Coal:PC/Wyl Haversham

This page was last edited on 23 September 2025, at 19:12.

Path: Wizard/Druid

  • Traits—Confident, Stubborn, but not Gentle
  • Desires—Power, Renown, but not Wealth

Stats

  • 2d Brawn
  • 1d Agility
  • 3d Wits
  • 2d Presence

Talents

Spellcraft
You have spellcasting ability. You roll Wits to cast and the spell theorem you are casting serves as its touchstone. You know 4 spell theorems inscribed in your spellbook, created using the Spell Crucible. Each session, you can cast 4 spells and 2 potent spells. You choose which spell theorem to use when you cast.
You can learn new spell theorems from studying and experimenting with scrolls, which you might find as treasure or obtain from other wizards. This consumes the scroll.
Hard Air (Necromancy + Abjuration)
Piercing Sight (Necromancy + Divination)
Heat Wave (Necromancy + Enchantment)
Cryptic Spirit (Necromancy + Divination)
Piercing Death Embers (Necromancy + Conjuration)
Arcane Specialty (Necromancy)
Choose your specialty school. All of your spell theorems now have it plus another school. When casting, choose which school to use. On a critical with your specialty school, take spark.
Primordial Bonds
You have a bond with each of the primordial elements, Air, Earth, Fire, and Water. Roll the bonds, then change one to deep. You have spellcasting, rolling Presence to call on an element, which serves as the touchstone. You can call on each element once per session, or twice if your bond is deep. You can mark two usages of a single element to cast a potent spell. You can combine usages of two elements to take +1d and use both as a touchstone. Bonds change, for better or worse—pursue great deeds and rituals to deepen them.

Backgrounds

Lorekeeper
Ancient Histories, Peoples of the World, Philosophy.
Healer
Comfort foods, Signs of Ailment, Herbal Properties.