strength - 2
craft - 4
life - 4
fate - 3
alignment - good
starts at the oasis
if you have no spells at the start of your turn, draw one. draw up to your craft value at the desert and oasis
does not need the water bottle in the desert
you may discard any amount of spells in your hand for a + 1 bonus per spell added to your attack roll in battle and psychic combat