Post by Manah on Aug 13, 2023 19:01:11 GMT -5
GANDALF
True Friend of the Free People
True Friend of the Free People
QUOTE: "There are many wonders in the world. Some as magnificent as the light of the sun itself. Others as subtle and insignificant as an ant, yet they are wonders nonetheless. Never ignore the smaller wonders of the world, for they are the ones most likely to cross your path."
Real Name: Olórin
Age: 2,000+ years old (His physical form's age, anyway. His spiritual self is over 55,000+, as he came into being before the Shaping of Arda)
Other Aliases: Gandalf the Grey, Mithrandir, Tharkûn, Incánus, Greyhame, The Grey Pilgrim, The Grey Wanderer, Elf-Friend, Servant of the Secret Fire, Wielder of the Flame of Anor, Wisest of the Maiar, Stormcrow, Old Greybeard, The Wandering Wizard, The White Rider
Occupation: Wizard, Sage, Wanderer, Protector of the Free People
Marital Status: Single
Height: 5'6"
Weight: 142 lbs
Eye color: Blue
Hair color: Grey
Species: Ainur (Maia, Istar)
Notes: As a Maia, Gandalf has no fixed appearance and could alter it at will, but he favors his old bearded wizard looks.
ABILITIES
Int: 8
Str: 3
Agl: 3
Spd: 3
Dur: 5
HEALTH/P.L: 5 / 3
ENERGY/P.L:: 25(i) / 9
REGEN/P.L: 18 (3 from his Staff) / 6
ACTIONS
Close Combat: 5
(Str.bonus and 2 Wpn.modifiers)
-Efficient
-Swords
-Staff
-Horseback Combat
-Fighting multiple/larger opponents
-Using powers in combat
Ranged Combat: 3
(Agl.bonus and Wpn.modifier)
-Thrown weapons/objects
-Precise throws
-Using powers in combat
Acrobatics: 3
(Agl.bonus)
Horsemanship: 5
Abjuration: 6
(Int.bonus)
-Spells of protection, defense and healing, a must-have for any traveling or adventuring wizard. Gandalf's known spells include:
Break Binding (Stones VS AN/Difficulty of effect to undo paralysis, petrification, stun and similar effects, along with physical bindings.)- Guarding-Spell (Pay stones of Effect up to AN + Duration in panels; where Effect adds stones of Defense VS Physical/Energy.)
- Healing-Spell (As Magical Healing; May heal up to 2x AN white stones of Health per day. 12/12w of Healing left for the day.)
- Purification (Stones of Effect up to AN VS a curse, poison, disease, corruption or pretty much any and all other negative status effects to remove/cure/negate them.)
- Radiant Shield (Force Field, Effective VS Magic)
- Resist Fear (Pay stones of Effect up to AN + 1 stone/additional target + 1 stone/5 minutes Duration; where Effect acts as Defense against Fear effects both supernatural and natural.)
Conjuration: 5
(Int.bonus)
-Spells focused on the creation or summoning of objects and/or creatures seemingly from thin air or from afar, among other things. While not among Gandalf's specialties, he does know of a few such spells:
Beast Summoning (As Summon Animals; Does not include Control. Summon any animal, Can Summon at a Range of AN)- Call Shadowfax (As Summoning; Only to summon Shadowfax, King of the Mearas and finest horse in all of Middle-Earth; Shadowfax is always loyal to Gandalf and remains by his side however long is necessary.)
- Exorcism (Stones VS Intelligence OR Durability, whichever is higher, + Magical Defense of possessing entity. If successful, the user casts the possessing entity out of the victim without further harm and the assailant cannot possess that same victim again for 1 day/AN.)
Divination: 7
(Int.bonus)
-A magic school focusing on detecting thoughts, sensing the past and the future, and perceiving the unseen. Includes the following:
Mind Speech (As Telepathic Communications option of Telepathy.)- Reading the Heart (As Read Minds/Empathy options of Telepathy, combined into one.)
- Sense Power (Stones up to AN to use as the modifier of the same name.)
- Spoken Thoughts (Stones VS Intelligence to understand a target's language despite lack of knowledge of it via reading their mind's surface thoughts.)
Enchantment: 8
(Int.bonus)
-Efficient
-Enchantment magic includes spells centered around mind manipulation, alteration of the capabilities of objects and creatures and the manipulation of magic itself. Gandalf's spells include:
Animal Messenger (Stones VS Durability + Magical Defense of target animal, beast, bird or fish. If successful, user may impart a message of up to AN sentences to the animal, and directives for it to seek out the intended recipient to deliver it (said recipient will understand the message even if they cannot speak with animals). The animal receives an Intelligence AN of this action's AN only for the purpose of seeking the target and will do so relentlessly and without fatigue for 1 hour/stone played.)- Beast Speech (3 stones to activate, 1/panel to maintain; allows user to speak with and understand any animal, who can interact with the user with an Intelligence equivalent to any average man. To anyone else without access to this power or a similar one, the exchange will sound like nothing more than animal noises.)
- Crafting-Spell (Stones up to AN can be combined with any crafting/smithing/sewing and other item creation actions.)
- Dispel Magic (Stones VS Difficulty/AN of magical effects and active spells to end and/or dispel/negate them.)
- Dreamwalker (Stones VS target sleeping person's Intelligence + Mental/Magical Defense, whichever is higher; if successful, user may visit their dreams in an 'astral projection'-like manner in order to perceive their dream and communicate with the dreamer. However, unlike Astral Projection, the user's original body remains fully aware of its surroundings and can return to their own body at any moment.)
- Finding and Returning (Stones VS Intelligence of target; success grants the beneficiary an AN effect to find their way to their intended destination and back, and a bonus of 1/3 this action's AN, rounded up, to overcome any non-combat obstacles, such as navigating difficult terrain, climb cliffs, run or hide from pursuers, and so on. This spell has a Duration of 1 month/AN or until the destination has been reached and returned from once, whichever comes first.)
- Naming (Stones VS Durability to name an animal, be it beast, bird, fish or other. Upon being named, the animal understands the name and will respond positively to it provided that it is treated well. Any who use the name and treats the animal properly will receive an Half AN bonus, rounded up, to any Social Skills/Animal Training or similar actions when dealing with it.)
- Preservation (Stones VS Hardness/Weight/Area/Technology/Highest AN/MN, whichever is higher, of target object/matter to make it immune to dulling, damage, rusting or weakening due to general use and the passage of time. Such objects can still be destroyed or damaged by enemies or magic, but not through normal use or natural causes.)
- Slumber (Stones VS Durability + Magical Defense to put a target to sleep for 1 hour/red stone of 'damage'; the victim can be awakened by someone else shaking them, tossing water in their face or performing similar actions, but will not wake up naturally on their own regardless of noise. On the plus side for the victim, such sleep is extremely restful and relaxing.)
- Spellbinding (Stones VS Durability + Magical Defense to paralyze for 1 panel/red stone of 'damage'. If he so pleases, Gandalf also knows a 'multiple targets' version allowing him to use it as an Area Attack.)
- Voice of Command (Atk VS Intelligence + Mental Defense, deals no damage; if successful, the user speaks a single command, no longer than a phrase, and the target must obey. The phrase may not be longer than AN words and may not be something the target would never do under any circumstances nor something which would endanger themselves or those they love. Once the command is completed, the effect ends.)
Evocation: 9
(Int.bonus)
-Efficient
-Arguably Gandalf's favorite form of magic and the one he is most potent at, Evocation covers the creation and manipulation of energy and matter, sometimes even out of thin air. In particular, the Grey Wizard is a master of both regular fire, and the Secret Fire which fuels various spells described below:
Blinding Flash/Create Light (As Mastery of Light; Create Light, Blinding Flast - Area Atk VS Intelligence + Energy/Magical Defense, deals no damage; if successful, targets are blinded for 1 panel/red stone of 'damage'.)- Burning Sparks/Fiery Missile/Fireshaping/Kindle Fire/Quench Fire (As Mastery of Fire/Heat; Create/Manipulate, Force Blast - 2x damage, Area Attack, Sets flammable objects on fire, Combine with Ranged Combat)
- Flame of Anor (Force Blast - 2x damage, 3x damage VS Undead/Demons/Evil entities; AP, Area Attack, Holy Fire/Light Element.)
- Fog-Raising/Fog-Weaving (As Mastery of Fog; Create/Manipulate)
- Lightning/Wind-Mastery (As Mastery of Air/Electricity, Create/Manipulate; Force Blast: Wind Gale - 2x damage or Normal and Stun damage; Lightning - 2x damage, Normal and/or Stun damage)
- Opening-Spell/Shutting-Spell (Stones VS Difficulty/Spell AN up to AN to unlock a mundanely or magically locked or blocked door/chest/container; or Pay stones for Effect up to AN + Duration on the D&R Chart to magically lock a door/chest/container, where Effect is Difficulty and 3x stones played of Resistance.)
- Rain-Ward/Watershaping (Mastery of Water; Manipulate Only, Stones up to AN VS Resistance to prevent water from coming into contact with the user.)
- Shatter/Sundering (Stones VS Hardness/Weight/Technology/Highest AN/MN, whichever is higher, to shatter an object no larger than something one could hold in their arms. Sundering is the same, but allowing for much larger objects/amounts of matter if stones beat the object's Area, or previous resistances if higher.)
- Smoke-Weaving (Mastery of Smoke; Manipulate only)
- Wizard's Hand/Fist (As Telekinesis; Wizard's Fist comes with a Wpn.modifier.)
- Wrath of the Valar (As Flame of Anor, but Draining, Area Effect of Half AN, rounded up, centered on user but ignoring them; Automatically causes collateral damage but only harms Undead/Demons/Evil entities while ignoring good and neutral creatures.)
Illusion: 7
(Int.bonus)
-Magic involving manipulation of the senses and altering one's perception in the eyes of others. Gandalf's known spells include the following:
Display of Power (Combine up to AN with Social Skills to awe allies and neutral beings, and intimdate foes; additional stones may be spent for added auditory/visual effects.)- Illusions (As Create Illusions)
- Imitation-Spell (As Ventriloquism at AN and/or Stones up to AN to perfectly mimic the voices of people.)
- Veil (Stones VS Effect up to AN to resistance against Divination/Detection/Clairvoyance effects to detect the user, for a Duration of 1 hour/stone played.)
- Voice of the Valar (Stones up to AN VS Area Effect in Range on the D&R chart to project one's voice much louder than normal, pretty much booming, with magic.)
Transmutation: 6
(Int.bonus)
-This school of magic is especially powerful and complex, consisting of spells which transform objects and creatures in one way or another. While Gandalf only knows a couple of spells of that school, he is quite skilled at them nonetheless:
Enhance Food (Stones VS Weight/Area of targeted food and/or drinks, whichever is higher, to make them taste considerably better, fresh, tastier, and free of any poisons or toxins up to AN in potency. Duration is 10 minutes/stone played or until the food is eaten/drunk.)- Transformation (Atk VS Durability + Magical Defense, deals no damage; if successful, transforms the target creature into an object or another creature. Transformation is permanent until undone by another use of this action or a similarly powerful, equivalent effect or counterspell; though AN of this action is added to target's Defense against it being undone if they actually enjoy the new form.
Transformation into another creature might duplicate the effects of Shape Shifting at up to AN, Metamorphosis at stones played, and/or Unlimited Transform Self of up to 5 Character creation stones/stone played, depending how much they are changed. NOTE: If transformed into an inanimate object, the victim is still alive and aware of their surroundings to a very limited extent, but they cannot move physically nor use any physical action or action requiring movement, words or gestures of any kind.)
Aura: 3
-Using this action does not actually take an Action slot
-Represents the user's ability to use their Aura for multiple different purposes, described below:
Aura Mentor (This ability allows the user to immediately awaken the Aura in another person without having to train them in it. Doing so lowers the user's Aura AN by -2, and gives them a -2 sitmod to all Physical Actions, for an hour, due to exhaustion.)- Defense (As Ablative Force Field, Action as Modifier; Skintight, May not shift stones between Offense and Defense.)
- Defy Laws of Physics (Can use to run on walls, hold one's balance on a tiny twig without falling, land safely after a jump from way too high, etc. The user simply pays to negate their weight on the D&R chart. Note: If the character is falling aside from jumping, while they may put stones in this action in defense, they cannot negate the whole fall with this ability alone.)
- Healing (Grants an Healing Factor of a level appropriate to the AN (in comparison to the cost for such an Healing Factor being added to a Durability 2 person. For example, at AN 6, a Durability 2 person gains an Accelerated Healing Factor, which is CL= Dur+4). Alternately, can use as Mutant Healing onto others.)
- Heightened Senses (Can be used to improve Acute Senses on a 1 by 1 basis; or to temporarily acquire Enhanced Vision (See in Darkness, Far Sight, Sense Danger) at AN by spending 2 stones in it)
- Offense (Can either boost a weapon/unarmed attack by paying stones for Effect and stones for Duration (1 panel/stone), or use it as an aura Force Blast (Int.bonus, 2x damage, Does require an action to use))
-Gandalf's Aura's color is bluish-white and most of his Aura effects cause similarly colored light effects to manifest as a FX
Powers of the Ainur: 0/10/15
(Int.bonus)
-Efficient
-NOTE: UNUSABLE in Gandalf's Istari form. Numbers after slash is for Gandalf's Maia's spiritual form, respectively while within the confines of the Arda, and while unrestricted by its limitations. Its powers include:
Ainur's Might (+3 to Str, Agl, Spd, Dur, En.Battery, Toughness, Reflexive Dodge and Magical Defense, along with all Energy/Magical/Mental/Powers-based Actions in Maia spiritual form within the Arda, +6 without. If Manwë or Eru Ilúvitar so wish, part (or more) of this power - and potentially of the Powers of the Ainur action itself - might be granted even in physical Istari form if the user is reincarnated and they believe he might need the extra power to perform their duties, but that is left at the GM's discretion, not the player's.)- Foresight/Hindsight (As Clairvoyance, May perceive through time regardless of physical proximity)
- Formlessness (As Shape shifting at AN, Metamorphosis at stones played, and/or Unlimited Transform Self of 10w Character Creation stones/stone played; Needs not maintain, Transformation occurs on same panel, Accumulate Energy for Greater Effect, Not stunned afterwards. User retains all Magical/Mental/Social Actions/Modifiers when transforming.)
- Mastery of Matter/Energy/Gravitation/Time/Space (Create/Manipulate within the Arda, Unlimited Create/Manipulate without; Force Blast - Any Advantages as needed; Accumulate Energy for Greater Effect, Not stunned afterwards, Combine with Close/Ranged Combat)
- Reality Warping (As God-Like Powers/Phoenix Force/Power Cosmic)
- Spiritual Form (As Permanent Phase Shift/Astral Projection at AN - and Invisibility if the user so wishes - with Self-Contained Lifeform and Immunity to Diseases, Poisons, and Reality Distortion via casting off their physical body whenever they please.)
- Teleportation (Interstellar Distances, Dimensional Travel, See through portals, Open portals for others to return, Needs not travel to send others, Time Travel)
Thieving: 5
(Agl.bonus)
-Stealth
-Search room/area
-Pickpocket
-Legerdemain
-Disguise
Craft: 7
(Int.bonus)
-Sewing
-Leatherworking
-Smithing
-Jewelcrafting
-Gemcutting
-Runecrafting
-Fireworks
Enchanting: 5
(Int.bonus)
-As Inventing, but for Magical items
Alchemy: 6
(Int.bonus)
-As Witchcraft; may only prepare 'spells' in the form of potions/poisons/small charms.
-Brewing a potion takes 10 minutes/stone used in its creation (be it for Effect, Duration or other factors.)
-Up to AN potions may be prepared at once
Medical Healing: 5
-Archaic (No modern medicine knowledge; relies mostly on herbalism, medicinal plants and pressure points)
General Knowledge: 7
(Int.bonus)
-Efficient
-Eru Ilúvatar/The Ainur (Valar/Maiar)
-Arnor/Eriador/Gondor/The Shire/Wilderland
-Dwarves/Elves/Hobbits/Men
-Occult lore
-Rings of Power
-Khazad-Dûm
-Survival
Perform: 5
(Agl.bonus)
-Singing
-Storytelling
-Calligraphy
-Poetry
-Riddles
Iron Will: 6
-Leadership
-Heal Self
Social Skills: 8
-Kind and caring
-Persuade
-Compassionate
-Inspire others
-Humor/Sarcasm
-Debate/Negotiation
-Intimidate
-Wizard
MODIFIERS
Immortal
Power Level 3/6/8
-Power Level Recovery
-Tireless +2
-Numbers after slashes are for Olórin in spiritual, Maia form within the confines of Arda, and in that same form outside of it, unrestricted and in his purest form.
Tier 7/15/22
-Respectively, VII - Town/Small City, XV - Moon, and XXII - Universal/Low Multiversal; the numbers after slashes are used for his Maia spiritual form while within the Arda, or without respectively.
-Reluctant to Use (Even in base Istari form, Gandalf does not tend to use this modifier unless he deems it absolutely necessary.)
Acute Sight +2
Presence +4
-Adds to all uses of Social Skills, Leadership and similarly social-based actions
Master Wizard +2/+3
-Adds to all Magical actions
-Number after slash is used for Fire/Heat/Light-based spells
2x Natural Healing Rate
Energy Battery 3
Deep Reserves +5
Reflexive Dodge +2
Toughness +1
Fire/Heat Defense +5
Mental Defense +6
Magical Defense +7
Enhanced Vision +5
-See in Darkness, See Auras and Magical Forces, See into Other Dimensions
Voiceless/Motionless Magic
-Gandalf is capable of using almost any of his spells without vocal components or gestures, but doing so will cost 1 stone from the action each.
Good Luck +2
Tireless +2/Immune to Fatigue
-Effect after slash is used while in Maia form free from a physical body
Word of Command +3
-Draining (May get higher bonuses by taking white stones of damage for every +3)
-May be added to Effect, Range, Area, Duration or any other numerical factor of the Spell it is used with
-Always require loud, vocal component to use
-Likely connected to the Anulindalë, Words of Command are exceptionally powerful spells used to boost other spells with their power. Only Istari, Maiar and Valar may use them.
Multilinguist
-Known Languages (Fluently Spoken, Flawlessly Written/Read): Adûnaic, Black Speech, Elvish (Quenya, Silvan, Sindarin), Hobbitish, Khuzdul, Orkish, Valarin, Warg, Westron
-Can become fluent in a new language or learn a new alphabet and writing rules in a known language in about two weeks of study
Reconstitute Self, Special
-As one of the Ainur, Gandalf cannot be permanently destroyed. If his physical form was to be killed - or even his spiritual form be destroyed - he would simply be returned to Aman, where he may either rest, resume his existence as a spiritual form Maia, or if Manwë commands it, be reincarnated back into the world to perform his duties, possibly with more of his 'Powers of the Ainur' (see above) and a slightly different form - say, Gandalf the White, for instance - to get the job done. Given that Gandalf is the only member of the Istari to still remain true to his original duties, the latter is far more likely.
Wealth: 4
-Gains $20,000 USD per month/issue
-Currently has: $1,000,000
-Gandalf's current wealth is in Gold Coins/Pennies, Silver Coins/Pennies and Copper Coins/Pennies which are the general currency of Middle-Earth's civilized cultures.
Resources: 4
As the Grey Wizard and one of the wisest beings in all of Middle-Earth, Gandalf has access to the following resources:
Respected Status x2 (An Elf-Friend and ally of the Wise, Gandalf's presence and counsel is most welcome in the eyes and ears of anyone who has any idea what they're doing, especially the elves.)- Influential Connections x2 (Ally of the Eagles and close friend of Elrond, Lord of Rivendell. While the former are fiercely independent, their longtime friendship and trust of the Istar makes them more likely to answer his call positively. Meanwhile, Elrond, the most potent mortal in Middle-Earth, considers the Wizard to be a personal, loyal and invaluable friend and ally.)
CHALLENGES
-Psychological (-2; moderate curiosity. Unlike some Ainur who deem other beings and concepts to be below them, Gandalf loves to learn, to know and to discover, and believes that even the smallest, tiniest creatures and most insignificant events, should be seen and experienced if one is to reach true levels of knowledge.)
-Psychological (-1; mild emotional sensitivity. Gandalf is by far the most caring of the Istari, and is known to be just as quick to anger as he can be quick to laugh.)
-Psychological (-1; mild fear and doubts. For all his power, Gandalf is not perfect and still experiences fear, which is possibly one of the reasons why he is known as the Wisest of the Maiar. He does not fear much, but he does fear the Enemy, a foe as potent as a Balrog of Morgoth, and the sadness and suffering a mortal can experience thanks to his time as an Istar.)
-Code of Honor (-3; as a member of the Istari, Gandalf was assigned to advise, counsel and guide the Free People, never to lead, rule or lord over them. Also, he is supposed to never let ambition and power rule over him. He is the only Istar to have taken those rules to heart and strives to follow them. He has occasionally been forced into the role of a leader, but he tries to relinquish it whenever possible to one not bound by his rules and deserving of the responsibility and honor.)
-Duty (-5; to be a learner, an ambassador of sorts to travel the many worlds besides Arda, and learn about the many things and threats beyond Sauron.)
-Obsession (-1; with Hobbits and their culture. Gandalf finds Hobbits simply fascinating, is amused by their nature and appreciates their connection to nature combined with their simple lifestyle.)
-Prejudice (-2; towards fools, and cruel, abusive and selfish people.)
-Deadly Enemies (-5; the Enemy and its servants.)
EQUIPMENT
-Currently worn: Grey robes and cloak, silver scarf, grey wizard's hat and black leather boots
-Narya (Known as the Red Ring, the Third Ring and the Ring of Fire, Narya is a powerful artifact of the Free People. Made of gold and set with a red ruby, forged by Celebrimbor himself during the Second Age, it was never touched by Sauron, and thus remains uncorrupted to this day, just like the other two Elven greater rings. Unless mentioned otherwise, its stones are free from GP, except Ability bonuses if applicable. Its powers include the following:
- Preservation (Extends the bearer's lifespan by 10 times, preserves the user's beauty, and prevents the ravages of time on the user's body for the duration. Additionally renders the bearer immune to natural Diseases.)
- Postpone Sorrow (Lowers any situational penalties due to sadness/sorrow by -2 and allows one to temporarily stave off such effects entirely for up to Dur AN days in order to be effective in a time of need.)
- Postpone Weariness (Adds +2 to effective Durability for the purpose of how long one can be active before needing to rest/becoming fatigued.)
- Inspiration (+3 to Social Skills for positive uses, and allows user to add 2 more Leadership stone per person affected, along with allowing one to delay the Leadership bonuses for up to AN days if they so wish.)
- Wisdom (+2 to all Actions meant to understand concepts, learn new things and perceive the world.)
- Making (+3 to Crafting/Technology/Inventing/Enchantment and other appropriate actions when used for the purpose of creating/making something.)
- Ring of Fire (+3 to any uses of Fire/Heat/Light-based magic/powers if the user has them.)
- Healing (+2 to any uses of Medical Healing, and +3 to Magical/Mutant Healing uses. This also increases the number of White stones of Health per day a user may heal.)
- Protection (+2 to Defense in general, +4 VS All powers of Darkness/Evil/Undeath.)
- Discretion (At its bearer's discretion, Nenya can make itself completely invisible to most people, and to enemies in particular. Individuals who are pure of heart can perceive it to a spiritual extent; such as seeing what seems to be a flame on the bearer's finger for a moment. But the bearer of the One Ring can see Narya fully regardless of its own bearer's wishes.)
- Protected Land (May perform a 12 Hours ritual, sacrificing 2w of either PL or standard Health which must then heal naturally without benefitting from an Healing Factor, magic or anything else. If successful, the surrounding Area of 12 is blessed with the bearer's protection; see below.)
- Blessed Land (Once a Protected Land is established - see above; at the bearer's discretion, any ally, guest, constructions, objects, flora and fauna within the user's Protected Land also benefits from the following advantages: Preservation, Postpone Sorrow, Postpone Weariness and Protection, described above. Those effects end upon exitting the Protected Land. Meanwhile, any enemies of the bearer entering the Protected Land will suffer -2 to all Actions.)
-Staff of Power (Gandalf's Wizard staff, also known as a Staff of Power among sages. While it is not required for wizards to cast spells or access their powers, it certainly helps and provides various advantages, described below. Its stones are free from GP:
Beacon of Hope (+2 to all Social Skills uses to inspire allies or intimidate enemies by brandishing the staff.)- Scribe Sign (AN 7 Effect to inscribe a rune on any surface, which appears as a nonsensical, meaningless drawing/symbol to most, but allies and friends who are intended to will be able to read and understand the rune, which carries a message of up to 2x AN words. The rune will last for up to a week or until Gandalf strikes it again with his staff, whichever comes first.)
- Smiting (+4, Limited AP melee weapon when used by Gandalf. If wielded by anyone else, it would merely be a +2 weapon.)
- Strength of the Staff (User ignores up to -2 negative sitmods due to fatigue while leaning on their staff.)
- Wizard's Endurance (Adds +3 to Energy Regeneration per panel while held.)
-Long Pipe and Old Toby brand pipeweed
-Adventurers' Guild I.D Card (Usable to identify him at any Guild hall.)
-Adventurers' Booklet (Basic terminology, Local geography, Laws of the Region and the city.)
-Shadowfax (King of the Mearas and finest horse in all of Middle-Earth, lent reluctantly to the Wizard by the corrupted King Theoden of Rohan. To be statted later.)
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STORY: