| Special Abilities |
Divination (5) |
Qualities; Traits |
| Armored Wizard (15) |
Fey Step (1/day) |
Internal Compass (5) |
| Alchemy (5) |
Infravision (50') |
|
| Song (5) |
Longsword Prof |
Flaws;Disadvantages |
| Invoc/Evoc |
+3 save vs charms |
Compulsive Honesty |
| Alteration (5) |
Meditative Sleep |
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| Thief Skills |
Total |
Thief Skills |
Total |
| Pick Pockets |
% |
Climb Walls |
% |
| Open Locks |
% |
Bribe |
% |
| Find/Remove Traps |
% |
Detect Magic |
% |
| Move Silently |
% |
Detect Illusion |
% |
| Hide in Shadows |
% |
Tunneling |
% |
| Detect Noise |
% |
Escape Bonds |
% |
| Read Languages |
% |
Backstab |
% |
| Spell Name |
School |
Spell Name |
School |
Spell Name |
School |
| Burning Hands |
Alteration |
Chromatic Orb |
Alteration |
Dictation |
Invoc/Evoc |
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Skills List:
- Burning Hands(CT = 1) - The wizard must put his thumbs together with hands spread out. Anyone in front of the caster in a 120 degree arc receieves 1d3 + 2/lvl fire dmg to a max of 1d3+20. Any who make a successful save will receive half dmg
- Chromatic Orb (CT = 1)- This spell causes a 4-inch diameter sphere to appear in the caster's hand. The caster can hurl the sphere at an opponent up to 30 yards away, providing no barriers. If the crhomatic orb misses its target (Save), it dissipates without afect.
- Light: Target is surrounded by light, effect lasts for 1 round during whith time the creature attacks and saves at -4 penalty and AC is penalized by 4.
- Heat: Heat from the orb is intense enough to melt 1 cubic yard of ice. The creatre loses 1 Str and 1 Dex point for 1 round. (If no abiliy scores given to hit and Ac is penalized)
- Fire: Orb ignites all combustiblemats within 3 feet of th target.
- Blindness: Orb causes blindness (-4 to atks and penalty to AC for 1 rd/level of the caster.
- Stinking Cloud: Gasfrom the orb in a 5ft radius nxious cloud forces save vx poison or the creature is reeling and unable to attck for 2-5 rds
- Magnetism: Has an effect only if the victim is wearing ferrous armor. The armor becomes magically magnetized for 3d4 rounds. Other iron objects within 3 feet of the caster will stick tightly to the magnetized armor. Only dispel magic or similar spell can release stuck items before duration expires.
- Paralysis: Creature must save vs. paralyzation or be paralyzed for 2d8+4 rds
- Petrification: Turns the victim to stone. A successful saving throw still paralyzes creature of half the caster's level or les for 1d4+1 rds
- Death: Creature dies unless a successful sving throw vs.death is made. Sucess slows the creature for 2d4 rds
- Dication (CT = 1)- Spell causes any word to be spoken by the wizard to be written on a piece of paper or book within 10 feet of the caster. Duration 1 min/level
- Fey Step (Encounter/doesn't count for action) - Teleport up to 25' in any direction. In battle, can teleport up to 5 squares.
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