Background
Caleb was always a distant, “sensitive” child. His powerful magical aptitude was discovered early, and he was taken as an apprentice years before he was of age to enter the Academy. He learned many useful spells to assist in enchanting minor magic items for his master.
But Caleb was also given leave to explore his master’s and the Academy’s libraries for independent study. Through the many tomes, he learned of the many invisible truths of Yrth, such as spirits, gates, and banestorms. He was fascinated and longed to explore all of the secrets the world had to offer.
At the Academy, Caleb met his only close friend, Antoni. The two have talked about opening a magic item shop together, but Caleb doesn’t know how to tell his friend that he doesn’t intend to stay in Arvey. Instead, he thinks Antoni should open his shop with Miranda and have a happy life together.
Caleb knows that Kenlee also wants to see the world. He would very much like to travel with her, but he’s not been able to work up the courage to ask.
Gillaine and Caleb get on well enough, both being devoted students. He thinks she can be a little loud when out in groups, however.
Caleb sees how Jensen treats Antoni, and he hates the other young man for it. But his natural reserve and awkwardness keep him from helping his friend.
Goals
- Get Antoni to understand why you must leave Arvey.
- Convince Kenlee to leave with you.
- Get Antoni to choose Miranda over Jensen.
Attributes
Basic Lift 16 lbs.; Damage 1d-2 thrust, 1d-1 swing
Basic Speed 4.75; Basic Move 4
Dodge 7
Reeling at 2 HP or less (half Move and Dodge)
Very tired at 2 FP or less (half Move, Dodge, and ST)
Languages
- Anglish (Native)
Anglish (Native)0 points
You speak Anglish fluently, as it is the common tongue of your home nation, Megalos.
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Elvish (Broken written)
Elvish (Broken written)1 point
You can read simple Elvish.
- Latin (Native)
Latin (Broken)6 points
You are perfectly fluent in Latin.
Advantages
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Energy Reserve (Magic) 5Energy Reserve (Magic) 515 points
Despite your general frailty, you possess a deep reserve of magical energy to fuel your spells.
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Magery 3Magery 335 points
You are a powerful mage. This gives a bonus included in your Thaumatology skill and all spells. You may sense magic items whenever you first see them or touch them.
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Spirit EmpathySpirit Empathy10 points
You are in tune with spirits, and receive the benefits of Empathy (p. B51) when dealing with them.
Disadvantages
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Frightens Animals
Frightens Animals-10 points
Animals react to you with fear and aggression.
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Loner
Lonerself-control 12-5 points
You require a great deal of “personal space.”
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Magic Susceptibility 3
Magic Susceptibility 3-6 points
Magic is more likely to affect you. Add your Magic Susceptibility to the skill of anyone casting a spell on you, and subtract it from your roll to resist any spell that you can resist.
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Mild Shyness
Mild Shyness-5 points
You are uneasy with strangers, especially assertive or attractive ones.
Skills
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Diplomacy 12
Diplomacy2 points
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Dreaming 11
Dreaming1 point
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Hidden Lore (Spirit Lore) 15
Hidden Lore (Spirit Lore)8 points
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History (Arvey) 11
History (Arvey)1 point
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Meditation 11
Meditation1 point
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Occultism 11
Occultism1 point
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Research 11
Research1 point
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Stealth 10
Stealth2 points
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Teaching 12
Teaching1 point
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Thaumatology 15
Thaumatology4 points
Includes +3 from Magery.
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Writing 12
Writing1 point
Spells
Spells marked with ✔️ and underlined have total costs (to cast and maintain) reduced by 1.
- Affect Spirits 15
Affect SpiritsRegular2 pointsDuration: 1 min.Time to cast: 2 sec.Cost: 4; 2 to maintain
This spell allows the subject to interact with incorporeal spirits as if they were solid.
- Analyze Magic 15
Analyze MagicInformation2 pointsTime to cast: 1 hr.Cost: 8
Identifies exactly what spells are on the subject.
Resisted by spells that conceal magic.
- Aura 15
AuraInformation2 pointsCost: 3
Creates a glowing halo, or “aura,” around the subject. This aura gives the caster a general insight into the subject’s personality.
- Death Vision 14
Death VisionRegular1 pointDuration: 1 sec.Time to cast: 3 sec.Cost: 2
The subject sees a vivid apparition of their own death, mentally stunning them.
- Detect Banestorm 15
Detect BanestormInformation2 pointsCost: see below
This spell confirms or denies any current Banestorm activity within the specified range.
Distance Cost 1 mile 2 3 miles 3 10 miles 4 30 miles 5 100 miles 6 300 miles 7 1,000 miles 8 Add another 3 to cost per additional factor of 10.
- Detect Magic 15
Detect MagicRegular2 pointsTime to cast: 5 sec.Cost: 2
Determines whether any one object is magical.
- Enchant 15
EnchantEnchantment4 pointsDuration: PermanentCost and Time: see Enchanting, p. 16 of GURPS Magic
Creates a magic item.
- Fear 14
FearArea1 pointDuration: 10 min.Base cost: 1
The subject(s) feel fright.
Resisted by Will.
- Identify Spell 15
Identify SpellInformation2 pointsCost: 2
Identifies what spell or spells have just been cast (within the last five seconds), or are being cast at the moment, on or by the subject.
- Ignite Fire 15
Ignite FireRegular2 points1 sec.Cost: see below
Produces a single spot of heat, and is used to set fire to a readily flammable object.
Heat Cost Match 1 Torch 2 Blowtorch 3 Magnesium 4 - Lend Energy 15
Lend EnergyRegular2 pointsDuration: InstantCost: Any
Restores the subject’s lost Fatigue Points, at an energy cost to the caster.
- Light 15
LightRegular2 pointsDuration: 1 min.Cost: 1; 1 to maintain
Produces a small light like a candleflame.
- Mage Sense 15
Mage SenseInformation2 pointsDuration: 1 min.Cost: 3; 2 to maintain
Tells the caster whether some unseen magical item or creature is nearby.
- Materialize 15
MaterializeSpecial2 pointsDuration: 1 min.Cost: 5; 5 to maintain
Forces a spirit to become visible.
Resisted by ST or IQ.
- Purify Air 15
Purify AirArea2 pointsDuration: InstantBase cost: 1; cannot be maintained
Removes all impurities from the air in its area of effect.
- Scry Gate 15
Scry GateRegular2 pointsDuration: 1 min.Time to cast:10 sec.Cost: 4; 4 to maintain
When cast on an open gate, this spell allows images, sounds, and smells to come through it from the other side.
- Seek Banestorm 15
Seek BanestormInformation2 pointsTime to cast:10 sec.Cost: 4
When cast on an open gate, this spell allows images, sounds, and smells to come through it from the other side.
- Seek Gate 15
Seek GateInformation2 pointsTime to cast:10 sec.Cost: 3
Tells the caster the direction and approximate distance of the nearest gate.
- Seek Magic 15
Seek MagicInformation2 pointsTime to cast:10 sec.Cost: 6
Determines the direction and approximate distance of the nearest significant magical item, active spell, or magical being.
- Seek Water 15
Seek WaterInformation2 pointsCost: 2
Determines the direction, distance, and general nature of the nearest significant source of water.
- Sense Danger 15
Sense DangerInformation2 pointsDuration: InstantCost: 3
Tells the caster if any immediate danger is nearby.
- Sense Emotion 14
Sense EmotionRegular1 pointCost: 2
Know what emotions the subject is feeling at the moment.
- Sense Foes 15
Sense FoesInformation; Area2 pointsBase cost: 1 (min. 2)
Tells the caster if the subject (or anyone in the subject area) has hostile intent, and what the degree of hostility is.
- Sense Observation 14
Sense ObservationArea1 pointDuration: 1 hr.Time to cast: 5 sec.Base cost: 1; half to maintain; or 3 on a single person
Alerts the caster if someone or something spies or scries upon the subject area (or individual), by means magical or otherwise.
- Sense Spirit 15
Sense SpiritInformation; Area2 pointsBase cost: 1/2 (min. 1)
Find any ghosts, spirits, undead, or similar supernatural entities within the area of effect.
- Solidify 14
SolidifySpecial1 pointDuration: 1 min.Base cost: 50; 10 to maintain
Force a spirit to become substantial.
Resisted by ST or IQ.
- Summon Spirit 15
Summon SpiritInformation2 pointsDuration: 1 min.Cost: 20; 10 to maintain
Talk to the spirit of a dead person.
Resisted by Will.
Cost is ×1/2 if cast at the site of death or over the corpse, or ×1/4 if both conditions are met.
- Turn Spirit 15
Turn SpiritRegular2 pointsDuration: 10 sec.Cost: 4 (see below); 2 to maintain
Causes a single subject in spirit form to retreat from the caster.
Resisted by Will. Each additional point of casting energy reduces the spirit's Will by 1 to resist.
Gear
- Wand (baton enchanted with Staff) set with a 1-point Powerstone