[DW] Tiernon the Wizard

edited October 2012 in Out-Of-Game
Tiernon, Human Wizard, Good Alignment
Haunted Eyes, Wild Hair, Worn Robes, Thin Body

Level improvements indicated with (L2:)

Strength 9 (+0)
Dexterity 11 (+0)
Constitution 13 (+1)
Intelligence 16 (+2)
Wisdom 15 (+1). L2: 16 (+2)
Charisma 8 (-1)

Hp 17, Load 7, Armor 1
d4 Base Damage

Alignment Good – use magic to directly aid another

Spellbook (1 weight)
Dungeon rations (5 uses, 1 weight)
Leather armor (1 armor, 1 weight)
Staff (Close, two-handed, 1 weight)
Three antitoxin
(Total WT 4)


Light Cantrip
Unseen Servant Cantrip
Prestidigitation Cantrip

Contact Spirits
Detect Magic
Magic Missile
Cause Fear (human bonus spell from Cleric book)

Fill in the name of one of your companions in at least one:
Brandon will play an important role in the events to come. I have foreseen it!
The Cultist is keeping an important secret from me.
Bucan is woefully misinformed about the world; I will teach them all that I can.

[The above bonds are initial suggestion, open to change]


Touched by forces of the Other World as an infant, Tiernon's first words were in the Wyrd Speech. The Speech comes to him in fragments, sometimes as if he is possessed and speaking with another voice. He knows many words in the Speech, but only remembers the meaning of some. He has learned that certain phrases in The Speech produce magical effects. The most powerful of these occurs when he's "out of his mind," but he has mastered a number of formulas he can command without surrendering to the Other World. He quests for insight and knowledge that will help him master more of the Speech.

Tiernon looks older than his 28 years, from the strange wisdom of contact with the Other World and living on the fringe of society.

Weird things happen around Tiernon and he has been largely an outcast from normal society. He yearns to be accepted by society but the touch of the Wyrd always seems to make people afraid or uncomfortable.


  • edited February 2013

    Choose one cleric spell. You can cast it as if it was a wizard spell. [I take this to mean "in addition to the three in your spellbook"]

    You start with these moves:

    You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight.

    Prepare Spells
    When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:
    • Lose any spells you already have prepared
    • Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1.
    • Prepare your cantrips which never count against your limit.

    Cast a Spell (Int)
    When you release a spell you’ve prepared, roll+Int. ?On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later. ?On a 7-9, the spell is cast, but choose one:
    • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
    • The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.
    • After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
    Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

    Spell Defense
    You may end any ongoing spell immediately and use the energy of its dissipation to deflect an oncoming attack. The spell ends and you subtract its level from the damage done to you.

    When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
    • It’s going to take days/weeks/months
    • First you must ____
    • You’ll need help from ____
    • It will require a lot of money
    • The best you can do is a lesser version, unreliable and limited
    • You and your allies will risk danger from ____
    • You'll have to disenchant ____ to do it


    L2: Know-It-All.
    When another player’s character comes to you for advice and you tell them what you think is best, they get +1 forward when following your advice and you mark experience if they do.
  • edited February 2013

    Cause Fear Level 1 Ongoing
    Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot target entities with less than animal intelligence (magical constructs, undead automatons, and the like).

    Contact Spirits Level 1 Summoning
    Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability.

    Detect Magic Level 1 Divination
    One of your senses is briefly attuned to magic. The GM will tell you what here is magical.

    Magic Missile Level 1 Evocation
    Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.

    L2 Spell:
    Telepathy Level 1 Divination Ongoing
    You form a telepathic bond with a single person you touch, enabling you to converse with that person through your thoughts. You can only have one telepathic bond at a time.


    Light Cantrip
    An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

    Unseen Servant Cantrip
    You conjure a simple invisible construct that can do nothing but carry items. It has Load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried.

    Prestidigitation Cantrip
    You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions—they won’t fool anyone, but they might entertain them.
  • edited October 2012
    For Cause Fear, yeah. It makes sense to me that you'd just add it to your spellbook.

    You say you're an outcast. Does that mean you live on the outskirts of town, like a hedge wizard? Or do you wander?

    Do people still come to you for cures and potions, despite your oddity?

    Just in general, how do you live and eat and all that?
  • Tiernon currently resides in a cave outside a town. The walls are scrabbled with notes on the Wyrd Speech. He has tried being part of a community more than once but it has always resulted in some kind of minor tragedy. After each try at being in society, he moves to another place. He lives by producing minor magical potions with Rituals and bartering with the locals for food. He supplements this with trapping small animals and gathering wild nuts, berries, and roots.
  • Reminder: Please add "Caledonia" to the tags on this thread.
  • edited February 2013
    Event Log

    [DW] Black Oak Ridge [All 1.1]
    +1xp Missed defy danger in face of arrow ambush
    -2hp, hit by arrow (15 of 17)
    Expended Prestidigitation, spell roll

    [DW] The Knockers' Mine [All 1.2]
    +1xp Missed spout lore (2xp accumulated)
    +1xp missed defy danger while casting (3 total)
    -1hp after armor from a shard of goblin sword (14 of 17)
    +1xp: failed to slash goblin with sword shard. (4)
    -1hp from the goblin's sword shard (13 of 17)
    +1xp missed aid to Brandon's discern realities (5)
    +1xp for failed Magic Missile Casting (6)
    -1 ongoing to all rolls made in support of this venture until you've had it out with Brandon and made a petition for breaking this thing off (either going home or going after the trader and his son).
    +1xp for failed light cantrip (7)
    Resolved the -1 ongoing
    +1xp for another failed light cantrip (8)
    Light cantrip forgotten
    Magic Missile forgotten
    +1xp for failed hack and slash (9)
  • edited June 2013
    Event log 2

    [DW] The Knockers' Mine [All 1.2] (Con't)

    Make camp
    -1 ration ( 4 remaining )
    Heal half hp total (back at max hp 17)

    Level up (Level 2)
    -8xp (1 remains)
    +1 Wis ( 16 [+2])
    Move: Know-it-all
    Spell: Telepathy

    Prepare Spells (3 levels)
    Magic Missile
    Detect Magic

    Session End
    1xp Good alignment bonus for casting magic to help
    3xp for learning about the world, overcoming the boss ghoul, and significant loot, the shard
    XP running total (5xp)

    [DW] The Vault of Stars [All 1.3]
    1xp for missed Discern roll near altar (6xp total)
    -3 hp (14 remain)

    1xp for missed Defy Danger getting out of pit (7xp total)
    -7 hp (after armor) from falling into pit (7 remain!)

    1xp for missing second magic missile against the galeb durh (8xp total)
    -4 hp (after 1 armor) from magic missile misfire (3 remain!)
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