith. [/list] [b]Stats[/b] STR: 8 (-1) DEX: 9 (0) CON: 12 (0) INT: 15 (+1) WIS: 16 (+2) CHA: 13 (+1) [b]Gear[/b][list][*]Holy Symbol (0 weight) - Stylization of a five-petaled flower framed by six symmetrically placed wings, with a short, pointed stem. On a brooch. [*]Dungeon Rations (10 uses, 2 weight) [*]Chainmail (1 armor, 1 weight) [*]Staff (close, two-handed, 1 weight) [*]Bandages (6 uses, slow, 0 weight) [*]Antitoxin (0 weight) [*]Adventuring Gear (1 weight) [/list] [b]Ammo:[/b] [b]Coin:[/b] 0 [All Assets Frozen] [B]Load:[/b] 5/18 [b]Deity - Lealope[/b] Domain: Knowledge and Hidden Things Petition: Gaining Secrets Strictly speaking not a deity, but rather the powerful demonic patroness of Alexandria's family. Self-identifies as female. Appearance has been described by Alexandria as resembling a grotesque angel with too many wings. Additionally, the sickeningly sweet scent of deadly flowers seems to linger for a short period after her visitations. Other information to be revealed. [b]Starting Moves[/b][list][*]Divine Guidance When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what. [*]Turn Undead When you hold your holy symbol aloft and call on your deity for protection, roll+Wis.[list][*]On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you. [*]On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.[/list][*]Commune When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:[list][*]Lose any spells already granted to you. [*]Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level. [*]Prepare all of your rotes, which never count against your limit.[/list][*]Cast a Spell When you unleash a spell granted to you by your deity, roll+Wis.[list][*]On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. [*]On a 7–9, the spell is cast, but choose one:[list][*]You draw unwelcome attention or put yourself in a spot. The GM will tell you how. [*]Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune. [*]After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.[/list]Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.[/list] [/list] [b]Advanced Moves[/b] [b]Spells[/b][list][*]Light (Level Rote) An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but 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. [*]Sanctify (Level Rote) Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage. [*]Guidance (Level Rote) The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited. [*]Bless (Level 1 Ongoing) Your deity smiles upon a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell. [*]Cure Light Wounds (Level 1) At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage. [*]Detect Alignment (Level 1) When you cast this spell choose an alignment: Good, Evil, Lawful, or Chaotic. One of your senses is briefly able to detect that alignment. The GM will tell you what here is of that alignment. [*]Cause Fear (Level 1 Ongoing) 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). [*]Magic Missile (Level 1) Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target. [*]Magic Weapon (Level 1 Ongoing) The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell. [*]Sanctuary (Level 1) As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP. [*]Speak With Dead (Level 1) A corpse converses with you briefly. It will answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death. [/list][/hider]