• Ill-Tempered Willpower Points: 3 Mallards tend to have a choleric temper. You can activate this ability (no action) when making a sill roll and get a boon to the roll. You also become Angry, if you are not already. This ability cannot be used for rolls against INT or INT-based skills.
Webbed Feet Willpower Points: - As a mallard you also get a boon to all SWIMMING rolls. You always move at full speed in or under water.
Inventory ( Encumberance Limit:
5 )
1. Wand 2. Grimoire 3. Torch 4. 2 food rations
Tiny Items
• Flint and tinder • 6 silver
Magical Tricks
• Clean (Animism) Requirement: Word, Gesture The room you are in is cleaned. All dust and dirt disappear, and the room is put in order.
• Cook Food (Animism) Requirement: Word, Gesture You automatically succeed at cooking food (page 103) without a BUSHCRAFT roll, and it happens instantly (one action).
• Floral Trail (Animism) Requirement: Word, Gesture Beautiful flowers sprout where you walk. The flowers wither after a shift.
Magical Spells
• Ensnaring Roots (Animism) Rank: 1 Prerequisite: Animism Requirement: Gesture, Ingredient (branches or roots nearby) Casting Time: 1 Action Range: 10 meters (5 squares) Duration: Shift The victim is ensnared by roots and branches and is unable to move. Breaking free requires an EVADE roll -- with a boon at power level 1, normally at power level 2, and with a bane at power level 3. Each attempt counts as an action in combat. Only 1 attempt is allowed per round, but others can help. The spell does not work on monsters.
• Lightning Flash (Animism) Rank: 1 Prerequisite: Animism Requirement: Gesture Casting Time: 1 Action Range: 30 meters (15 squares) Duration: Instant You call down a flash of lightning from the sky. If the spell is cast successfully, the target takes 2D6 damage. The lightning flash continues to another random target within 2 meters (1 square) of the target, inflicting 2D4 damage. Each power level beyond the first increases the number of dice rolled for damage by 1 (e.g., 3D6 and 3D4 respectively at power level 2). Metal armor has no effect but the spell can be dodged or parried as a ranged attack, and if this is successfully done, no further target is hit. Indoors, the WP cost to cast the spell is doubled.
• Treat Wound (Animism) Rank: 1 Prerequisite: Animism Requirement: Word Casting Time: 1 Action Range: Touch Duration: Instant You heal another living creature for 2D6 HP. For each power level beyond the first, the spell heals an additional D6 HP.