Caleb

he/him

Total: 150 points

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
Attributes
ST 9
Strength
-10 points

Basic Lift 16 lbs.; Damage 1d-2 thrust, 1d-1 swing

DX 10
Dexterity
0 points

Basic Speed 4.75; Basic Move 4

Dodge 7

IQ 13
Intelligence
60 points

HT 9
Health
-10 points
HP 9
Hit Points
0 points

Reeling at 2 HP or less (half Move and Dodge)

Will 13
Will
0 points
Per 12
Perception
-5 points
FP 9
Fatigue Points
0 points

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.

  • 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
  • Energy Reserve (Magic) 5
    Energy Reserve (Magic) 5
    15 points

    Despite your general frailty, you possess a deep reserve of magical energy to fuel your spells.

  • Magery 3
    Magery 3
    35 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.

  • Spirit Empathy
    Spirit Empathy
    10 points

    You are in tune with spirits, and receive the benefits of Empathy (p. B51) when dealing with them.

Disadvantages
  • Frightens Animals
    Frightens Animals
    -10 points

    Animals react to you with fear and aggression.

  • Loner
    Loner
    self-control 12
    -5 points

    You require a great deal of “personal space.”

  • 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.

  • Mild Shyness
    Mild Shyness
    -5 points

    You are uneasy with strangers, especially assertive or attractive ones.

Skills
  • Diplomacy 12
    Diplomacy
    2 points
  • Dreaming 11
    Dreaming
    1 point
  • Hidden Lore (Spirit Lore) 15
    Hidden Lore (Spirit Lore)
    8 points
  • History (Arvey) 11
    History (Arvey)
    1 point
  • Meditation 11
    Meditation
    1 point
  • Occultism 11
    Occultism
    1 point
  • Research 11
    Research
    1 point
  • Stealth 10
    Stealth
    2 points
  • Teaching 12
    Teaching
    1 point
  • Thaumatology 15
    Thaumatology
    4 points

    Includes +3 from Magery.

  • Writing 12
    Writing
    1 point
Spells

Spells marked with ✔️ and underlined have total costs (to cast and maintain) reduced by 1.

  • Affect Spirits 15
    Affect Spirits
    Regular
    2 points
    Duration: 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 Magic
    Information
    2 points
    Time to cast: 1 hr.
    Cost: 8

    Identifies exactly what spells are on the subject.

    Resisted by spells that conceal magic.

  • Aura 15
    Aura
    Information
    2 points
    Cost: 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 Vision
    Regular
    1 point
    Duration: 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 Banestorm
    Information
    2 points
    Cost: see below

    This spell confirms or denies any current Banestorm activity within the specified range.

    Add another 3 to cost per additional factor of 10.

    Distance Cost
    1 mile 2
    3 miles 3
    10 miles 4
    30 miles 5
    100 miles 6
    300 miles 7
    1,000 miles 8
  • Detect Magic 15
    Detect Magic
    Regular
    2 points
    Time to cast: 5 sec.
    Cost: 2

    Determines whether any one object is magical.

  • Enchant 15
    Enchant
    Enchantment
    4 points
    Duration: Permanent
    Cost and Time: see Enchanting, p. 16 of GURPS Magic

    Creates a magic item.

  • Fear 14
    Fear
    Area
    1 point
    Duration: 10 min.
    Base cost: 1

    The subject(s) feel fright.

    Resisted by Will.

  • Identify Spell 15
    Identify Spell
    Information
    2 points
    Cost: 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 Fire
    Regular
    2 points
    1 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 Energy
    Regular
    2 points
    Duration: Instant
    Cost: Any

    Restores the subject’s lost Fatigue Points, at an energy cost to the caster.

  • Light 15
    Light
    Regular
    2 points
    Duration: 1 min.
    Cost: 1; 1 to maintain

    Produces a small light like a candleflame.

  • Mage Sense 15
    Mage Sense
    Information
    2 points
    Duration: 1 min.
    Cost: 3; 2 to maintain

    Tells the caster whether some unseen magical item or creature is nearby.

  • Materialize 15
    Materialize
    Special
    2 points
    Duration: 1 min.
    Cost: 5; 5 to maintain

    Forces a spirit to become visible.

    Resisted by ST or IQ.

  • Purify Air 15
    Purify Air
    Area
    2 points
    Duration: Instant
    Base cost: 1; cannot be maintained

    Removes all impurities from the air in its area of effect.

  • Scry Gate 15
    Scry Gate
    Regular
    2 points
    Duration: 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 Banestorm
    Information
    2 points
    Time 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 Gate
    Information
    2 points
    Time to cast:10 sec.
    Cost: 3

    Tells the caster the direction and approximate distance of the nearest gate.

  • Seek Magic 15
    Seek Magic
    Information
    2 points
    Time 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 Water
    Information
    2 points
    Cost: 2

    Determines the direction, distance, and general nature of the nearest significant source of water.

  • Sense Danger 15
    Sense Danger
    Information
    2 points
    Duration: Instant
    Cost: 3

    Tells the caster if any immediate danger is nearby.

  • Sense Emotion 14
    Sense Emotion
    Regular
    1 point
    Cost: 2

    Know what emotions the subject is feeling at the moment.

  • Sense Foes 15
    Sense Foes
    Information; Area
    2 points
    Base 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 Observation
    Area
    1 point
    Duration: 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 other￾wise.

  • Sense Spirit 15
    Sense Spirit
    Information; Area
    2 points
    Base cost: 1/2 (min. 1)

    Find any ghosts, spirits, undead, or similar supernatural entities within the area of effect.

  • Solidify 14
    Solidify
    Special
    1 point
    Duration: 1 min.
    Base cost: 50; 10 to maintain

    Force a spirit to become substantial.

    Resisted by ST or IQ.

  • Summon Spirit 15
    Summon Spirit
    Information
    2 points
    Duration: 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 Spirit
    Regular
    2 points
    Duration: 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