Arel Meria Character in HTML Wanderpus | World Anvil
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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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