Arel Meria
Arel Meria
The name of Arel Meria, new to the whole adventuring schtick but I'm here to join the group in my own goals of collecting information of various cultures, studying it and making sure it is not only documented, but given out to free to whomever wishes to learn.
Physical Description
Special abilities
Soul Gaze 1
Your eyes turn black, like
shimmering gateways to eternity, as you
peer into the eyes of a nearby creature.
They become momentarily transfixed
on your gaze.
Impression 1
You brush against a creature for
a fleeting moment, feeling its desires.
The Guide chooses and reveals to you
something specific that the creature
routinely craves. You become cursed
to also crave that thing and cannot use
Impression again until you fulfill the
desire. When you fulfill it once, the
curse is lifted.
Evil Eye 1
You pause, closing your eyes and
quieting your mind. You sense the
worst thing that ever happened nearby.
The Guide will describe to you the type
of thing that happened and what the
people involved look like.
For example, you might learn that
someone was murdered, a curse was
created, or an evil vow was taken.
Shadowseek 3
You seek the location of a specific
creature or object by projecting your
consciousness into a shadow plane
(p. 33). You must know what your
target looks like.
20: You glimpse the target in real time
and can see its nearby surroundings. If
it is a creature, you may speak to them
for 1 minute. They cannot see you, but
they hear you in their mind. If you
touch them, they feel a faint sensation,
as if a breeze passes through them.
11-19: You glimpse the target in real
time, can see its surroundings, and
may watch it for the next minute.
6-10: You briefly glimpse the target and
can see its surroundings, but you don't
know if you're seeing it in the present
moment.
2-5: You walk the shadow plane for 1
minute, finding only darkness.
1: You walk in darkness. If you were
searching for an enemy, they see you
instead, learning your exact location.
Inspire 1
You inspire a nearby NPC by
reciting a meaningful statement to
them. You may invent a famous quote
or proverb, or borrow one from the real
world. The creature must be able to
hear and understand you, and cannot
currently be hostile toward you.
Until the end of the day, the NPC
shapes their behaviour around their
ideal, and cannot fall victim to their
flaw.
Compel Truth 1
Your eyes glow like blue flames
as you look into the eyes of a nearby
creature and grip their mind.
20: The target is compelled to answer
all questions truthfully for the next 5
minutes. You may set a real timer.
11-19: The target is compelled to answer
three questions truthfully.
6-10: The target is compelled to answer
one question truthfully.
2-5: The target resists your invasion
and senses you tried to manipulate
them.
1: The spell backfires. The target may
compel you to answer a question
truthfully instead.
Forgive 3
While placing your hand on a
creature and telling them they are
forgiven, they immediately feel guilt
fade from their conscience. You must
know a specific act or circumstance
that the creature feels guilty for. Your
words of forgiveness must be in the
form of a Petition (p. 42).
If you use this on a commoner or
minion, they will become awestruck as
if they have received a blessing from a
god. They may begin to follow you as
if you are a prophet, and they will not
willingly cause you harm.
If you use this on a boss, you will
temporarily endear them to you. They
will not harm you until the next time
you meet, unless you or the party tries
to harm them. They cannot be affected
by this spell twice.
Liberate 4
You place your hand on an
NPC, channeling the weight of your
devotion and resolve. By speaking a
word of power, you alleviate them of
a character flaw. (You must already
know one of their flaws.) They are
effectively cured of the flaw and it no
longer affects their behaviour.
This also has the effect of your Forgive
ability and relieves the creature of any
guilt for succumbing to their flaw in
the past.
No. 2
By uttering the word "no," you
attempt to neutralize a spell that you
see an NPC casting nearby. You must
declare you are using this ability before
the Guide describes the consequences
of the spell.
20: The spell is violently canceled and
its caster is hit for 1 HP.
11-19: The spell is stopped before it's
cast.
6-10: The spell misses and hits another
nearby creature or target.
2-5: The spell takes effect normally.
1: You accidentally amplify the spell.
If it is a harmful spell, the damage is
doubled.
Reflect 3
You produce a counterspell,
reflecting a spell that targets you. You
must declare that you are reflecting the
spell as soon as the Guide says that you
are being targeted by a spell.
11-20: The caster is hit by their own
spell, instead of you.
6-10: The spell reflects off of you but
misses its caster.
1-5: The spell reflects off of you but hits
a nearby party member instead.
Enscroll 2
You create a Spell Scroll (p. 145)
that can be used to produce a spell that
you know. You must add the AP cost of
the spell you are inscribing to the cost
of Enscroll. For example, if you create
a magic scroll that can produce your
Teleport spell, you must spend 7 AP.
You must spend a short time in a safe
and quiet place to prepare the scroll.
You decide what is written on it. The
user of the scroll must read the words
aloud to activate the spell it contains.
Spellsteal 3
After you observe a creature
nearby casting a spell, you may briefly
enter their mind to glimpse its nature.
You learn the spell and can produce it
once.
Your theft gives you the minimum
know-how to produce the spell, but you
have not mastered it. The Guide may
not fully reveal the effects or potential
consequences of some stolen spells.
Once you cast or Enscroll the stolen
spell, you forget the spell and cannot
use it again.

Part of the Mysticians
View Character Profile
Alignment
Neutral
Age
137
Children
Gender
Female
Eyes
Golden
Hair
Green
Skin Tone/Pigmentation
Green
Height
7'8
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