drnuncheon's Freeport Story Hour - Dramatis Personae

Victim

First Post
I just finished reading the story, and now I'm looking for updated character stats. Di'Fier seemed to be throwing around some kind of nifty force blast or something.
 

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drnuncheon

Explorer
Victim said:
I just finished reading the story, and now I'm looking for updated character stats. Di'Fier seemed to be throwing around some kind of nifty force blast or something.

*cough* Yeah, I've been a little lax. Let me rectify that. The 'nifty force blast' is a spell from Monte Cook's Book of Eldritch Might II called - ready for this? forceblast. Di'Fier prefers to call it by the alternate name of spirit slayer, even though he hasn't had a chance to use it on anything incorporeal yet...

I don't have the stat blocks for level 7, unfortunately, but here we go for level 8 (post-Madness in Freeport - and the beginning of Book II as well.):

Di’Fier, M Human Wiz5/Ftr2/Spellsword1 CR 8; Size:M Type Humanoid; HD (5d4)+(2d10)+(1d8)+16; hp 45; Init +4; Spd Walk 30'; AC 20 (flatfooted 18, touch 18), *Sword +1 (Bastard) +7 0'/S (1d10+2 19-20/x2 Both M ); SA: Summon Familiar,Channel Spell (Su); Vision: Normal AL: NG; Sv: Fort +8, Ref +3, Will +6; Str 12, Dex 14, Con 15, Int 16, Wis 10, Cha 10

Skills and Feats: Alchemy +9, Climb +5, Concentration +10, Craft (Weaponsmithing) +10, Handle Animal +2, Jump +6, Knowledge (Arcana) +9, Knowledge (Local) +4, Ride +7, Spellcraft +14, Spot +6, Swim -1; Armor Proficiency (All),Blooded,Combat Casting,Expertise,Extend Spell,Improved Disarm,Leadership,Martial Weapon Proficiency,Scribe Scroll,Shield Proficiency,Simple Weapon Proficiency,Weapon Focus (Bastard Sword)

Possessions: Mace (Heavy); Sword (Short); Longbow; Bracers of Armor +2; Ring +3 (Protection); Amulet of Natural Armor +3; Sword +1 (Bastard)


Drusilia “Dru” Naïlo, F Elf Rog4/Ftr4: CR 8; Size:M Type Humanoid; HD (4d6)+(4d10)+8; hp 51; Init +4; Spd Walk 30'; AC 21 (flatfooted 21, touch 14), *Rapier +1 +11/+6 0'/P (1d6+3 18-20/x2 Primary M ) or Shortbow (+2 Mighty/Composite/Masterwork) +10/+5 70'/P (1d6+2 20/x3 Neither M ); SA: Immunity to sleep,save +2 vs enchantment, Auto-search, Sneak Attack +2d6,Evasion,Uncanny Dodge (Dex bonus to AC); AL: TN; Sv: Fort +6, Ref +7, Will +4; Str 14, Dex 14, Con 12, Int 15, Wis 14, Cha 13

Skills and Feats: Balance +5, Bluff +5, Climb +11, Decipher Script +3, Diplomacy +2, Dis. Device +4, Gather Info +7, Hide +5, Innuendo +4, Intimidate +7, Jump +9, Knowledge (Local) +3, Listen +8, Move Silently +7, Open Lock +5, Ride +3, Search +10, Sense Motive +6, Spot +11, Swim +-3, Tumble +5, Use Magic Device +8, Use Rope +4; Blooded, Dodge, Leadership, Mobility, Point Blank Shot, Weapon Focus (Rapier)

Possessions: Rapier +1; Buckler +1 (Arrow Deflection); 2 Dagger (Silvered); MW Studded Leather; Ring (Mind Shielding); Ring +2 (Protection); Amulet of the Serpent; Shortbow (+2 Mighty/Composite/Masterwork); Arrows (20); 5 Arrow (Silvered); 6 Potion (Cure Light Wounds)

When entering these two into PCGen (Best. Character maker. Ever.), I came up with the happy news that they had both been shorted on skill ranks - this may have been due to the order I entered things in rather than any mistake on their part - I didn't build up the characters completely from my notes. I made the executive DM decision that the unspent skill ranks should go into Knowledge (local), since they really ought to have had it anyway. The fact that these are from PCGen is why the stat blocks look a little different from the standard, as well.
 

drnuncheon

Explorer
Freeport Watch Special Crimes Unit: Glunnyn Mernig

Formed after the regrettable incident at Milton's Folly and backed by Lady Elise Grossette and her faction on the council, the SCU exists to handle the crimes that the regular Watch cannot: wizards...cults...incursions of the undead...bizarre monsters...

With a job description like that, who better to train and lead them than Watch-Detectives Dru and Di'Fier? The pair scoured the city for suitable candidates, using all the resources at their disposal, and eventually assembled their team.

Glunnyn Mernig

Glunnyn was the first member of the team to be recruited. Realizing that information would be key to their endeavors, Di'Fier spoke with High Wizard Thuron, who recommended the strange little gnome as being well-known in the field of divination magic.

Mernig is best known in wizardly circles for his development of the object loresight spell. In addition to his divinatory expertise, Glunnyn brings with him an advanced knowledge of alchemy, which Dru and Di'Fier eagerly encouraged by supplying the equipment confiscated from the lab of the gnomish alchemist whose potions wreaked havoc throughout the city earlier that year.

Description

Glunnyn is a short, wiry gnome with a shock of wild red hair atop his head that makes him resemble a cross between Albert Einstein, a leprechaun, and one of those little troll dolls. He is, in fact, brilliant - although sometimes less grounded than his companions would like. He is very happy to share his thoughts and theories on most any topic, at great and vastly detailed length - but especially magic, fine tableware, and politics. The theories about magic may seem fanciful at first but are in fact are on the cutting edge of divination arcana, and his knowledge of fine china and crystal is second to none. His opinions on politics, sadly, fall far short of those lofty and educated marks. Glunnyn has, to be polite, the political sense of a cucumber.

When 'in the field' Glunnyn tends to take things a little overboard, wearing not only a custom-designed potion belt and a bandoleer full of alchemical mixtures but also a shoulder-slung scroll carrier. Because of this, he sometimes spends far more time than necessary trying to sort through his many options...

Glunnyn Mernig, M Gnome Wiz5 (Diviner): CR 5; Small Humanoid (Gnome); HD (5d4)+10; hp 24; Init -1 (-1 Dex, +0 Misc); Spd Walk 20'; AC 10 (flatfooted 9, touch 10); Melee +1 (1d6-2 20/x2, club) or +1 (1d4-2 19-20/x2, dagger); Ranged +2 (1d4-2 19-20/x2 dagger); SA spells; SQ: low-light vision, save +2 vs illusions, +1 to hit kobolds/goblinoids, +4 dodge vs giants, dancing lights, ghost sound, prestidigitation 1/day; AL: TN; Sv: Fort +3, Ref +0, Will +4; Str 7, Dex 9, Con 15, Int 19, Wis 10, Cha 12

Skills and Feats: Alchemy +14, Hide +3, Innuendo +2, Knowledge (Arcana) +14, Knowledge (Porcelain & Crystal) +12, Listen +2, Scry +12, Sense Motive +2, Spellcraft +12; Enlarge Spell, Extend Spell, Scribe Scroll, Skill Focus (Knowledge: Arcana)

Possessions: goggles of minute seeing, wand of color spray, potions of cure light wounds (x2), cure moderate wounds, expeditious retreat, and truth; arcane scrolls of: comprehend languages, darkvision, detect secret doors, detect thoughts, dispel magic, locate object, see invisibility, sleep, web; scroll organizer, bandoleer, potion belt

Wizard Spells (4+1/4+1/3+1/2+1, DC 14+lvl, prohibited school: Evocation): 0 - Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Read Magic, Resistance; 1-Alarm, Comprehend Languages, Hold Portal, Identify, Know Protections, Mage Armor, Message, Object Loresight; 2 - Arcane Lock, Detect Thoughts, Locate Object, See Invisibility; 3 - Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic


Delithrawien

Delithrawien is Glunnyn's familiar, an enormous long-hair cat that seems almost as large as he is. Like most cats, she is almost entirely self-absorbed, and regards her duties as a familiar as a nuisance that she must put up with in order to get food and attention.

Delithrawien: Tiny Animal; HD 5d8; hp 12; Init +2 (Dex); Spd 30; AC 17 (+2 size, +2 dex, +3 natural); Attacks +6 melee (1d2-4 2 claws) and +1 melee (1d3-4 bite); Face 2.5’x2.5’; Reach 0; SA Touch spells; SQ Improved Evasion, Share Spells, Speak with Master, Empathic Link; Saves Fort +2, Ref +4, Will +5; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7

Skills and Feats: Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9, Spot +4; Weapon Finesse (Claw, Bite)
 

drnuncheon

Explorer
Katya Lukin

Katya was the second member of the Special Crimes Unit to be recruited. She and other members of her sect arrived in the city's harbor a few weeks into the rainy season, when most ships were safely in harbor. They had fled the mainland following a schism with their parent church and found themselves in Freeport. Katya came to the Watch's attention when she provided some unasked-for aid to a pair of outnumbered Watchmen, dispensing karmic lessons liberally with her fists.

Description

Katya is tall for a human woman, standing about 5'10". She keeps her auburn hair cut short (but unlike Dru, does not use a dagger to do so) and frequently smiles. When on duty, she focuses solely on the business at hand, and tries her best to keep any personal feelings from getting in the way.

Katya's early training came from a monastic order - an order which formed the basis of the schism that brought her to Freeport - and she has continued her training over the years, being on the verge of taking her final vows.

Katya Lukin, Female Human Ftr1/Clr4 of Fate:CR 5; Size:M Type Humanoid; HD (1d10)+(4d8)+5; hp 34; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 16 (flatfooted 14, touch 12), *Gauntlet +6 (1d4+2); SA: Spontaneous casting,Turn Undead 4/day; AL: LG; Sv: Fort +7, Ref +3, Will +6; Str 15, Dex 14, Con 12, Int 13, Wis 14, Cha 13

Skills and Feats: Climb +4, Concentration +7, Diplomacy +3, Handle Animal +3, Heal +4, Jump +4, Knowledge (Religion) +7, Listen +4, Spot +5, Swim -1; Alertness,Combat Reflexes,Fists of Iron,Improved Unarmed Strike

Possessions: Outfit (Monk's), Gauntlets, Chain Shirt, 2 Pouch (Belt), wand of cure light wounds, 2 Holy Water (Flask), 1 Holy Symbol (Silver), 2 Gas (Alchemical/Sleeping), 1 Tanglefoot Bag, 1 Necklace of Prayer Beads (Blessing), Potions: Expeditious Retreat, Jump, Flaming Fists, Cure Serious Wounds, Scrolls: Command, Hold Person

Deity: Fate Domains: Law, Fate (from Paradigm's Codex Arcanis)
 

drnuncheon

Explorer
Quooral Stonecypher

Quooral Stonecypher (created by Jon Potter)

Quooral Stonecypher was the third member of the team to be hired. Subsequent to his firing from Crocker's Brick and Mortar (for allowing parties unknown to kill one of the workers and damge the rock-crushing machinery), Quooral applied for a position as a new Watchman. Captain Donnach took one look at the enormous genasi and sent him to Dru and Di'Fier.

Description:
Quooral is an Earth Genasi. As such, he has several rather obvious non-human physical traits. His hands and feet are larger than normal, his face is very angular, and his dark skin has a coarse texture. He sports a black goatee but otherwise keeps his hair shaved. His eyes are deeply set and jade green. When on duty, he wears a heavy breastplate, carries an unadorned shield and keeps both a warhammer and a large pick close at hand. Elsewhere in the city, he generally dresses in simple, loose-fitting clothing. He still carries his warhammer on such occasions; this is Freeport after all. One of Quooral's idiosyncrasies is that he never wears shoes. This started simply because it was difficult and expensive to find footwear that would fit him. However, his feet have become so thickly calloused over the years that he no longer even bothers trying to find any.

Quooral is generally easy-going, and while not unintelligent, prefers to take his time, think everything over, and be absolutely certain of everythingbefore proceeding.

Quooral Stonecypher, Genasi (Earth) Ftr4: Medium-size humanoid (genasi); HD 4d10+15; hp 49; Init -1 (Dex); Spd 20'; AC: 17 (-1 Dex, +6 breastplate, +2 shield) Attack: +9 melee (2d6+6/x3 mw warmaul) or +9 melee (1d6+4/x4 mw pick) or +3 ranged (1d10/19-20 heavy crossbow); SQ Darkvision 60', Pass w/o Trace 1/day, +1 save vs earth magic; SV Fort +7/Ref +0/Will +2; AL NG; Str 18, Dex 9, Con 16, Int 11, Wis 12, Cha 9

Skills and Feats: Knowledge (masonry) +1, Listen +2, Sense Motive +2, Spot +2; Improved Bull Rush, Power Attack, Stone Colossus (Dragon #293), Sunder, Toughness

Possessions: breastplate +1, large steel shield, heavy crossbow, mw warmaul (2d6/x3, Sz L), mw hvy pick, ring of protection +1, potions of cure light wounds (2) and bull's strength. Frequently also carries the portable ram.
 
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drnuncheon

Explorer
Ashrem

Ashrem was the next-to-last member of the SCU to be recruited. Realizing the need for a sniper (having been on the receiving end of just such a person's attentions on more than one occasion), our heros overcame Dru's distaste and went trolling for adventurers. They turned up Ashrem, a new arrival in the city (and thus more than likely not suborned by the Naïlo organization) whose minor magics can aid the team along with his bow skill.

Description: Ashrem is something of a fashion plate - he claims the clothes he wears are "in the style of the elven courts" - of course, there are few indeed who can verify his claim. His hair is long and black, and he wears it in a multitude of braids to keep it away from his face. He has proven he has a taste for fine wine, beautiful women (of any race), and games of chance.

Ashrem, M Elf Fighter4 Wizard1: CR 5; Medium Humanoid (elf); HD (4d10)+(1d4); hp 29; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 16 (flatfooted 14, touch 12), ranged +8 (1d8+5 20/x3 +1 mighty (+2) longbow) or melee +7 (1d8+2 19-20/x2 mw longsword); SQ: Elven qualities,Summon Familiar; AL: NG; Sv: Fort +4, Ref +3, Will +3; Str 14, Dex 14, Con 11, Int 14, Wis 10, Cha 12

Skills and Feats: Climb +10, Concentration +2, Hide +4, Jump +6, Listen +2, Move Silently +4, Search +4, Spot +4; Far Shot, Point Blank Shot, Precise Shot, Scribe Scroll, Weapon Focus (Longbow), Weapon Specialization (Longbow)

Possessions: mw longsword, mw studded leather, mw buckler, longbow +1 (+2 mighty/composite), silver arrow (x5), arrow +1 (x5); potions of cat's grace, cure light wounds, cure moderate wounds, vision; scroll (shield)

Wizard Spells (3/2, DC 12+lvl): 0 - Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Devlin's Barb, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1 - Magic Weapon, Precise Vision, True Strike
 

drnuncheon

Explorer
Jemis

The fifth and final member of the SCU, Jemis is an ex-smuggler who narrowly escaped arrest by Dru and Di'Fier at the beginning of Book One. After running into them again, he was 'scared straight' by Dru, and worked as an occasional informant for the pair. When Dru and Di'Fier realized that they needed someone familiar with the city's underworld, they knew exactly where to look - but on reflection, they decided that asking Tensin Naïlo to join the Special Crimes Unit wasn't such a good idea after all.

Dru happened upon Jemis in a bar, and when the poor fellow had awakened he had a splitting hangover and a badge pinned to his shirt.

Description: Jemis is short and wiry, with dark hair and pale skin usually reddened by the Freeport sun. He is generally quiet and shy, and tends to feel outclassed by his teammates - a feeling which he bottles up until it breaks out and causes him to do something foolhardy (like charging Dru with nothing more than a tanglefoot bag in the training exercise).

Jemis, M Human Rog3: CR 3; Size:M Type Humanoid; HD (3d6); hp 13; Init +1 (+1 Dex, +0 Misc); Spd 30'; AC 13 (flatfooted 13, touch 11); Dart +3 (1d4) or *Sword (Short) +2 (1d6/19-20) or Crossbow (Light) +3 (1d8/19-20) or Sap +2 (1d6 subdual); SA: Sneak Attack +2d6,Evasion,Uncanny Dodge (Dex bonus to AC); AL: TN; Sv: Fort +1, Ref +4, Will +1; Str 10, Dex 13, Con 11, Int 14, Wis 11, Cha 13

Skills and Feats: Bluff +3, Disable Device +4, Disguise +7, Gather Info +7, Handle Animal +4, Hide +1, Innuendo +6, Listen +4, Move Silently +1, Open Lock +3, Read Lips +4, Search +6, Sense Motive +6, Spot +6, Tumble +4, Use Rope +3; Point Blank Shot, Quick Draw, Rapid Shot

Possessions: Leather armor, 5 Darts, Sword (Short), Dagger, Crossbow (Light), 10 Bolts, Double-sided Clothes, Disguise Kit, Thieves' Tools, Scentbreaker, Tanglefoot Bag, Sap, Potions: CLW (x2), Exp Retreat, Spider Climb (x2), Jump, Hiding
 

drnuncheon

Explorer
As promised, here's Ellerand, Dru's new cohort (and before he even shows up in the story hour!)

Ellerand acted as muscle for an organization on the mainland, putting his axes to work for a crimelord who wasprobably more honest than the city officials that actually ran the place. He worked with Galanodel for several years, so when the mysterious elf returned to Freeport to become Tensin's chief lieutenant, it was only natural that he come along.

Ellerand, M Elf Urban Ranger3 Fighter2: CR 5; Size:M Type Humanoid; HD (3d10)+(2d10)+5; hp 42; Init +4; Spd Walk 30'; AC 18 (flatfooted 14, touch 14), *Dual Axes +9/+8 (1d6+1/1d6) or *Axe (Throwing) +11 (1d6+1) or *Axe (Throwing/Thrown) +10 (1d6); SA: Automatic Search check if within 5' of secret/concealed door, Favored Enemy (Human), Immunity to sleep,save +2 vs enchantment spells; Vision: Low-light,Normal AL: LN; Sv: Fort +7, Ref +5, Will +1; Str 13, Dex 18, Con 12, Int 14, Wis 11, Cha 9

Skills and Feats: Climb +6, Gather Information +3, Heal +5, Hide +12, Jump +4, Knowledge (Local) +6, Listen +6, Move Silently +12, Spot +9; Ambidexterity, Point Blank Shot, Quick Draw, Shadow, Two-Weapon Fighting, Weapon Finesse (Throwing Axe), Weapon Focus (Throwing Axe)

Possessions: Mithral Shirt; Axe (Throwing/Masterwork); 3 Axe (Throwing); Potions (Cat's Grace, Bull's Strength, Cure Light Wounds x5); Dust of Tracelessness; Dagger; Climber's Kit; Grappling Hook; Rope (Silk/50 Ft.); Healer's Kit; Mirror (Small/Steel); 2 Antitoxin (Vial); Sunrod; Smokestick; Witchweed Stick x10; Tindertwig x20; Scentbreaker x5; Thunderstone; Tanglefoot Bag; Flash Pellet;
 

DiFier

First Post
sorry but I gotta bump this.

Dr. N will be updating our charachter soon. we are currently hurtling tward 11th level
 

drnuncheon

Explorer
Dru & Di'Fier, 11th level

After many trials on the Isle of Dread, our favorite Watchmen have clawed their way to the precarious heights of eleventh level. At time of posting, this is still several sessions (and nearly 70 game-days) away, but here you go.

Obsessives may note discrepancies with earlier versions of the characters - when entering into PCGen we discovered some mistakes on the old human-kept sheets and corrected them. You'll also notice an extra feat - I granted them EWP: Black Powder for free as part of their downtime watch training.

Drusilia Nailo, Female Elf Rogue6 Fighter5: CR 11; Size:M Type Humanoid; HD (6d6)+(5d10)+11; hp 68; Init +4; Spd Walk 30'; AC 17 (flatfooted 0, touch 0), *Rapier +1 (Ghost Touch) +13/+8 0'/P (1d6+5 18-20/x2 Primary M deals normal damage vs. incorporeal creatures regardless of bonus); SA: Automatic Search check if within 5' of secret/concealed door, Evasion, Immunity to magic sleep spells and effects, save +2 vs enchantment spells, Sneak Attack +3d6, Uncanny Dodge (Dex bonus to AC), Uncanny Dodge (can't be flanked); Vision: Low-light, Normal AL: TN; Sv: Fort +7, Ref +8, Will +5; Str 14, Dex 14, Con 12, Int 15, Wis 14, Cha 13

Skills and Feats: Balance +8, Bluff +6, Climb +10, Decipher Script +3, Diplomacy +4, Disable Device +4, Gather Information +6, Hide +4, Innuendo +4, Intimidate +9, Jump +10, Knowledge (Arcana) +6, Knowledge (Local) +3, Listen +10, Move Silently +5, Open Lock +4, Ride +3, Search +9, Sense Motive +6, Spellcraft +6, Spot +12, Swim +-2, Tumble +8, Use Magic Device +10, Use Rope +4; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blooded, Dodge, Exotic Weapon Proficiency, Leadership, Martial Weapon Proficiency, Mobility, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Rapier), Weapon Specialization (Rapier)

Possessions: Outfit (Traveler's); Rapier +1 (Ghost Touch); Shortbow; Arrows (20); Chain Shirt +1 (Medium);

Back in Freeport: Arias Soderheim's Rapier +1 (Wounding)


Di'Fier, Male Human Fighter2 Wizard6 Spellsword3: CR 11; Size:M Type Humanoid; HD (2d10)+(6d4)+(3d8)+22; hp 59; Init +4; Spd Walk 30'; AC 12 (flatfooted 0, touch 0), *Sword +1 (Bastard/Ghost Touch) +10/+5 0'/S (1d10+2 19-20/x2 Both M deals normal damage vs. incorporeal creatures regardless of bonus) or Shortbow +9/+4 60'/P (1d6 20/x3 Neither M ); SA: Channel Spell (Su), Ignore Spell Failure (15), Summon Familiar; Vision: Normal AL: NG; Sv: Fort +10, Ref +5, Will +8; Str 12, Dex 14, Con 15, Int 16, Wis 10, Cha 10

Skills and Feats: Alchemy +9, Climb +5, Concentration +12, Craft (Weaponsmithing) +10, Handle Animal +2, Jump +6, Knowledge (Arcana) +15, Knowledge (Local) +6, Listen +3, Ride +7, Scry +5, Spellcraft +17, Spot +8, Swim +0; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blooded, Combat Casting, Exotic Weapon Proficiency, Expertise, Extend Spell, Improved Disarm, Leadership, Martial Weapon Proficiency, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Spell Focus (Evocation), Weapon Focus (Sword (Bastard/2-H))

Possessions: Outfit (Traveler's); Sword +1 (Bastard/Ghost Touch); Pearl of Power (1st Level); Shortbow; Arrows (20); mysterious magical rod

Back in Freeport: Sword (Long/Adamantine); Bracers of Armor +2;

Wizard Spells: (4/5/4/3/1) 0- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1-Alarm, Change Self, Charm Person, Color Spray, Comprehend Languages, Expeditious Retreat, Lesser Acid Orb, Lesser Sonic Orb, Mage Armor, Magic Missile, Obscuring Mist, Protection from Evil, Shelgarn's Persistent Blade, Spider Climb, Stupor, Summon Monster I, True Strike, Unseen Servant, Ventriloquism; 2-Acid Arrow, Alter Self, Bull's Strength, Cat's Grace, Darkness, Flaming Sphere, Glitterdust, Invisibility, Locate Object, Resist Elements, Web, Wither Limb; 3-Dispel Magic, Displacement, Forceblast, Haste, Ice Burst, Sepia Snake Sigil, Slow, Stinking Cloud, Suggestion, Summon Monster III; 4-Electric Orb, Emotion, Minor Globe of Invulnerability, Summon Monster IV

Spells in green represent spells Di'Fier currently has access to on the island, from his mastery of Naneyd's spellbook.
 
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