Kjar Kvaransen 
Jason "WilyQuixote" Roche 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
5 STR 10 -5 5 10- HTH Damage 1d6 END [1]
11 DEX 10 3 11/15 11- / 12- OCV 4/5 DCV 4/5
13 CON 10 6 13 12-
13 BODY 10 6 13 12-
15 INT 10 5 15 12- PER Roll 14-
8 EGO 10 -4 8 11- ECV: 3
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6
8 COM 10 -1 8 11-
1 PD 1 0 1/14 1/14 PD (0/13 rPD)
3 ED 3 0 3/6 3/6 ED (0/3 rED)
3 SPD 2.1 9 3 Phases: 4, 8, 12
4 REC 4 0 4
26 END 26 0 26
23 STUN 23 0 23
5" Running 6 -2 5"
4" Swimming 2 2 4"
0" Leaping 1 -1 0" 21 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 5" [10" NC]
Swim (2) 4" [8" NC]
H. Leap (1") 0"
V. Leap (1") 0"
EXPERIENCE POINTS
Total earned: 350
Spent: 350
Unspent: 0
Base Points: 56
Disad Points: 110
Total Points: 516
APPEARANCE
Hair Color:  Brown
Eye Color:  Green
Height:  5' 8"
Weight:  150 lbs
Description:
Middle aged, frail looking, and heavily lined face. Balding, missing a few teeth, wearing a threadbare blue plaid robe, and surrounded by occasional odd elemental sensory phenomenae. Seemingly oblivious to the vagaries of weather or temperature. Some think he looks somewhat sinister, but aside from a certain social maladroitness and calousness he's relatively benign.

Kjar Kvaransen 
Jason "WilyQuixote" Roche 
DEFENSES
Type Amount Notes
Physical Defense 1/14 Current BODY:
Res. Phys. Defense 0/13 (13)
Energy Defense 3/6 Current END:
Res. Energy Defense 0/3 (26)
Mental Defense 35 Current STUN:
Power Defense 3 (23)
TACTICS
COMBAT INFORMATION
OCV: 4/5 DCV: 4/5
Combat Skill Levels:
+4 with Spells
+2 Overall
+3 with DCV [BLINK] (Teleportation, Transmutation), Trigger (At Will or When Attacked From Behind; +3/4); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Visible (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4)
+8 with DCV [Foresight], 4 Continuing Charges lasting 1 Hour each (+0); Extra Time (Extra Segment, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Kjar Kvaransen 
Jason "WilyQuixote" Roche 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
PER Bonuses
6
1) +2 PER with all Sense Groups
0
6 0 Level Elementalist Spells: MP, 15-point reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Extra Time (Delayed Phase, -1/4)
1u
1) Water Breathing: Life Support (Expanded Breathing (Water)), 6 Continuing Charges lasting 1 Day each (+0), Persistant (+1/2), Usable Simultaneously (up to 32 people at once; +1 1/2) (15 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4)
[6 cc]
1u
2) Ghosteyes: N-Ray Perception (Sight Group), Divination, Increased Arc Of Perception (240 Degrees), 6 Continuing Charges lasting 6 Hours each (+0) (12 Active Points); Concentration, throughout (1/2 DCV; -1/2), Extra Time (Full Phase, Only to Activate, Character May Take No Other Actions, -1/2), Incantations (-1/4), Gestures (-1/4)
[6 cc]
1u
3) Mage Hand: Telekinesis (5 STR), Universal, Wish, Invisible Power Effects (Fully Invisible; +1) (15 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Affects Whole Object (-1/4), Limited Range (4" + 1" / Spell Level Character Knows) (-1/4), Incantations (-1/4), Gestures (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4)
[6 cc]
1u
4) Read Magic: Detect Meaning of Magical Writings 12- (Sight Group), Discriminatory, Analyze, Universal, 6 Continuing Charges lasting 20 Minutes each (+0) (15 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Nonpersistent (-1/4), Requires Light To Use (-1/4)
[6 cc]
1u
5) The Looming: Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, 136 kg, +0 DCV, +0 PER Rolls to perceive character, 2.2 m tall, 1.1 m wide) (Transmutation), Usable By Other (+1/4), Difficult To Dispel (x2 Active Points; +1/4), Ranged (+1/2), 6 Continuing Charges lasting 6 Hours each (+1) (15 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4)
[6 cc]
1u
6) Detect Heatsource: Detect Temperature 12- (Unusual Group), Discriminatory, Sense, Tracking, 1 Continuing Charge lasting 1 Century (+0) (15 Active Points); Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Gestures (Requires both hands; -1/2), Concentration (0 DCV; -1/2), Incantations (-1/4)
[1 cc]
1u
7) Shock: Killing Attack - Ranged 1d6 (vs. ED) (Electricity) (15 Active Points); 6 Charges (-3/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4), Beam (-1/4)
[6]
10 1st Level Elementalist Spells: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4), Spontaneous Casting Discount (-1/2), Variable Limitations (requires -1 worth of Limitations; -1/2), Extra Time (Delayed Phase, -1/4)
1u
1) Obscuring Mist: Darkness to Sight Group and Normal Smell 2" radius, 3 Continuing Charges lasting 20 Minutes each (+0), Personal Immunity (+1/4) (29 Active Points); No Range (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4)
[3 cc]
1u
2) Accelerate: +2 SPD (Transmutation), 6 Continuing Charges lasting 1 Minute each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; At Will; +1/4) (25 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4)
1u
3) Lesser Blink: +3 with DCV [BLINK] (Teleportation, Transmutation), Trigger (At Will or When Attacked From Behind; +3/4); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Visible (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4)
1u
4) Mental Bulwark: MD (35 points total) (Enchantment, Mind-Affecting), 6 Continuing Charges lasting 1 Year each (+0) (30 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4)
[6 cc]
1u
5) Air-displacement Detection: Spatial Awareness (no Sense Group), Aeromancy, Range, 6 Continuing Charges lasting 1 Century each (+0) (27 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4)
[6 cc]
1u
6) Sheild of Airy Comfort: Force Field (10 PD/10 ED) (Aeromancy, Protect Carried Items), 6 Continuing Charges lasting 1 Minute each (+0) (30 Active Points); Only Works Outdoors (-1), Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), Gestures (-1/4)
[6 cc]
13 2nd Level Elementalist Spells: MP, 45-point reserve, (45 Active Points); Spontaneous Casting Discount (-1), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Extra Time (Delayed Phase, -1/4)
2u
1) Mass Stonebones: Density Increase (500 kg mass, +15 STR, +3 PD/ED, -3" KB), Geomancy, Persistent (+1/2), Usable Simultaneously (up to 4 people at once; +3/4), 6 Continuing Charges lasting 1 Hour each (+3/4) (45 Active Points); Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)
[6 cc]
2u
2) Diffusion of Pain: Physical Damage Reduction, Resistant, 50%, Hydromancy, 6 Continuing Charges lasting 1 Minute each (+0) (30 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Gestures (-1/4), Incantations (-1/4)
plus
Energy Damage Reduction, Resistant, 25%, 6 Continuing Charges lasting 1 Minute each (+0) (15 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Gestures (-1/4), Incantations (-1/4)
[6 cc]
2u
3) Minor Images: Sight and Hearing Groups Images Increases Size (4" radius; +1/2), +/-3 to PER Roll, Figment, Illusion, 6 Continuing Charges lasting 5 Minutes each (+1/4) (42 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, Delayed Phase, -3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Gestures (-1/4)
[6 cc]
2u
4) Sorcerous Armor: Armor (10 PD/10 ED) (Evocation, Force), 6 Continuing Charges lasting 1 Day each (+0), Difficult To Dispel (x4 Active Points; +1/2) (45 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4)
[6 cc]
2u
5) Lesser Aura of Flames: Force Field (4 ED), 6 Continuing Charges lasting 1 Minute each (+0) (4 Active Points); vs Cold / Ice and Heat / Fire Only (-1), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4)
plus
Killing Attack - Hand-To-Hand 1d6 (vs. ED), 6 Continuing Charges lasting 1 Minute each (+0), Damage Shield (Offensive; +3/4), Continuous (+1) (41 Active Points); Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4)
[6 cc]
2u
6) Wreath of Fire: +45 PRE, 6 Continuing Charges lasting 1 Minute each (+0) (45 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4)
1u
7) Windriding: Flight 13", x8 Noncombat, 2 Continuing Charges lasting 1 Hour each (+0), Rapid Noncombat Movement (+1/4) (45 Active Points); Not Usable In Enclosed Spaces (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)
[2 cc]
15 3rd Level Elementalist Spells: MP, 60-point reserve, (60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Extra Time (Delayed Phase, -1/4)
1u
1) Lesser Wall of Stone: Entangle 4d6, 6 DEF (Stops A Given Sense Group Sight Group) (60 Active Points); Only To Form Barriers (-1), Extra Time (Full Phase, Delayed Phase, -3/4), 6 Charges (-3/4), Incantations (-1/4), Gestures (-1/4)
[6]
3u
2) Living Monolith: Growth (+60 STR, +12 BODY, +12 STUN, -12" KB, 278,688 kg, -8 DCV, +8 PER Rolls to perceive character, 27.6 m tall, 13.8 m wide), 6 Continuing Charges lasting 1 Minute each (+0) (60 Active Points); Extra Time (Extra Segment, Only to Activate, Character May Take No Other Actions, -1/2), Incantations (-1/4), Gestures (-1/4), Only When In Contact With The Ground (-1/4)
[6 cc]
3u
3) Stone Spurs: Change Environment 4" radius, -5" Running, 6 Continuing Charges lasting 1 Minute each (+0), Personal Immunity (+1/4) (34 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Gestures (-1/4), Incantations (-1/4)
plus
Killing Attack - Hand-To-Hand 1 point (vs. ED), 6 Continuing Charges lasting 1 Minute each (+0), Personal Immunity (+1/4), Uncontrolled (+1/2), Continuous (+1), Penetrating (x2; +1), Area Of Effect (4" Radius; +1 1/4) (25 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4)
[6 cc]
2u
4) Stoneborne: Armor (8 PD/8 ED), 6 Continuing Charges lasting 1 Minute each (+0), Hardened (+1/4) (30 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Nonpersistent (-1/4), Incantations (-1/4), Gestures (-1/4), Visible (-1/4), Concentration (1/2 DCV; -1/4)
plus
Density Increase (4,400 kg mass, +30 STR, +6 PD/ED, -6" KB), 6 Continuing Charges lasting 1 Minute each (+0) (30 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4)
[6 cc]
2u
5) Wormwalk: Tunneling 7" through 8 DEF material, Fill In Hole, 1 Continuing Charge lasting 1 Day (+1/4) (60 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Gestures (-1/4), Incantations (-1/4)
[1 cc]
2u
6) Bursting Bonfire: Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), 6 Charges (-3/4), Incantations (-1/4)
[6]
2u
7) Flamedart: Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points); 6 Charges (-3/4), Gestures (-1/4), Requires A Magic Skill vs Spell Resistance Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll; -1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4)
[6]
2u
8) Blistering Skybolts: Killing Attack - Ranged 3d6-1 (vs. ED) (Electricity), Lingering up to 1 Turn (+1/2) (60 Active Points); Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4), 6 Continuing Charges lasting 1 Turn each (-1/4), Beam (-1/4)
[6 cc]
17 4th Level Elementalist Spells: MP, 75-point reserve, (75 Active Points); Spontaneous Casting Discount (-2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Extra Time (Delayed Phase, -1/4)
3u
1) Tremblor: Change Environment 16" radius, -12" of Running, 6 Continuing Charges lasting 1 Minute each (+0), Personal Immunity (+1/4) (72 Active Points); Extra Time (Full Phase, -1/2), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Only vs Ground Targets (-1/4)
[6 cc]
3u
2) Dimension Door: Teleportation 25", Position Shift, Teleportation, Universal, x2 Increased Mass, Trigger (At Will; +1/4) (75 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), 6 Charges (-3/4), Concentration (1/2 DCV; -1/4)
[6]
3u
3) Improved Mirror Images: FF (20 PD/20 ED) (Figment, Illusion, Protect Carried Items), 6 Continuing Charges lasting 1 Minute each (+0), Hardened (+1/4), Trigger (At Will; +1/4) (75 Active Points); Ablative BODY Only (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), Gestures (-1/4), Physical Manifestation (Mirror Images of Caster) (-1/4)
[6 cc]
2u
4) Swordward: FF (21 PD) (Abjuration), 6 Continuing Charges lasting 1 Minute each (+0), Hardened (+1/4), Trigger (When About To Get Hit With A Sword; +1/4), IPE, Hide effects of Power (Fully Invisible; +2) (73 Active Points); Only vs Swords (-2), Extra Time (Extra Segment, Only to Activate, Delayed Phase, -1/2), Gestures (-1/4), Incantations (-1/4)
[6 cc]
2u
5) Heatwave: Change Environment 128" radius, +4 Temperature Level Adjustment, Long-Lasting 1 Hour, Personal Immunity (+1/4) (74 Active Points); 6 Charges (-3/4), Extra Time (Full Phase, -1/2), No Range (-1/2), Concentration (1/2 DCV; -1/4)
[6]
2u
6) Greater Wind Gust: Telekinesis (25 STR), Area Of Effect (9" Cone; +1) (75 Active Points); No Range (-1/2), Incantations (Requires Incantations throughout; -1/2), Gestures, Requires Gestures throughout (-1/2), Affects Whole Object (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4)
[6 cc]
18 5th Level Elementalist Spells: MP, 90-point reserve, (90 Active Points); Spontaneous Casting Discount (-2 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Extra Time (Delayed Phase, -1/4)
3u
1) Lesser Command Elementals: Mind Control 6d6+1 (Elementals class of minds), Air, Earth, Fire, or Water (depending on which type of Elemental is being commanded), Invisible Power Effects (Fully Invisible; +1/2), Lingering up to 1 Turn (+1/2), Cumulative (74 points; +3/4) (88 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Gestures (-1/4), Incantations (-1/4)
[4 cc]
3u
2) Steelskin: Armor (20 PD/20 ED) (Metal), 6 Continuing Charges lasting 1 Hour each (+0), Hardened (x2; +1/2) (90 Active Points); Extra Time (1 Minute, Only to Activate Constant or Persistent Power, Character May Take No Other Actions, -1), Gestures (-1/4), Nonpersistent (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Visible (-1/4)
[6 cc]
3u
3) Summon Water Elemental: Summon 225-point creatures, Slavishly Devoted (+1) (90 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), 6 Charges (-3/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)
[6]
3u
4) Dismissal: Extra-Dimensional Movement (Single Dimension, Any Location (Targets Home Dimension)), Abjuration, Ranged (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Line Of Sight (+1/2), Usable As Attack (+1) (87 Active Points); 6 Charges (-3/4), Extra Time (Full Phase, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4)
[6]
3u
5) Superior Images: Sight, Smell/Taste, Touch, Mystic and Hearing Groups, Danger Sense and Spatial Awareness Images Increases Size (8" radius; +3/4), +/-4 to PER Roll, Figment, Illusion, 4 Continuing Charges lasting 5 Minutes each (+0) (87 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, Delayed Phase, -3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Gestures (-1/4)
[4 cc]
4u
6) Superior Invisibility: Invisibility to Sight, Hearing and Smell/Taste Groups , Glamer, Illusion, No Fringe, 3 Continuing Charges lasting 20 Minutes each (+0), UBO (+1/4), LOS Not Required To Maintain (+1/2), Ranged (+1/2) (90 Active Points); Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, -1/2), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4)
[3 cc]
3u
7) Summon Air Elemental: Summon 225-point creatures, Slavishly Devoted (+1) (90 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), 6 Charges (-3/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)
[6]
19 6th Level Elementalist Spells: MP, 105-point reserve, (105 Active Points); Spontaneous Casting Discount (-3), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Extra Time (Delayed Phase, -1/4)
2u
1) Move Earth: TK (70 STR), 6 Continuing Charges lasting 1 Minute each (+0) (105 Active Points); Only Works On Earth And Stone (-2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4)
[6 cc]
3u
2) Wall of Stone: Entangle 8d6, 11 DEF (Stops A Given Sense Group Sight Group) (105 Active Points); Only To Form Barriers (-1), Extra Time (Full Phase, Delayed Phase, -3/4), 6 Charges (-3/4), Incantations (-1/4), Gestures (-1/4)
[6]
3u
3) Sturm und Drang: CE (Wind & Rain) 512" radius, -2 to Hearing Group PER Rolls, -2 to Sight Group PER Rolls, +1 Points of Telekinetic STR, -1 DCV, -1 DEX Roll and all Skill Rolls based on DEX, -1 OCV, Air and Water, Long-Lasting 1 Day, Multiple Combat Effects (103 Active Points); Extra Time (1 Minute, -1 1/2), 6 Charges (-3/4), Incantations (-1/4), Gestures (-1/4)
[6]
4u
4) Force Blast: RKA 5d6-1 (vs. ED) (Force, Universal), Affects Desol Any form of Desolidification (+1/2) (105 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), 6 Charges (-3/4), Gestures (-1/4)
[6]
5u
5) Aura of Burning Agony: RKA 2d6 (vs. ED), 6 Continuing Charges lasting 1 Minute each (+0), +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (105 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4)
[6 cc]
3u
6) Firestorm: Killing Attack - Ranged 3d6 (vs. ED), Area Of Effect (10" Radius; +1 1/4) (101 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), 6 Charges (-3/4), No Range (-1/2), Incantations (-1/4), Gestures (-1/4)
[6]
3u
7) Improved Windriding: Flight 20", x32 Noncombat, Rapid Noncombat Movement (+1/4), 4 Continuing Charges lasting 1 Hour each (+1/2) (105 Active Points); Not Usable In Enclosed Spaces (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)
[4 cc]
20 7th Level Elementalist Spells: MP, 120-point reserve, (120 Active Points); Spontaneous Casting Discount (-3 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Extra Time (Delayed Phase, -1/4)
4u
1) Greater Stony Grasp: Entangle 4d6, 5 DEF, Indirect (From The Ground) (Same origin, always fired away from attacker; +1/4), AOE (6" Radius; +1), Selective (+1/4) (112 Active Points); 6 Charges (-3/4), Extra Time (Full Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Cannot Form Barriers (-1/4)
[6]
3u
2) Summon Greater Earth Elemental: Summon 300-point creatures, Slavishly Devoted (+1) (120 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), 6 Charges (-3/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)
[6]
3u
3) Summon Greater Fire Elemental: Summon 300-point creatures, Slavishly Devoted (+1) (120 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), 6 Charges (-3/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)
[6]
4u
4) Arcane Eye: Clairsentience (Sight And Hearing Groups), x4 Range (2,020"), +3 to PER Roll, Analyze, Discriminatory, Divination, Mobile Perception Point (can move up to 6" per Phase), Targeting, 6 Continuing Charges lasting 1 Hour each (+3/4) (119 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, -3/4), Sense Affected As More Than One Sense (Sight, Hearing) [very common Sense] (-1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4)
[6 cc]
4u
5) Jaunt: Teleportation 10", No Relative Velocity, Position Shift, Teleportation, Universal, Trigger (At Will; +1/4), Safe Blind Teleport (+1/4), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (105 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), 6 Charges (-3/4), Concentration (1/2 DCV; -1/4)
[6]
5u
6) Superior Dispel Magic -- Specific: Dispel Magic 32d6, Abjuration, any Arcane Magic power one at a time (+1/4) (120 Active Points); 6 Charges (-3/4), Incantations (-1/4), Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
[6]
5u
7) Wall Of Force: FW (14 PD/14 ED; 5" long and 2" tall) (Evocation, Force), 1 Continuing Charge lasting 6 Hours (+0), Hardened (x2; +1/2) (120 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4)
[1 cc]
20 8th Level Elementalist Spells: MP, 135-point reserve, (135 Active Points); Spontaneous Casting Discount (-4), 4 Charges (-1), Variable Limitations (requires -1 worth of Limitations; -1/2), Extra Time (Delayed Phase, -1/4)
5u
1) Command Elementals: Mind Control 9 1/2d6 (Elementals class of minds), Air, Earth, Fire, or Water (depending on which type of Elemental is being commanded), Invisible Power Effects (Fully Invisible; +1/2), Lingering up to 1 Turn (+1/2), Cumulative (114 points; +3/4) (132 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Gestures (-1/4), Incantations (-1/4)
[4 cc]
6u
2) Lendable Living Monolith: Growth (+60 STR, +12 BODY, +12 STUN, -12" KB, 278,688 kg, -8 DCV, +8 PER Rolls to perceive character, 27.6 m tall, 13.8 m wide), 6 Continuing Charges lasting 1 Minute each (+0), UBO (+1/4), Ranged (+1/2), LOS Not Required To Maintain (+1/2) (135 Active Points); Extra Time (Extra Segment, Only to Activate, Character May Take No Other Actions, -1/2), Incantations (-1/4), Gestures (-1/4), Only When In Contact With The Ground (-1/4)
[6 cc]
3u
3) Shake the Pillars: Energy Blast 8d6 (vs. ED), Personal Immunity (+1/4), Indirect (Ground Up; +1/4), Explosion (-1 DC/6"; +1 3/4) (130 Active Points); 4 Charges (-1), Extra Time (Extra Segment, -1/2), No Range (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Only affects grounded targets (-1/4), Does Knockdown Not Knockback (-1/4)
[4]
3u
4) Mass Dismissal: Extra-Dimensional Movement (Related Group of Dimensions, Single Location (Targets Home Dimensions)), Abjuration, Ranged (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Line Of Sight (+1/2), Usable As Attack (+1), AOE (18" Radius; +1 1/4) (119 Active Points); 4 Charges (-1), Extra Time (Full Phase, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4)
[4]
4u
5) Superior Dimension Door: Teleportation 46", No Relative Velocity, Position Shift, Teleportation, Universal, Trigger (At Will; +1/4) (134 Active Points); 4 Charges (-1), Extra Time (Full Phase, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4)
[4]
5u
6) Greater Mass Fireburst: Sight Group Flash 12d6, Area Of Effect (6" Radius; +1), Selective (+1/4) (135 Active Points); 4 Charges (-1), Gestures (-1/4), Incantations (-1/4)
[4]
5u
7) Superior Blistering Skybolts: Killing Attack - Ranged 5d6 (vs. ED) (Electricity), Lingering up to 1 Minute (+3/4) (131 Active Points); Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4), Beam (-1/4)
[4 cc]
21 9th Level Elementalist Spells: MP, 150-point reserve, (150 Active Points); Spontaneous Casting Discount (-4 1/2), 4 Charges (-1), Variable Limitations (requires -1 worth of Limitations; -1/2), Extra Time (Delayed Phase, -1/4)
5u
1) Ruin and Rubble: RKA 5d6 (vs. PD), AOE (4" radius; +1) (150 Active Points); 4 Charges (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Gestures (-1/4), Incantations (-1/4), Only vs Targets Within One Hex Of The Ground (-1/4)
[4]
4u
2) Summon Earth Elemental Lord: Summon 500-point creatures, Loyal (+1/2) (150 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), 6 Charges (-3/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)
[6]
6u
3) Supreme Obscuring Mist: Darkness to Sight and Smell/Taste Groups 7" radius, Personal Immunity (+1/4), 4 Continuing Charges lasting 20 Minutes each (+1/4), Conforming (+1/2) (150 Active Points); No Range (-1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)
[4 cc]
6u
4) Foresight: (Total: 148 Active Cost, 65 Real Cost) Prescient Recognition of Danger Danger Sense (self only, any danger, Discriminatory, Divination, Function as a Sense), 4 Continuing Charges lasting 1 Hour each (+0) (50 Active Points); Extra Time (Extra Segment, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4) 30- (Real Cost: 22)
plus
I Know You Are There Defense Maneuver I-IV, 4 Continuing Charges lasting 1 Hour each (+0) (10 Active Points); Extra Time (Extra Segment, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4) (Real Cost: 4)
plus
+8 with DCV [Foresight], 4 Continuing Charges lasting 1 Hour each (+0); Extra Time (Extra Segment, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4) (Real Cost: 18)
plus
Just Missed Me Combat Luck (24 PD/24 ED), 4 Continuing Charges lasting 1 Hour each (+0) (48 Active Points); Extra Time (Extra Segment, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4) (Real Cost: 21)
[4 cc]
5u
5) Supreme Greater Dispel Magic -- Specific: Dispel Magic 40d6, Abjuration, any Arcane Magic power one at a time (+1/4) (150 Active Points); 4 Charges (-1), Incantations (-1/4), Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
[4]
4u
6) Comet-rain: Killing Attack - Ranged 4d6 (vs. PD & ED) (Earth, Fire), Area Of Effect (24" Radius; +1 1/2) (150 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), 6 Charges (-3/4), No Range (-1/2), Incantations (-1/4), Gestures (-1/4), Targets Apply PD or ED, Whichever Is Higher (-1/4)
[6]
4u
7) Summon Air Elemental Lord: Summon 500-point creatures, Loyal (+1/2) (150 Active Points); 4 Charges (-1), Extra Time (Extra Phase, Delayed Phase, -1), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)
[4]
13 Elemental Embrace: LS (Expanded Breathing (Water); Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)0
16 Elemental Ward: Absorption 3d6 (energy, STUN), Can Absorb Maximum Of 20 Points' Worth Of Energy Damage, Provides Resistant ED (+1/2), Absorption As A Defense (x2) (40 Active Points); Activation 13- (-3/4), Heat / Fire, Cold, Electricity Damage Only (-3/4)0
5 Elemental Ward: Armor (10 PD/0 ED) (15 Active Points); Only Works Against Earth \ Stone Damage (Including Knockback Into) (-1), Activation 13- (-3/4)0
9 Druidic Gift of Elemental Bounty: Healing (Regeneration) 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only When In Contact With An Element (Natural Element Only; -1/2)0
404 Total Powers Cost
BELONGINGS
Equipment END
Staff of Scorching, all slots Independent (-2), OAF Durable (-1)
1) Fan The Flames: Aid Next Fire Spell Cast By Weilder 10d6 (standard effect: 30 points), Trigger (+1/4), any Fire power one at a time (+1/4) (150 Active Points); 4 Charges (-1)
[4]
2) Firebrand: HKA 6d6 (6d6+1 w/STR) (vs. ED) (90 Active Points); 4 Charges (-1)
[4]
3) Fireproof: Armor (0 PD/30 ED) (45 Active Points); Staff Only (This Staff Is Almost Impossible To Burn; -2)
0
4) Good Heft: HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); HA (-1/2)
0
5) Nearly Unbreakable: Armor (15 PD/15 ED) (45 Active Points); Staff Only (This Staff Is Very Durable; -2)
0
6) Superior Scorching Ray: Killing Attack - Ranged 6d6 (vs. ED) (90 Active Points); 4 Charges (-1), Beam (-1/4)
[4]
Belt of Dexterity: +4 DEX (12 Active Points); Independent (-2), IAF (-1/2)
Ring of Protection + 3: Force Field (3 PD/3 ED/3 Mental Defense/3 Power Defense/3 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Hardened (x2; +1/2), Invisible Power Effects (Fully Invisible; +1) (52 Active Points); Independent (-2), IIF (-1/4)0

Kjar Kvaransen 
Jason "WilyQuixote" Roche 
TRADE LORE
Cost  Name
12 +4 with Spells
Human
20
1) +2 Overall
5
2) KS: Elemental Lore (INT-based) 14-
5
3) PS: Zauberer 14-
3 AK: Lands That He Has Traveled Through (INT-based) 12-
3 Linguist
0
1) Language: MACHTIG (idiomatic; literate (Varic Runes)) (5 Active Points)
1
2) Language: TRAVENSPENOVA (fluent conversation) (2 Active Points)
1
3) Language: VORGAANESE (basic conversation; literate) (2 Active Points)
50 Total Skills Cost
INFLUENCE AND CLOUT
Cost  Name
1 Status Perk: Zauberer (Machtig Fertigkeiten Caste)
6 Legendary Spellcaster: Reputation: Extremely Powerful Magic User (A large group) 14-, +2/+2d6
7 Total Perks Cost
FLAIR AND APTITUDE
Cost  Name
3 Good Memory: Eidetic Memory (5 Active Points); Requires A INT Roll (-3/4)
31 Spellcraft 19-
Notes: Spellcraft may be used as a proxy for any Magic School Skill for the purposes of learning, casting, and identifying Magic.
34 Total Talents Cost
CHALLENGES
Cost  Disadvantage
Child of the Natural World
15
1) DF: Aura of Random Elemental Sensory Affects (smell of ozone, smoking hair, rocky skin, moist air, sound of creek, crackle of fire, etc) (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5
2) Susceptibility: Entropic/Chaos Energy 1d6 damage Instant (Uncommon)
5
3) Susceptibility: Negative/Unholy Energy 1d6 damage Instant (Uncommon)
5
4) Susceptibility: Positive/Holy Energy 1d6 damage Instant (Uncommon)
5
5) Susceptibility: Static/Law Energy 1d6 damage Instant (Uncommon)
Obsessive Arcanist
10
1) Psych. Lim.: Easily Distracted By New Magic (Uncommon, Strong)
10
2) Psych. Lim.: Obsessed with Finding New Magic (Uncommon, Strong)
10 DF: Druid-touched (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
5 DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Normal Characteristic Maxima
5 Soc. Lim.: Zauberer Stigma (Machtig) (Frequently, Minor, Not Limiting In Some Cultures)
15 Unluck: 3d6
110 Total Disadvantages Cost

Kjar Kvaransen 
Jason "WilyQuixote" Roche 
BEARING AND DEEDS
Height: 5' 8" Hair: Brown
Weight: 150 lbs Eyes: Green
Appearance: Middle aged, frail looking, and heavily lined face. Balding, missing a few teeth, wearing a threadbare blue plaid robe, and surrounded by occasional odd elemental sensory phenomenae. Seemingly oblivious to the vagaries of weather or temperature. Some think he looks somewhat sinister, but aside from a certain social maladroitness and calousness he's relatively benign.
Personality: Find himself.

Geas: Fallen hopes resurging falsely.
Quote:"Ur-Erkoren struggles through life
Stricken as a Babe but chosen true
His tale is Trials followed by Strife
Burning enthusiasm he lives to rue
At every turn ill chance a knife
Aimed at his back, but held by who?"
Background: Background
Campaign Use: Elementalists cast Spells associated with the 4 classic Elements of Fire, Earth, Air, and Water. Though they have fewer esoteric and utility spells than Wizards, Elementalists are powerful Spellcasters.


Kjar has also learned a goodly number of Wizardry spells (via Spellcraft), and in fact his later progression as a Spellcaster (Spell Levels 5+) was oriented heavily in that direction and he backfilled several lower level Wizardry spells during this time as well. Combining his spellbooks (gained from his mentor prior to his untimely death), Rialta For'anvor's spellbooks, spells he traded for with various Sorcerers, Magni, and Wizards during his time fighting in the Jarval-Bean campaign vs the Kor, and spells that he later learned in Turatum after departing from the Nine Arrows for a time, Kjar has a somewhat eclectic selection of spells that are effectively unique to himself.

He typically relies on his Elementalism spells first and foremost, dipping into Wizardry spells primarily for effects that Elementalism does not offer a parrallel to. Kjar also developed a fondness for Teleportation, which is something Elementalism does not cover, and has several Teleport based spells.

However, Kjar is still a very potent Obermancer, and is able to both summon and command Elemental Lords in addition to his other Elemental based effects.

In addition to his exploits from his adventuring career with the other remnants of the Nine Arrows (Saemund, Fyrclian, and Ayden), in the two wars Kjar fought in againts the Kor he continuously impressed other spellcasters involved in the conflicts with the breadth of his spell knowledge and the power of his spells. Few other spellcasters could match his mix of interpersonal combat, utility, mobility, mass damage, and buff effects; and thus his reputation as a powerful spellcaster was forged.


When forced to do battle or is otherwise inconvenienced by those attempting to do him harm, Kjar fights defensively seeing to his own protection first. He prefers to walk around with Wormwalk active, as it lasts all day, and will dirt dive if possible to give himself an opportunity to cast short term defensive Spells.

Once he's done tanking up, Kjar comes out swinging hard. Due to this tendency Kjar has traditionally filled the role of "clean up" for the party, frequently coming out powered up and ending fights as everyone else is spinning down on END, STUN, and BODY.

If he know's he's going in to a conflict, he will almost always cast Foresight on himself, and if practical Steelskin.

His favored attack vs. point targets is Superior Blistering Skybolts as one Charge can usually last an entire combat. Kjar is fond of using Entangles, Changed Environments, Flashes, and Walls to hamper his opponents first and if possible bunch them up for a big AoE attack. His favored Area of Effect attack is Firestorm vs. most opponents, but vs. hardier opponents he'll usually go with Rubble & Ruin. Kjar has rubbled and / or razed entire villages with that spell and Comet-rain both.


Favorite Combos:
Wormwalk + Air Displacement Detection + any attack spell
Wormwalk + Shake the Pillars
Stone Spurs + Bursting Bonfire
Wormwalk + Wreath of Fire + Living Monolith
Obscuring Mist + Dimension Door
Diffusion of Pain + Stoneborne
Superior Invisibility + Improved Wind Riding
Superior Mirror Images + Blink (mostly because he finds it funny)
Summoned Elementals working together


Spells commonly on all the time:
Detect Heat Source (12-) Dis, Sense, Tracking
Waterbreathing (up to 32 people; lasts 1 Day)
Mental Bulwark (35 MD; lasts 1 Year)
Air Displacement Detection (Spatial Awareness)
Accelerate (Triggered +2 SPD)
Lesser Blink (Triggered +3 DCV)
Sorcerous Armor (10/10 Armor, lasts 1 Day)
Wormwalk (7" 8 DEF Tunneling w/ Fill In Hole, lasts 1 Day)
Dimension Door (Triggered Teleport)
Superior Dimension Door (Triggered Teleport)
Improved Mirror Images (Triggered Ablative Force Field)
Jaunt (Triggered Teleport)
Swordward (Triggered Defense vs Swords)
Character created with Hero Designer (version 2006111006)