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Professor Winddraw
Michaeli Winddancer, known as Professor Winddraw, is an air djinni professor at the Luxidran School of Alchemical Studies and one of its most important voices in transmutation and atmospheric theory.
Knowledge state: Player / Published
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Michaeli Winddancer, known as Professor Winddraw, is an air djinni professor at the Luxidran School of Alchemical Studies and one of its most important voices in transmutation and atmospheric theory.
No public bio facts have been promoted yet.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Alchemy is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Power List
Aspect Library Support
Open aspectQuick Reagent
Mix a simple reagent from your kit. Choose one creature, object, or surface you touch. You may clean corrosion, neutralize a harmless substance, identify a mundane liquid or powder, create a spark, chill a cup, sour food, thicken a fluid, or deal 1d6 acid, fire, cold, or poison damage with a melee power attack.
Field Draught
Prepare and administer a tiny restorative draught to yourself or one creature you touch. The target gains temporary hit points equal to 1d4 + your INT modifier. A creature can benefit from only one Field Draught at a time.
Acid Flask
Throw a quick acid flask at one creature or object within range. Make a ranged power attack. On a hit, the target takes 2d6 acid damage. An unattended nonmagical object also has its surface etched, softened, or weakened at the GM’s discretion.
Alchemist's Fire
Hurl a sticky burning mixture at one creature or object within range. The target must make a DEX save, taking 2d6 fire damage on a failed save, or half on a success. On a failed save, it takes fire damage equal to your INT modifier at the start of its next turn unless a creature uses an action to extinguish it.
Fortifying Tonic
Brew a tonic that steadies the body. A creature can drink it as an action to gain temporary hit points equal to 1d8 + your INT modifier and advantage on the next CON save it makes within 1 hour. The tonic loses potency after 8 hours.
Smoke Bomb
Throw a smoke pellet at a point within range, creating a 10-ft. radius cloud that is lightly obscured. Creatures of your choice in the cloud have advantage on Stealth checks made to hide. A strong wind disperses the smoke.
Alchemical Reserve
Your quick brews become reliable. Whenever you create an alchemical item with an Alchemy power that loses potency after 8 hours, you may maintain one additional such item at a time. You also have advantage on checks to identify potions, poisons, reagents, and mundane alchemical hazards.
Flash Freeze Flask
Throw a freezing flask at a point within range. Creatures in a 15-ft. radius must make a CON save, taking 4d8 cold damage and having their speed reduced by 10 ft. until the start of your next turn on a failed save, or half damage only on a success.
Catalyst Dose
Dose one willing creature with a catalyst. Until the effect ends, the target adds 1d4 to STR, DEX, or CON checks, chosen when applied. The first time it deals acid, cold, fire, lightning, poison, or thunder damage during the duration, it deals extra damage equal to your INT modifier.
Counteragent
When a creature within range takes acid, poison, fire, cold, lightning, or thunder damage, spray or toss a counteragent. Reduce the damage by 3d8 + your INT modifier. If the triggering damage was poison or acid, the target also has advantage on the next save against that source before your next turn.
Greater Healing Draught
Using your potion kit, brew a potent healing draught. A creature can drink it as an action to regain 31 (7d8) hit points and end one poison or disease affecting it. The draught loses potency after 8 hours.
Jet Cold Brew
Spray an alchemical freezing brew in a 30-ft. cone. Each creature in the area must make a CON save, taking 36 (8d8) cold damage on a failed save, or half as much on a success. A creature that fails has its speed reduced by 10 ft. until the end of its next turn.
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Private sheet
Private sheet is only for the owner and DM.
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Play data is ready; DM approval is the remaining gate.
Play gates
2/3 readyRequired to play: sheet, player access, and powers.
Table tools
1/2 readyInventory tools are ready; session door stays hidden until needed.
Public wiki polish
ReadyPublic wiki page is promoted.
Sheet readinessNPC
Core stats, HP/AC, actions, resources, or save hooks are present for table use.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Alchemy has 42 sheet-ready powers; the character sheet has 13 action/resource hooks.
Inventory readiness8 hooks
8 sheet inventory/resource hooks are ready for table use.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Public wiki page is promoted.
Canon/publication state is Player / Published. Play state is Access-ready. Table tools are tools partial. Wiki state is wiki polished.
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Tags
Alchemy is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
groupA disciplined institution of structured alchemy, arcano-reactive engineering, containment doctrine, and magical research.
locationStormcall is the northern mission city where anti-construct murders, Lawful offices, Wisdom Division work, Pelosh family history, and harbor ghosts all turned one investigation into a civic pressure test.