Name: Best Quality Quarter Staff Group: Ordinary Damage: 1d10+SB-2 Encumbrance: 45 Qualities: Defensive (+10% to WS to Parry), Pummelling (+10% to strength when using strike to stun talent), Best Quality (+5% to WS)
Trappings
-2 sets of Common clothing (Shirt, breeches, worn boots, tattered cloak, belt)
-set of Best Craftsmanship Clothing
-Good Quality Red Leather and Lace Mask (counts as hood for trappings)
-The Gloves of Edwards (Magical, +10 to WS, +10 to Strength (counts towards Strength Bonus)
-Sling bag
-Blanket
-Wooden Tankard
-Wooden Cutlery Set
-Purse
-Backpack
-Printed Book
-Writing Kit
-Small Silver Hammer Pendant (5 gold)
-Silver Wolf's Head Pendant (Holy Symbol of Ulric, 5 gold)
-Small locket containing a piece of bone (piece of the shin bone of St. Abelard)
-Deck of Cards
-2 Healing Draughts
-2 Torches
-1 Week of Rations
-Lamp
-2 Vials Lamp Oil
-Petard (Firecracker)
-Riding Horse
-Bridle and Saddle
-1 year membership to Middenheim Wizards Guild
-14 Darts (magic component)
-9 pieces of Down (magic component)
-10 dabs of butter (magical component)
-10 drops oil (magical component)
-1 bell (magical component, reusable)
-1 piece of chainmail (magical component, reusable)
-Mark of Unity: +10 to Fellowship Tests when dealing with Priests or Devout of Ulric/Sigmar. Gain +30 when talking about religious harmony against forces of Chaos. Takes form of a small white scar/tattoo on back of left hand near the thumb of a wolf on its back legs, holding a two-handed hammer.
-High Priest Geradt Schiller of the Temple of Ulric (Altdorf) counts as a friend
-Maximillian Saer, a weapons merchant in Altdorf counts as a friend (lowered cost/avail on certain items)
-Siluvaine's Notes
Grimoire Spell Name: Aethyric Armour Casting Number: 5 Casting Time: Half Action Ingredient: A link of chainmail (+1) Description: You weave the Winds of Magic around you, creating an invisible barrier tha helps protect you from harm. You gain a number of Armour Points equal to your Magic Characteristic on all locations for 1 minute (6 rounds). You cannot cast this spell if you are wearing any normal armour. Should you don armour while the spell is in effect, the spell ends immediately.
Spell Name: Blessed Weapon Casting Number: 6 Casting Time: Half Action Ingredient: A dab of blessed water (+1) Description:You can enchant one melee weapon or thrown weapon or up to 5 shots of missile ammunition (arrows, bolts, bullets, etc). These items gain no bonus of any kind, but they do count as magical, making them quite useful against ghost, spirits and certain other monsters. Blessed weapon lasts for 1 hour and has a range of 1 meter.
Spell Name: Breathe Fire Casting Number: 25 Casting Time: Full Action Ingredient: A dragon's scale (+3) Description: You breathe out a rolling gout of flame, akin to that of the dragons of legend. Use the cone template. Those affected suffer a hit with Damage 8. A successful Will Power Test reduces it to a Damage 4 attack. Obviously, simple folk, seeing such pyromantic exhalations, will assume that you are some form of Chaos Daemon and react appropriately.
Spell Name: Cauterize Casting Number: 4 Casting Time: Half Action Ingredient: A piece of charcoal (+1) Description: You can lay your hands on an open wound and sear it shut. While this does not restore any wounds to the subject, it does count as medical attention and can thus save the critically injured from certain death. At the GM's discretion, this spell can be used for similar tasks, such as branding. Your hands must be bare to cast this spell successfully.
Spell Name: Conflagration of Doom Casting Number: 31 Casting Time: 1 Full Action and 1 half action Ingredient: A dragon's tooth (+3) Description:This is the most destructive spell in the Bright wizard's arsenal. When you call down a conflagration of doom, a fiery inferno engulfs a target area within 48 yards (24 squares). Use the large template. Those affected take a number of damage 4 hits equal to your Magic Characteristic. Any that remain in the area after their next turn must make a successful Will Power Test each round or take damage again. The spell lasts until nothing in the area is left alive. As this is such a violent and powerful conjuration, all Wizards within a 5-mile radius are aware of the disturbance in the Aethyr that this spell causes. Bright Order Battle Wizards often seek out those using this spell in a careless way, to talk about demarcation in a rather pointed fashion.
Spell Name: Crown of Fire Casting Number: 8 Casting Time: Full Action Ingredient: 1 gold coin (+1) Description:This spell creates a majestic crown of shimmering flame above your head. It remains for a number of minutes equal to your Magic Characteristic. During the spell's duration, you gain a +20% to all Command and Intimidate Tests. Furthermore, enemies must make a successful WP Test in order to attack you in melee combat. If they fail, they must take a different action. The flaming diadem provides the illumination of a torch, and can be used to ignore flammable materials, though this requires such undignified movements that few Bright Wizards use it for such a purpose. Note that it is impossible for a Bright Wizard to damage himself using this spell.
Spell Name: Drop Casting Number: 4 Casting Time: Half Action Ingredient: A dab of butter (+1) Description: Compel target character within 24 yards to drop whatever he is holding. The subject of this spell can resist with a successful Will Power Test.
Spell Name: Fiery Blast Casting Number: 22 Casting Time: Full Action Ingredient: A dagger of thrice-forged steel (+3) Description: You send 1d10 blasts of flaming death at one or more opponents within 48 yards (24 squares). Fiery blasts are magic missiles with Damage 4. The minimum number of blasts is equal to your Magic Characteristic.
Spell Name: Fire Ball Casting Number: 12 Casting Time: Half Action Ingredient: A ball of sulphur (+2) Description:You create a number of balls of fire equal to your Magic Characteristic and can hurl them at one or more opponents within 48 yards (24 squares). Fire Balls are magic missiles with Damage 3.
Spell Name: Fires of U'Zhul Casting Number: 6 Casting Time: Half Action Ingredient: A match (+1) Description:You can throw a bolt of fire at an opponent within 36 yards (18 squares) of you. This is a magic missile with 4 damage.
Spell Name:Flaming Sword of Rhuin Casting Number: 14 Casting Time: Half Action Ingredient: A torch (+2) Description:A fiery sword materializes in your grasp. It counts as a magic weapon with the Impact quality and Damage 4. You also gain +1 to your Attacks Characteristic for the duration of this spell, but only when using the flaming sword of rhuin. The spell remains in effect for a number of rounds equal to your Magic Characteristic. You can retain it with a successful Will Power Test each round afterwards.
Spell Name:Glowing Light Casting Number: 3 Casting Time: Half Action Ingredient: A drop of lamp oil (+1) Description: Can cause any item in your grasp to glow with the light of a lantern for 1 hour or until you let go.
Spell Name: Hearts of Fire Casting Number: 16 Casting Time: 2 Full Actions Ingredient: A vial with a mixture made of blood and oil (+2) Description: You unlock the fires of courage in the hearts of your allies. All allies withing 30 yards (15 squares) of you gain a +20% bonus on Fear and Terror Tests for the next ten minutes. They lose this bonus if they move further than 30 yards (15 squares) away from you.
Spell Name: Magic Dart Casting Number: 6 Casting Time: Half Action Ingredient: A small Dart (+1) Description: You throw a dart of magical force at an opponent within 16 yards. Magic Missile with Damage 3.
Spell Name: Marsh Lights Casting Number: 6 Casting Time: Full Action Ingredient: A Firefly (+1) Description: Create the appearance of a number of distant lights that suggest torches or lanterns. They appear within 100 yards and can be set off in any direction. Will follow the contours of the ground, though you can control them as long as they're within LoS. Can't perform any other action while controlling them. Move at 8-16 yards per round. Lasts for 1 hour.
Spell Name: Shield of Aqshy Casting Number: 12 Casting Time: Full Action Ingredient: An iron amulet (+2) Description: You wrap yourself with curents of the Red Wind, which shields you against fire attacks. You receive a +20% bonus to your Toughness for 1d10 minutes, but only against fire damage such as dragon breath, fire balls, etc. You cannot cast this spell on others.
Spell Name: Sleep Casting Number: 6 Casting Time: Half Action Ingredient: A piece of down (+1) Description: Touch causes someone to fall into a slumber for 1d10 rounds unless a successful Will Power Test is made. Sleeping characters are considered to be helpless. Touch Spell
Spell Name: Sounds Casting Number: 4 Casting Time: Half Action Ingredient: A tiny bell (+1) Description: Create a phantom noise at any volume. Choose type of noise and volume, the spell can reproduce any type of noise but speech. Lasts for up to 1 round
Character History
Born to an Elven merchant family in the city of Marienburg, Siluvaine's early life was different from many elves. Where others were learning how to navigate through a forest, she was learning how to handle the city streets. While forest elves were studying nature, she was studying the ships that were the lifeblood of the trade in Marienburg. And finally, while most elves were familiarizing themselves with the longbow, Siluvaine's interests lay more towards the arcane.
Cognizant of the issues the humans have with magic. Siluvaine's family made sure that she understood the problems and the politics involved in learning in the human nations. She decided to continue in her studies however. And so Siluvaine found herself traveling to Middenheim to learn and announce her intentions to study at the Guild of Wizards and Alchemists. Unfortunately for her, she got swept up in the conflict between Chaos and the rest of the World and found herself caught up with the refugees trying to flee the conflict.
Advance Scheme
Main
WS
BS
S
T
Ag
Int
WP
Fel
Advance
+5
+5
+5
+10
+20
+25
+10
Taken
+5
+5
+5
+10
+20
+25
+10
Secondary
Attacks
W
SB
TB
M
Mag
IP
FP
Advance
+3
+2
Taken
+3
+2
Skills:
Talents: or Dark Lore (any one), Aethyric Attunement or Dark Magic
May take the skill Command (x3) from Arcane Lore (Fire)
+1 Mag (Free)
+5 WP (100)
+10 WP (100)
+15 WP (100)
+5 Int (100)
+10 Int (100)
+5 Fel (100)
+1 Wound (100)
+1 Wound (100)
+5 Agility (100)
Very Resilient (100)
New Career (Rogue) (100)
Luck (100)
Charm (100)
+10 Fel (100)
Perception +10 (100)
Agility +10 (100)
Search +10 (100)
Gossip +10 (100)
Public Speaking (100)
Streetwise (100)
Blather (100)
Evaluate (100)
Gamble (100)
+5 WS (100)
+5 BS (100)
Sixth Sense (100)
Flee! (100)
Secret Signs (Thief) (100)
Secret Tongue (Thieves' Tongue) (100)
Speak Language (Reikspiel) (100)
Performer (Actor) 100
Performer (Storyteller) 100
Haggle (100)
New Career (Journeyman Wizard) (100)
+1 Wound (100)
+5 Toughness (100)
+2 Magic (100)
+20 WP (100)
+25 WP (100)
Lesser Magic (Aethyric Armour) (100)
Mighty Missile (100)
+15 Int (100)
+20 Int (100)
Charm +10 (100)
Gossip +20 (100)
Magical Sense +10 (100)
Swim (100)
Academic Knowledge (Daemonology) (100)
Arcane Lore (Fire) (100)
Academic Knowledge (Magic) +10 (100)
Channeling +10 (100)
Speak Arcane Language (Magick) +10 (100)
Read/Write +10 (100)
Ride (100)
Common Knowledge (Elves) +10 (100)
Common Knowledge (Empire) (100)
Speak Language (Dark Tongue) (100)
Speak Language (Classical) +10 (100)
Lesser Magic (Blessed Weapon) (100)
Intimidate (100)
Meditation (100)
Name: Siluvaine
Race: Elf
Age: 30
Gender: Female
Eye Colour: Green
Weight: 110
Hair Colour: Copper
Height: 5'8
Star Sign: The Broken Cart (A sign of Pride)
Number of Siblings: 0
Birthplace: Marienburg
Distinguishing Marks:
Current Career: Journeyman Wizard
Previous Careers: Rogue
Experience
Gained/Spent6525/6100
Character's Profile
----------------------------------------
Skills
Academic Knowledge (Magic) (Int)
- +10
Academic Knowledge (Daemonology) (Int)Blather (Fel)
Channeling (WP)
- +10
- +10 (Aethyric Attunement)
Charm (Fel)- +10
- +10 when dealing with the Criminal Underworld (Streetwise)
Common Knowledge (Elves) (Int)- +10
Common Knowledge (Empire) (Int)Evaluate (Int)
Gamble (Int)
Gossip (Fel)
- +20
- +10 when dealing with the Criminal Underworld (Streetwise)
Haggle (Fel)Intimidate (S)
Magic Sense (WP)
- +10
- +10 (Aethyric Attunement)
Perception (Int)- +10
- +10 (Sight only - Excellent Vision)
Performer (Actor) (Fel)Performer (Storyteller) (Fel)
Read/Write (Int)
- +10
Ride (Ag)Search (Int)
- +10
Secret Language (Thieves' Tongue) (Int)Secret Signs (Thief) (Int)
Speak Arcane Language (Magick) (Int)
- +10
Speak Language (Classical) (Int)- +10
Speak Language (Dark Tongue) (Int)Speak Language (Eltharin) (Int)
Speak Language (Reikspiel) (Int)
- +10
Swim (S)Basic Skills
Animal Care (Int)
Command (Fel)
Concealment (Ag)
Consume Alchool (T)
Disguise (Fel)
Drive (S)
Outdoor Survival (Int)
Row (S)
Scale Steer Surface (S)
Silent Move (Ag)
TalentsTalent/Description
Aetheric Attunement
Arcane Lore (Fire)
Coolheaded
Excellent Vision
- +10 to Lip Reading Skill Tests
Fast Hands- +20 WS when casting Touch Spells
Flee!- When running from combat or another dire threat, gain +1 bonus to movement for 1d10 rounds
Lesser Magic- Aethyric Armour
- Blessed Weapon
Luck- +1 Fortune Point (Not Fate Points) per Day
Meditation- When performing ritual magic, gain a bonus to your Casting Roll equal to your Magic Characteristic.
Mighty Missile- +1 bonus on damage rolls with magic missile spells.
Night Vision- See well in natural darkness up to 30 yards. Requires illumination equivalent to starlight.
Public Speaking- Affect 10 times the normal number of people when using the Charm skill
Petty Magic (Arcane)Savvy
Sixth Sense
- GM secretly rolls WP when in danger to possibly avoid surprise.
StreetwiseVery Resilient
Weapons
Melee
Name: DaggerGroup: Ordinary
Damage: 1d10+SB-3
Encumbrance: 10
Qualities: None
Name: Best Quality Quarter Staff
Group: Ordinary
Damage: 1d10+SB-2
Encumbrance: 45
Qualities: Defensive (+10% to WS to Parry), Pummelling (+10% to strength when using strike to stun talent), Best Quality (+5% to WS)
Ranged
Name: BowRange: 24/48
Group: Ordinary
Damage: 1d10+3
Qualities: 27 Arrows
Trappings
-2 sets of Common clothing (Shirt, breeches, worn boots, tattered cloak, belt)
-set of Best Craftsmanship Clothing
-Good Quality Red Leather and Lace Mask (counts as hood for trappings)
-The Gloves of Edwards (Magical, +10 to WS, +10 to Strength (counts towards Strength Bonus)
-Sling bag
-Blanket
-Wooden Tankard
-Wooden Cutlery Set
-Purse
-Backpack
-Printed Book
-Writing Kit
-Small Silver Hammer Pendant (5 gold)
-Silver Wolf's Head Pendant (Holy Symbol of Ulric, 5 gold)
-Small locket containing a piece of bone (piece of the shin bone of St. Abelard)
-Deck of Cards
-2 Healing Draughts
-2 Torches
-1 Week of Rations
-Lamp
-2 Vials Lamp Oil
-Petard (Firecracker)
-Riding Horse
-Bridle and Saddle
-1 year membership to Middenheim Wizards Guild
-14 Darts (magic component)
-9 pieces of Down (magic component)
-10 dabs of butter (magical component)
-10 drops oil (magical component)
-1 bell (magical component, reusable)
-1 piece of chainmail (magical component, reusable)
-Mark of Unity: +10 to Fellowship Tests when dealing with Priests or Devout of Ulric/Sigmar. Gain +30 when talking about religious harmony against forces of Chaos. Takes form of a small white scar/tattoo on back of left hand near the thumb of a wolf on its back legs, holding a two-handed hammer.
-High Priest Geradt Schiller of the Temple of Ulric (Altdorf) counts as a friend
-Maximillian Saer, a weapons merchant in Altdorf counts as a friend (lowered cost/avail on certain items)
-Siluvaine's Notes
MONEY
1 Gold Crown= 20 Silver Shillings= 240 Brass pennies289 Gold Crowns
15 Silver Shillings
55 Brass Pennies
--------------------------------------
Grimoire
Spell Name: Aethyric Armour
Casting Number: 5
Casting Time: Half Action
Ingredient: A link of chainmail (+1)
Description: You weave the Winds of Magic around you, creating an invisible barrier tha helps protect you from harm. You gain a number of Armour Points equal to your Magic Characteristic on all locations for 1 minute (6 rounds). You cannot cast this spell if you are wearing any normal armour. Should you don armour while the spell is in effect, the spell ends immediately.
Spell Name: Blessed Weapon
Casting Number: 6
Casting Time: Half Action
Ingredient: A dab of blessed water (+1)
Description:You can enchant one melee weapon or thrown weapon or up to 5 shots of missile ammunition (arrows, bolts, bullets, etc). These items gain no bonus of any kind, but they do count as magical, making them quite useful against ghost, spirits and certain other monsters. Blessed weapon lasts for 1 hour and has a range of 1 meter.
Spell Name: Breathe Fire
Casting Number: 25
Casting Time: Full Action
Ingredient: A dragon's scale (+3)
Description: You breathe out a rolling gout of flame, akin to that of the dragons of legend. Use the cone template. Those affected suffer a hit with Damage 8. A successful Will Power Test reduces it to a Damage 4 attack. Obviously, simple folk, seeing such pyromantic
exhalations, will assume that you are some form of Chaos Daemon and react appropriately.
Spell Name: Cauterize
Casting Number: 4
Casting Time: Half Action
Ingredient: A piece of charcoal (+1)
Description: You can lay your hands on an open wound and sear it shut. While this does not restore any wounds to the subject, it does count as medical attention and can thus save the critically injured from certain death. At the GM's discretion, this spell can be used for similar tasks, such as branding. Your hands must be bare to cast this spell successfully.
Spell Name: Conflagration of Doom
Casting Number: 31
Casting Time: 1 Full Action and 1 half action
Ingredient: A dragon's tooth (+3)
Description:This is the most destructive spell in the Bright wizard's arsenal. When you call down a conflagration of doom, a fiery inferno engulfs a target area within 48 yards (24 squares). Use the large template. Those affected take a number of damage 4 hits equal to your Magic Characteristic. Any that remain in the area after their next turn must make a successful Will Power Test each round or take damage again. The spell lasts until nothing in the area is left alive. As this is such a violent and powerful conjuration, all Wizards within a 5-mile radius are aware of the disturbance in the Aethyr that this spell causes. Bright Order Battle Wizards often seek out those using this spell in a careless way, to talk about demarcation in a rather pointed fashion.
Spell Name: Crown of Fire
Casting Number: 8
Casting Time: Full Action
Ingredient: 1 gold coin (+1)
Description:This spell creates a majestic crown of shimmering flame above your head. It remains for a number of minutes equal to your Magic Characteristic. During the spell's duration, you gain a +20% to all Command and Intimidate Tests. Furthermore, enemies must make a successful WP Test in order to attack you in melee combat. If they fail, they must take a different action. The flaming diadem provides the illumination of a torch, and can be used to ignore flammable materials, though this requires such undignified movements that few Bright Wizards use it for such a purpose. Note that it is impossible for a Bright Wizard to damage himself using this spell.
Spell Name: Drop
Casting Number: 4
Casting Time: Half Action
Ingredient: A dab of butter (+1)
Description: Compel target character within 24 yards to drop whatever he is holding. The subject of this spell can resist with a successful Will Power Test.
Spell Name: Fiery Blast
Casting Number: 22
Casting Time: Full Action
Ingredient: A dagger of thrice-forged steel (+3)
Description: You send 1d10 blasts of flaming death at one or more opponents within 48 yards (24 squares). Fiery blasts are magic missiles with Damage 4. The minimum number of blasts is equal to your Magic Characteristic.
Spell Name: Fire Ball
Casting Number: 12
Casting Time: Half Action
Ingredient: A ball of sulphur (+2)
Description:You create a number of balls of fire equal to your Magic Characteristic and can hurl them at one or more opponents within 48 yards (24 squares). Fire Balls are magic missiles with Damage 3.
Spell Name: Fires of U'Zhul
Casting Number: 6
Casting Time: Half Action
Ingredient: A match (+1)
Description:You can throw a bolt of fire at an opponent within 36 yards (18 squares) of you. This is a magic missile with 4 damage.
Spell Name:Flaming Sword of Rhuin
Casting Number: 14
Casting Time: Half Action
Ingredient: A torch (+2)
Description:A fiery sword materializes in your grasp. It counts as a magic weapon with the Impact quality and Damage 4. You also gain +1 to your Attacks Characteristic for the duration of this spell, but only when using the flaming sword of rhuin. The spell remains in effect for a number of rounds equal to your Magic Characteristic. You can retain it with a successful Will Power Test each round afterwards.
Spell Name:Glowing Light
Casting Number: 3
Casting Time: Half Action
Ingredient: A drop of lamp oil (+1)
Description: Can cause any item in your grasp to glow with the light of a lantern for 1 hour or until you let go.
Spell Name: Hearts of Fire
Casting Number: 16
Casting Time: 2 Full Actions
Ingredient: A vial with a mixture made of blood and oil (+2)
Description: You unlock the fires of courage in the hearts of your allies. All allies withing 30 yards (15 squares) of you gain a +20% bonus on Fear and Terror Tests for the next ten minutes. They lose this bonus if they move further than 30 yards (15 squares) away from you.
Spell Name: Magic Dart
Casting Number: 6
Casting Time: Half Action
Ingredient: A small Dart (+1)
Description: You throw a dart of magical force at an opponent within 16 yards. Magic Missile with Damage 3.
Spell Name: Marsh Lights
Casting Number: 6
Casting Time: Full Action
Ingredient: A Firefly (+1)
Description: Create the appearance of a number of distant lights that suggest torches or lanterns. They appear within 100 yards and can be set off in any direction. Will follow the contours of the ground, though you can control them as long as they're within LoS. Can't perform any other action while controlling them. Move at 8-16 yards per round. Lasts for 1 hour.
Spell Name: Shield of Aqshy
Casting Number: 12
Casting Time: Full Action
Ingredient: An iron amulet (+2)
Description: You wrap yourself with curents of the Red Wind, which shields you against fire attacks. You receive a +20% bonus to your Toughness for 1d10 minutes, but only against fire damage such as dragon breath, fire balls, etc. You cannot cast this spell on others.
Spell Name: Sleep
Casting Number: 6
Casting Time: Half Action
Ingredient: A piece of down (+1)
Description: Touch causes someone to fall into a slumber for 1d10 rounds unless a successful Will Power Test is made. Sleeping characters are considered to be helpless. Touch Spell
Spell Name: Sounds
Casting Number: 4
Casting Time: Half Action
Ingredient: A tiny bell (+1)
Description: Create a phantom noise at any volume. Choose type of noise and volume, the spell can reproduce any type of noise but speech. Lasts for up to 1 round
Character History
Born to an Elven merchant family in the city of Marienburg, Siluvaine's early life was different from many elves. Where others were learning how to navigate through a forest, she was learning how to handle the city streets. While forest elves were studying nature, she was studying the ships that were the lifeblood of the trade in Marienburg. And finally, while most elves were familiarizing themselves with the longbow, Siluvaine's interests lay more towards the arcane.
Cognizant of the issues the humans have with magic. Siluvaine's family made sure that she understood the problems and the politics involved in learning in the human nations. She decided to continue in her studies however. And so Siluvaine found herself traveling to Middenheim to learn and announce her intentions to study at the Guild of Wizards and Alchemists. Unfortunately for her, she got swept up in the conflict between Chaos and the rest of the World and found herself caught up with the refugees trying to flee the conflict.
Advance Scheme
Skills:
Talents: or Dark Lore (any one), Aethyric Attunement or Dark Magic
May take the skill Command (x3) from Arcane Lore (Fire)
+1 Mag (Free)
+5 WP (100)
+10 WP (100)
+15 WP (100)
+5 Int (100)
+10 Int (100)
+5 Fel (100)
+1 Wound (100)
+1 Wound (100)
+5 Agility (100)
Very Resilient (100)
New Career (Rogue) (100)
Luck (100)
Charm (100)
+10 Fel (100)
Perception +10 (100)
Agility +10 (100)
Search +10 (100)
Gossip +10 (100)
Public Speaking (100)
Streetwise (100)
Blather (100)
Evaluate (100)
Gamble (100)
+5 WS (100)
+5 BS (100)
Sixth Sense (100)
Flee! (100)
Secret Signs (Thief) (100)
Secret Tongue (Thieves' Tongue) (100)
Speak Language (Reikspiel) (100)
Performer (Actor) 100
Performer (Storyteller) 100
Haggle (100)
New Career (Journeyman Wizard) (100)
+1 Wound (100)
+5 Toughness (100)
+2 Magic (100)
+20 WP (100)
+25 WP (100)
Lesser Magic (Aethyric Armour) (100)
Mighty Missile (100)
+15 Int (100)
+20 Int (100)
Charm +10 (100)
Gossip +20 (100)
Magical Sense +10 (100)
Swim (100)
Academic Knowledge (Daemonology) (100)
Arcane Lore (Fire) (100)
Academic Knowledge (Magic) +10 (100)
Channeling +10 (100)
Speak Arcane Language (Magick) +10 (100)
Read/Write +10 (100)
Ride (100)
Common Knowledge (Elves) +10 (100)
Common Knowledge (Empire) (100)
Speak Language (Dark Tongue) (100)
Speak Language (Classical) +10 (100)
Lesser Magic (Blessed Weapon) (100)
Intimidate (100)
Meditation (100)