Mokmut the Conjurer
Apprentice Wizard
Profile
WS | BS | S | T | Ag | Int | WP | Fel |
24 | 27 | 24 | 37 | 30 | 44 | 46 | 40 |
A | W | SB | TB | M | Mag | IP | FP |
1 | 13 | 2 | 3 | 4 | 1 | 1 | 1 |
Skills
CK: The Empire (44), Gossip (40), SL: Reikspiel (44), AK: Magic (44), Channelling (56), Magical Sense (56), Perception (44), R/W: Reikspiel (44), Search (44), SAL: Magick (44), SL: Classical (44)
Talents
Mimic (+10% to Perform tests involving speaking, + 10% on Disguise tests and Speak Language tests where you are trying to pass as a native), Aethyric Attunement (+10% on Channelling and Magical Sense tests, already in profile), Petty Magic (Arcane), Savvy (+5% Fel, already in profile), Very Resilient (+5% to T, already in profile)
Weapons and Armour
Mokmut does not wear any armour and carries a quarterstaff (Damage 1, Defensive, Pummelling).
Spells
Glowing Light (CN: 3, Half Action, Drop of lamp oil): makes an object glow with the same intensity as a lantern for one hour
Sounds (CN: 4, Half Action, A tiny bell): creates an illusionary noise (not speech) for one round.
Drop (CN: 4, Half Action, A dab of butter, 24 yds): the target of the spell will drop whatever they are holding if they fail a WP test
Marsh Lights (CN:6, Full Action, Firefly, 100 yds): creates a number of faint lights similar to distant torches that move in the general direction assigned or under the control of the wizard if in their LoS.
Magic Dart (CN: 6, Half Action, A small dart, 16 yds): creates a magical missile of Damage 3.
Sleep (CN: 6, Half Action, A piece of down, touch): causes one target to fall into a magical slumber for 1d10 rounds unless they pass a WP test.