Val Char Cost Roll Notes 10 STR 0 12-* Lift 100 kg; 2d6 HTH [1] 14 DEX 12 13-* OCV: 7*/DCV: 9* 13 CON 6 13-* 13 BODY 6 13-* 25 INT 10* 15-* PER Roll: 17- 15 EGO 10 13-* ECV: 5 18 PRE 8 14-* PRE Attack: 3½d6 14 COM 2 13-* 5 PD 3 Total: 15 PD (10 rPD) 5 ED 2 Total: 15 ED (10 rED) 4 SPD 16 Phases: 3, 6, 9, 12 5 REC 26 END 25 STUN 0 Total Characteristic Cost: 75 Movement: Running: 5”/10”/20” Leaping: 3”/6”/12” Swimming: 1”/2”/4” Cost Powers & Skills Racial 6 Alertness: +2 PER 3 Charm-Proof: Mental Defense 7 (10 Total); Only versus Mind Control and Mental Illusions (-1) 2 Longevity: Lifespan 400 years 5 Low-Light Vision: Ultraviolet Sight 3 Search: Detect (See) Secret Doors, Sense; No Range (-½) 1 Sleep-Proof: Life Support (No Need to Sleep); Only versus Magic (-2) Class 5 Spellcaster: May Cast Spells 15 Familiar: Follower: Cat Familiar (Evasion, Share Spells, Empathic Link, Touch, Speak with Master & Cats) Equipment 19 Wand of Fireballs: RKA 1½d6, Area Of Effect (3” Radius, +1), No Range Penalty (+½); Gestures (-¼), OAF (-1), Incantations (-¼), 6 Charges (-¾), [6] 12 +1 Dagger: HKA ½d6 (1d6+1 with STR), Penetrating (+½), Reduced Endurance (½ END, +¼), Can Be Thrown (+¼); OAF (-1) plus +1 OCV; OAF (-1), END 1 9 Longbow: RKA 1d6+1, Penetrating (+½); OAF (-1), 8-Charges (-½), Costs END (-½), Two-Handed (-½) 40 Robe of the Archmagi: Armor (10 PD/ 10 ED); IIF (-¼), Must Be Spellcaster (-¼) plus +2 DCV*; IIF (-¼), Must Be Spellcaster (-¼) plus +2 OCV* with Spells; IIF (-¼) plus +1 to All Characteristic Rolls*; IIF (-¼), Must Be Spellcaster (-¼) 3 Headband Of Intellect: +5 INT*; IAF (-½) 8 Ring of Protection: +2 DCV*; IIF (-¼) 2 Ring of Feather Fall: Gliding 5”; IIF (-¼), Only to Slow Falls (-½) 12 Boots of Striding and Springing: Running and Leaping +4”, Reduced Endurance (0 END, +½); IAF (-½) Feats 8 Combat Casting: +4* to Magic Roll 3 Craft Wand: Inventor 15- 5 Spell Penetration: +2 OCV with Spells; Only versus Magical Creatures Spells 37 Prepared Spells: Multipower, 64-point reserve; Variable Limitation (Requires a Skill Roll or Not when in Melee, -¼), Variable Limitation (-1 from: Charges, Focus, Gestures, or Incantations, -½), [31] 1u Detect Magic (0): Detect (See) Magic, Sense, Discriminatory; Gestures (-¼), Incantations (-¼), 1 Charge lasting 5 Minutes (-¾), [1cc] 1u Flare (0): Suppress OCV 2d6 (Set Effect = -1 OCV), Area Of Effect (One Hex Accurate, +½); Negated by Sight Flash Defense (-½), Incantations (-¼), 1 Charge lasting 1 Minute (-1), [1cc] 1u Light (0): Images, +4 PER; Only to Create Light (-1), Incantations (-¼), OAF (-1), 1 Charge lasting 1 Hour (-¼), [1cc] 1u Mage Hand (0): Telekinesis (0 STR), Fine Manipulation 12-, Area Of Effect (One Hex Accurate, +½); Gestures (-¼), Incantations (-¼), Concentration (½ DCV throughout, -½), 1 Charge lasting 1 Minute (-¾), [1cc] 1u Read Magic (0): Universal Translator; Only for Reading Magic (-1), Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge lasting 1 Hour (-¼), [1cc] 1u Cause Fear (1): Suppress PRE 6d6, Area Of Effect (One Hex Accurate, +½); Only to Cause Fear (-½), Gestures (-¼), Incantations (-¼), 1 Charge lasting 1 Turn (-1¼), [1cc] 1u Enlarge (1): Growth (2 levels), Usable By Other (+¼), Ranged (+½); Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge lasting 5 Minutes (-¾), [1cc] 1u Identify (1): Detect Magical Property, Discriminatory, Analyze; Gestures (-¼), Incantations (-¼), OAF (-1), Extra Time (6 Hours, -3½), 1 Charge (-2), [1] 1u Mage Armor (1): Force Field (10 PD/ 10 ED), Usable By Other (+¼); Does Not Stack with Worn Armor (-½), Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge lasting 6 Hours (-0), [1cc] 2u Magic Missile (1): RKA ½d6, No Normal Defense (ED Force Field, +1), Does BODY (+1), No Range Modifier (+½), Autofire (4 shots, +½), Area Of Effect (One Hex Accurate, +½); 4 Charges (-1), Gestures (-¼), Incantations (-½), Versus Organic Only (-½), Must Fire 4 Charges per Attack (-¼) plus Accurate Skipover Autofire; 1 Charge (-2), Gestures (-¼), Incantations (-½), Versus Organic Only (-½), [1] 1u Ray of Enfeeblement (1): Drain STR 2d6, Returns in 5 Minutes (+½), Ranged (+½), Area Of Effect (One Hex Accurate, +½); 1 Charge (-2), Gestures (-¼), Incantations (-½), [1] 1u Shield (1): Force Wall (0 PD/8 ED), Invisible to Sight (+½), Transparent to Physical Attacks (+½), Personal Immunity (+¼); No Range (-½), Limited Arc (60o, -½), Gestures (-¼), Incantations (-¼), 1 Charge lasting 5 Minutes (-½), [1cc] 1u Hypnotic Pattern (2): Mind Control 6d6, Telepathic (+¼), Personal Immunity (+¼), Explosion (+½); Set Effect (Stand and Stare, -½), Gestures (-¼), OAF (-1), 1 Charge (-2), [1] 1u Invisibility (2): Invisibility to Sight Group, Usable By Other (+¼); Only When Not Attacking (-½), 1 Charge lasting 1 Hour (-¼), Gestures (-¼), Incantations (-¼), OAF (-1), [1cc] 1u Melf’s Acid Arrow (2): RKA ½d6, 2xPenetrating (+1), Continuous (+1), Area Of Effect (One Hex Accurate, +½), No Range Penalty (+½); 1 Charge lasting 1 Turn (-1), Gestures (-¼), Incantations (-¼), OAF (-1), [1cc] 1u Mirror Image (2): Images to Sight and Hearing, -4 PER, 2” Radius (+¼); Set Effect (only of multiple selves, -1), Ablative (-1), 1 Charge lasting 5 Minutes (-¾), Gestures (-¼), Incantations (-¼) plus +4 DCV; Linked to Images (-½), Ablative (-1), 1 Charge lasting 5 Minutes (-¾), Gestures (-¼), Incantations (-¼), [1cc] 1u Tasha’s Hideous Laughter (2): Mind Control 10d6; Set Effect (Laugh Uncontrollably, -½), Ends after 1 Turn (-½), 1 Charge (-2), Gestures (-¼), Incantations (-0), OAF (-1), Not versus Animal Intelligence or Less (-½), [1] 1u Web (2): Entangle 2 BODY 2 DEF, Area Of Effect (4” Radius, +1), Sticky (+½), No Range Penalty (+½); Vulnerability to Fire (-½), Ends after 1 Hour (-¼), 1 Charge (-2), Gestures (-¼), Incantations (-¼), OAF (-1), [1] 1u Displacement (3): Succor DCV 7d6 (standard effect = +4 DCV); Negated by Non-Sight Targeting Senses (-½), OAF (-1), Incantations (-¼), 1 Charge lasting 2 Turns (-1), [1cc] 2u Fireball (3): RKA 1½d6, Area Of Effect (3” Radius, +1), No Range Penalty (+½); Gestures (-¼), OAF (-1), Incantations (-¼), 1 Charge (-1), [1] 2u Fly (3): Flight 15”, Usable By Other (+¼); 1 Charge lasting 1 Hour (-¼), Gestures (-¼), Incantations (-¼), [1cc] 2u Hold Person (3): Entangle 2 BODY 3 DEF, Works Against EGO, not STR (+¼), Takes No Damage from Physical Attacks (+¼), Area Of Effect (One Hex Accurate, +½), No Range Penalty (+½); Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge (-1), [1] 2u Lightning Bolt (3): RKA 2d6, Area Of Effect (12” Line, +1); No Range (-½), OAF (-1), Gestures (-¼), Incantations (-¼), 1 Charge (-1), [1] 1u Protection from Elements (3): Force Field (0 PD/20 ED); versus Single Chosen Element (-1), Ablative (-1), Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge Lasting 1 Hour (-¾), [1cc] 2u Dimension Door (4): Teleport 25”, 4x Mass; 1 Charge (-2), Incantations (-¼), [1] 2u Evard’s Black Tentacles (4): Telekinesis (20 STR), Area Of Effect (3” Radius, +1); Activation 11- (against each target, -1), 1 Charges lasting 6 Hours (-0), Gestures (-¼), Incantations (-¼), OAF (-1), [1] 2u Minor Globe of Invulnerability (4): Force Wall (0 PD/16 ED), Transparent to Physical (+½); No Range (-½), Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge lasting 2 Turns (-1), [1cc] 1u Stoneskin (4): Force Field (30 PD), Hardened (+¼), Usable By Other (+¼); Ablative (-1), 1 Charge lasting 1 Hour (-¼), Gestures (-¼), Incantations (-¼), OAF (-1), [1cc] 2u Cone Of Cold (5): EB 4d6, No Normal Defense (LS: Cold, +1), Area Of Effect (6” Cone, +1); No Range (-½), 1 Charge (-2), Gestures (-¼), Incantations (-0), OAF (-1), [1] 2u Feeblemind (5): Suppress INT, EGO, PRE, and All Non-Physical Skills 3d6, Variable Effect (all at once, +2), Ranged (+½), Area Of Effect (One Hex Accurate, +½); Gestures (-¼), Incantations (-¼), OAF (-1), 1 Charge lasting 6 Hours (-0), [1cc] 2u Wall of Force (5): Force Wall (10 PD/ 0 ED), Affects Desolid (ethereal, +¼), Invisible to Sight (+½), Transparent to Energy (+½); 1 Charge lasting 5 Minutes (-¾), Gestures (-¼), Incantations (-¼), OAF (-1), [1cc] Skills 3 Analyze Magic 15- 3 KS: Elves 15- 3 KS: Magical Items 15- 3 KS: Nature 15- 3 Language: Common (Elven is Native) 3 Language: Draconic/Wizardry 3 Language: Sylvan 3 Magic 19- 3 Riding 12- 3 Survival (forest, plains) 15- 3 Teamwork 12- 3 Tracking 15- 4 WF: Common Melee Weapons, Common Missile Weapons Total Powers & Skill Cost: 275 Total Cost: 350 250+ Disadvantages 10 Distinctive Features: Neutral (Not Concealable, Detectable with Unusual Sense) 10 Distinctive Features: Elvish Ears, Magician’s Cap and Robe (Concealable) 15 Physical Limitation: Cannot Cast Spells while in Armor (Frequently, Greatly) 15 Physical Limitation: Must Spend 1 Hour Studying Spellbook to Prepare Spells (Frequent, Greatly) 10 Psychological Limitation: Believes that Magic is the Greatest Power (Common, Moderate) 25 Psychological Limitation: True Neutral (Very Common, Total) 15 Vulnerability: 1½x STUN from Critical Hits (Very Common, To-Hit Rolls of 3 or 4) Total Disadvantage Points: 350
Wizard is an elven spellcaster. With the pointy hat and the flowing robes, it’s pretty obvious that he’s a magician of some kind, and the pointy ears and lithe figure belie his race. He’s more offense than defense, and his friends usually try to keep him safe.
Personality/Motivation: Wizard is the smartest and oldest one in the party, and he expects respect (he doesn’t always get it, but he expects it…). He believes that magic is more powerful than weapons or armor, and in many cases, he’s right. But magic spells can only be cast so many times a day, whereas a sword can be swung all day.
Powers/Tactics: Wizard’s primary role in the party is that of artillery. He usually stands back during a combat and casts spell after spell, or will use his wand of fireballs to cause repeated damage.
Wizard knows many spells. He has to decide at the beginning of the day which spells he’s going to cast, and cannot wear armor while he does. Most of his spells can be cast as a normal attack action, but some of them take a much longer time.
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