Theron Greywand, Illusionist
[sblock=Stats]Name : Theron Greywand
Race : Human
Class : Illusionist
Align : Chaotic Good
Level : 4
XP : 13,700
AC : 8
HP : 13
Sex : Male
Height: 6'1"
Weight: 190 lb
Age : 25
Hair : Brown
Eyes : Blue
STR : 9 Open Doors: 1-2, Bend Bars: 1%
INT : 15 Additional Languages: 4, Chance to Know Spells: 65%, Min/Max # of Spells per level: 7/11
WIS : 13 Magical Attack Adjustment: none
DEX : 16 Reaction/Attacking Adjustment: +1, Defensive Adjustment: -2
CON : 12 System Shock Survival: 80%, Resurrection Survival: 85%
CHA : 7 Max No. of Henchmen: 3, Loyalty Base: -10%, Reaction Adjustment: -5%
Saving Throws
14 Paralyzation, Poison, or Death Magic
13 Petrification or Polymorph
11 Rod, Staff, or Wand
15 Breath Weapon
12 Spell
Languages: Common, Elven, Dwarven, Gnome, Halfling[/sblock]
[sblock=Spells]
Darkness (Alteration)
Level: 1
Range: 1"/level
Duration: 2-8 rounds + 1 round/level
Area of Effect: 15' radius globe
Components: V,S
Casting Time: 1 segment
Saving Throw: None
Explanation/Description: This spell causes total, impenetrable darkness in the area of its effect. lnfravision or ultravision are useless. Neither normal nor magical light will work unless a light or continual light spell is used. In the former event, the darkness spell is negated by the light spell and vice versa.
Detect invisibility (Divination)
Level: 1
Range: 1"/level
Duration: 5 rounds/leve1
Area of Effect: 1" path
Components: V,S,M
Casting Time: 1 segment
Saving Throw: None
Explanation/Description: When the magic-user casts a detect invisibility spell, he or she is able to clearly see any objects which are invisible, as well as astral, ethereal, hidden, invisible or out of phase creatures. Detection is in the magic-user's line of sight along a 1" wide path to the range limit. The material components of this spell are a pinch of talc and a small sprinkling of powdered silver.
Detect Illusion (Divination)
Level: 1
Range: Touch
Duration: 3 rounds + 2 rounds/level
Area of Effect: Line of sight 1" wide, 1"/level long
Components: V,S,M
Casting Time: 1 segment
Saving Throw: None
Explanation/Description: By means of this spell the illusionist is able to see an illusion and know it for exactly that. Note that it can be used to enable others to see illusions as unreal if the spell caster touches the creature with both hands and the creature looks at the illusion while so touched. The material component is a piece of yellow tinted crystal, glass, or mica.
Color Spray (Alteration)
Level: 1
Range: 1"/level
Duration: 1 segment
Area of Effect: ½'' X 2" X 2" wedge
Components: V,S,M
Costing Time: 1 segment
Saving Throw: Special
Explanation/Description: Upon casting this spell, the illusionist causes a vivid fan-shaped spray of clashing colors to spring forth from his or her hand. From 1 to 6 creatures within the area of effect can be affected. The spell caster is able to affect 1 level or hit die of creatures for each of his or her levels of experience. Affected creatures are struck unconscious for 2 to 8 rounds if their level is less than or equal to that of the spell caster; they are blinded for 1 to 4 rounds if their level or number of hit dice is 1 or 2 greater than the illusionist; and they are stunned (cf. power word, stun, seventh level magic-user spell) for 2 to 8 segments if their level or number of hit dice is 3 or more greater than the spell caster. All creatures above the level of the spell caster and all creatures of 6th level or 6 hit dice are entitled to a saving throw versus the color spray spell. The material components of this spell are a pinch each of powder or sand colored red, yellow and blue.
Invisibility (Illusion/Phantasm)
Level: 2
Range: Touch
Duration: Special
Area of Effect: Creature touched
Components: V,S
Casting Time: 2 segments
Saving Throw: None
Explanation/Description: This spell causes the recipient to vanish from sight and not be detectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced with respect to noises normal to it. The spell remains in effect until it is magically broken or dispelled, or the magic-user or the other recipient cancels it or until he, she or it attacks any creature. Thus, the spell caster or recipient could open doors, talk, eat, climb stairs, etc., but if any form of attack is made, the invisible creature immediately becomes visible, although this will allow the first attack by the creature because of the former invisibility. Even the allies of the spell recipient cannot see the invisible creature, or his, her or its gear, unless these allies can normally see invisible things or employ magic to do so. Note that all highly intelligent creatures with 10 or more hit dice, or levels of experience, or the equivalent in intelligence/dice/levels have a chance to automatically detect invisible objects.
Ventriloquism (Illusion/Phantasm)
Level: 2
Range: 1"/level, Maximum 9"
Duration: 4 rounds + 1 round/level
Area of Effect: One object
Components: V,M
Casting Time: 2 segments
Saving Throw: None
Explanation/Description: This spell enables the magic-user to make it sound as if his or her voice - or someone's voice or similar sound – is issuing from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. The spell caster is able to make his or her voice sound as if a different creature were speaking or making the noise; of course, in a language known by him or her, or a sound which the caster can normally make. With respect to such voices and sounds, there is a 10% chance per point of intelligence above 12 of the hearer that the ruse will be recognized. The material component of the spell is a small cone of parchment.
Spells memorized: Darkness, Detect Invisibility, Color Spray, Invisibility, Ventriloquism
Note: Time to rest to recover all spells is 4 hours/Time to memorize spells for the day is 1 hour 45 minutes[/sblock]
[sblock=Equipment]Weapon: Quarter staff
# Initial weapons: 1
Non-proficiency penalty: -5
Added proficiency/level: 1/6
Starting gold: 60 g.p.
Equipment:
Spell book
Spell components
Staff, quarter
Belt 3 sp
Boots, high, hard 2 gp
Cloak 5 sp
Backpack, leather 2 gp
Oil, flask of (2) 2 gp
Pouch, belt, large 1 gp
Pouch, belt, small 15 sp
Rope, 50' 4 sp
Sack, large 16 sp
Skin for water or wine 15 sp
Tinder Box, with flint & steel 1 gp
Torch (6) 6 cp
Rations, iron, 2 week 10 gp
Money on hand: 8 pp, 1 gp, 1 sp, 4 cp[/sblock]
[sblock=Description]Theron is a young human male with a tall, slender build, short brown hair, and blue eyes. He wears light brown trousers which are tucked into his tall brown leather boots. Two pouches hang from his brown leather belt which wraps around the bottom of his long grey wool shirt. A leather string laces up the opening of the shirt. Over his shoulders is drapped a non-descript dark brown cloak with a hood. He carries in his hand a plain wooden staff.[/sblock]
[sblock=Background]Theron was born to Olmyr and Serena Greywand. Olmyr was a textile merchant, and Serena cared for their home. The family led a comfortable and safe life. The Greywands got their family name from Theron's great-grandfather, Zenon. Zenon was an incredible Illusionist of great power and fortune. From the time Theron was old enough to hear the stories about his great-grandfather, he wanted to become an illusionist like Zenon. Despite his father's efforts to teach him the family business of being a textile merchant, Theron only wanted to follow in his great-grandfather's footsteps.
The Greywands eventually conceded to Theron's wishes, and sent him to study the arcane arts of illusion under the master illusionist Aerlwyn Elvenfriend, who himself studied under Theron's great-grandfather, Zenon. Aerlwyn decided to take two apprentices, and Theron was partnered with Drannor Blackstaff, son of Vandor Blackstaff, a mediocre magician who enjoyed a measure of success as an adventurer. That is to say, he survived, which is not as much as he could say for the other adventurers who accompanied him on his oft ill-fated journeys.
Right from the beginning, Drannor and Theron were highly competitive with each other. Aerlwyn would give the two apprentices assignments and projects in their studies and Theron would always prove to be the brighter of the two students. It didn't take long for Drannor to become resentful. Tensions grew as the two apprentices advanced in their studies. As the years passed, Drannor grew to hate Theron for being the better student.
For their final test before becoming full-fledged illusionists, Aerlwyn had the two apprentices prepare a careful mix of chemicals and incantations that would produce a fantastic illusion, proving their skills and abilities. The day before the students were to perform the rituals, Drannor replaced some of the chemicals in Theron's laboratory, knowing that the effects would produce a terrible failure for his nemesis, and finally proving that he himself was the better illusionist of the two.
The day arrived for the two young illusionist hopefuls to perform the ritual before their mentor. Both students prepared in the grand hall, a large table in front of each of them along with their spell components and spell books. The plan was that they were to work simultaneously side-by-side and eventually cast the two illusions at the same time so that they could be compared by their master. However, as fate would have it, Aerlwyn had one additional twist to add to the final project of his two fledglings. When Drannor and Theron were both set to begin their final ritual in the great hall, their teacher had them switch places. Theron was to use Drannor's spell components, and Drannor, Theron's. The thought behind Aerlwyn's final twist was to better prepare the two apprentice illusionists for the uncertainty of practicing magic beyond the safety of their master's tower.
Drannor knew that he was done for. But he couldn't reveal what he had done; otherwise his master would surely dismiss him. Drannor tried to produce excuse after excuse to delay their final test with no success. With no other option, Drannor ended up combining the chemicals that he himself had switched out with the hopes of ruining Theron's chances of becoming an illusionist. When the time came and the incantations were spoken, a terrible explosion took place. Broken glass and caustic chemicals flew about the room.
When the smoke settled, Drannor lay on the ground with horrific burns on his face and one of his eyes had been blinded. Aerlwyn instantly knew exactly what had happened. With great indignity, the master admonished Drannor for his evil and selfish deeds. Even as the young Drannor sat on the ground in pain from his injuries, Theron tried to offer aid to his fellow apprentice. But Drannor was filled with rage. In his eyes, it was Theron's fault that this had happened. Filled with anger, Drannor pushed Theron to the ground and ran from the great hall. Hatred guided his steps as he made his way through the tower to his chamber where Aerlwyn kept his valuable magic items that he had collected over the years. Drannor knew exactly what he was looking for. He wanted the one thing that would help him finally accomplish what he had wanted to do all these years…kill Theron. Aerlwyn had a Wand of Illusion, and Drannor grabbed it then fled the tower. But before he left, he yelled at the top of his lungs, “Revenge will be mine, Theron! “ And with that, Drannor disappeared from Aerlwyn Elvenfriend’s tower.
Theron finished studies with Aerlwyn and went out into the world to make his way n his own, but he is always on the lookout for his nemesis, always looking over his shoulder at every turn, knowing that Drannor lurks out there somewhere, hell-bent on destroying Theron.[/sblock]