Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Talking the Talk
Old School Adventuring - Class in Session - RG
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="tglassy" data-source="post: 7307594" data-attributes="member: 6855204"><p>Xull’avin Xorlarrin, Drow Magic User. </p><p></p><p></p><p></p><p>[table="align:left"]</p><p>[tr][td]<strong>Name:</strong> Xull'avin Xorlarrin</p><p><strong>Alignment:</strong> unknown</p><p><strong>Race:</strong> Elf, Drow</p><p><strong>Effective Class:</strong> Wizard-1</p><p><strong>Former Profession:</strong> Gardner/Navigator[/td][td]<strong>Height:</strong> 0' 0"</p><p><strong>Weight:</strong> 000#</p><p><strong>Eyes:</strong> ???</p><p><strong>Hair:</strong> White</p><p><strong>Age:</strong> ???[/td][td]<strong>Surprise:</strong> 1 in 8</p><p><strong>Movement:</strong> 12"</p><p><strong>Init Reaction:</strong> +3</p><p><strong>AC:</strong> 6 (-4 from Dex)</p><p><strong>Hit Points:</strong> 03/03[/td][/tr][/table][table="align:left"]</p><p>[tr][td]<strong>Strength:</strong></p><p><strong>Intelligence:</strong></p><p><strong>Wisdom:</strong></p><p><strong>Dexterity:</strong></p><p><strong>Constitution:</strong></p><p><strong>Charisma:</strong></p><p><strong>Comeliness:</strong></p><p>[/td][td="align:center"]12</p><p>17</p><p>17</p><p>18</p><p>14</p><p>15</p><p>13[/td][td]<strong>To Hit:</strong> +0 <strong>Damage:</strong> +0 <strong>Weight Allowed:</strong> +100 <strong>Open Door:</strong> 1-2 <strong>BB/LG:</strong> 04%</p><p><strong>Additional Languages:</strong> 6 <strong>Chance to Know Spell:</strong> 75% <strong>MIn # Spells:</strong> 8 <strong>Max # Spells:</strong> 14</p><p><strong>Magic Saves Adj:</strong> +2 <strong>Bonus Spells:</strong> n/a, <strong>Spell failure:</strong> n/a</p><p><strong>Reaction/Missile Adj:</strong> +3 <strong>AC Bonus:</strong> -4</p><p><strong>HP Adj:</strong> +0 <strong>System Shock Survival:</strong> 88% <strong>Resurrection Survival:</strong> 92%</p><p><strong>Max # Henchmen:</strong> 7 <strong>Loyalty Adj:</strong> +15% <strong>Reaction Adj:</strong> +15%</p><p>[/td][/tr][/table][table="align:left"][tr]</p><p>[td]<strong>SAVING</strong></p><p><strong>THROWS</strong></p><p>Wizard-1[/td][td="align:center"]<strong>Paralyzation, Poison</strong></p><p><strong>& Death Magic</strong></p><p>14[/td][td="align:center"]<strong>Petrification</strong></p><p><strong>& Polymorph</strong></p><p>13[/td][td="align:center"]<strong>Rod, Staff</strong></p><p><strong>& Wand</strong></p><p>11[/td][td="align:center"]<strong>Breath</strong></p><p><strong>Weapon</strong></p><p>15[/td][td="align:center"]<strong></strong></p><p><strong>Spells</strong></p><p>12[/td][/tr][/table][table="align:left"]</p><p>[tr][td]<strong>Armor Class</strong></p><p>Wizard 1[/td][td="align:center"]<strong>10</strong></p><p>11[/td][td="align:center"]<strong>9</strong></p><p>12[/td][td="align:center"]<strong>8</strong></p><p>13[/td][td="align:center"]<strong>7</strong></p><p>14[/td][td="align:center"]<strong>6</strong></p><p>15[/td][td="align:center"]<strong>5</strong></p><p>16[/td][td="align:center"]<strong>4</strong></p><p>17[/td][td="align:center"]<strong>3</strong></p><p>18[/td][td="align:center"]<strong>2</strong></p><p>19[/td][td="align:center"]<strong>1</strong></p><p>20[/td][td="align:center"]<strong>0</strong></p><p>20[/td][td="align:center"]<strong>-1</strong></p><p>20[/td][td="align:center"]<strong>-2</strong></p><p>20[/td][td="align:center"]<strong>-3</strong></p><p>20[/td][td="align:center"]<strong>-4</strong></p><p>20[/td][td="align:center"]<strong>-5</strong></p><p>21[/td][td="align:center"]<strong>-6</strong></p><p>22[/td][td="align:center"]<strong>-7</strong></p><p>23[/td][td="align:center"]<strong>-8</strong></p><p>24[/td][td="align:center"]<strong>-9</strong></p><p>25[/td][td="align:center"]<strong>-10</strong></p><p>26[/td][/tr][/table][table="align:left"]</p><p>[tr][td]<strong></strong></p><p><strong>Weapon</strong></p><p>Dagger[/td][td="align:center"]<strong>To Hit</strong></p><p><strong>Bonus</strong></p><p>+0[/td][td="align:center"]<strong>Damage Vs</strong></p><p><strong>Small/Medium</strong></p><p>1d4[/td][td="align:center"]<strong>Damage</strong></p><p><strong>Vs Large</strong></p><p>1d3[/td][td="align:center"]<strong>Range</strong></p><p><strong>S/M/L</strong></p><p>1/2/3[/td][td="align:center"]<strong>Attacks</strong></p><p><strong>per Round</strong></p><p>1/1[/td][/tr][/table][table="align:left"]</p><p>[tr][td]<span style="font-size: 12px"><strong>Features</strong></span></p><p><strong>Languages Spoken:</strong> Common, Undercommon, Elvish, Gnomish, +7 </p><p><strong>Wizard</strong></p><p><strong>Level:</strong> 1 <strong>XP Earned:</strong> 0/2,500 <strong>XP Bonus:</strong> +10%</p><p style="margin-left: 20px"><strong># of Weapon Proficiencies:</strong> 1; <strong>Non-Proficiency Penalty:</strong> -5; <strong>Next Proficiency:</strong> Level 7</p> <p style="margin-left: 20px"><strong>Weapon Proficiencies:</strong> Dagger</p><p></p><p><span style="font-size: 12px"><strong>Equipment</strong></span></p><p>dagger and scabbard</p><p>boots, high, hard</p><p>cloak</p><p>robes</p><p>pouch, belt large</p><p>backpack</p><p>spellbook: <em>read magic, sleep, hold portal, identify</em></p><p>waterskin</p><p>bedroll</p><p></p><p></p><p><span style="font-size: 12px"><strong>History</strong></span></p><p>Notes: </p><p>It’s possible he joined up with Bregan D’aerth, a mercenary band of Drow males who flaunt society’s rules, but are too useful as spies and mercs to be gotten rid of. Their leader, Jarlaxle, is my favorite character in the Drizzt books. Very flamboyant, very anti Drow. He likes collecting outcast males, especially nobles. </p><p></p><p>So, if my character fell for a half Drow, and it was discovered, then Jarlaxle could have agreed to relocate her to the surface in exchange for his services. And then they get the letter 7 years later, a drop in the bucket since they’ll live over 700. </p><p></p><p>Mc too much backstory for a character who will likely die quickly, but most of it wrote itself from what I know of Drow society. </p><p></p><p>He’ll be more on the good side. Very young, very new to Sorcere, the Drow magic academy, before joining Bregan D’aerth. He’s not very “nice”, and he has a tendency to think himself superior to other races, but he’s not overly cruel. [/td]</p><p></p><p>[sblock=Spellcasting]</p><p></p><p><strong><span style="color: #0000FF"><span style="font-size: 12px">Faerie Fire (Alteration)</span></span></strong></p><p><strong>Level:</strong> 1</p><p><strong>Range:</strong> 8"</p><p><strong>Duration:</strong> 4 rounds/level</p><p><strong>Area of Effect:</strong> 12 linear feet/level within a 4" radius</p><p><strong>Components:</strong> V</p><p><strong>Casting Time:</strong> 3 segments</p><p><strong>Saving Throw:</strong> None</p><p></p><p><strong>Explanation/Description:</strong> When the druid casts this spell, he or she outlines an object or creature with a pale glowing light. The completeness of the lining is dependent upon the number of linear feet the caster is able to affect, about 12' per level (Le. one 6' man or two 3' kobolds). If there is sufficient power, several objects or creatures can be covered by the faerie fire, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures (including those otherwise invisible) are visible at 8" in the dark, 4" if the viewer is near a bright light source. Outlined creatures are easier to strike, thus opponents gain +2 on "to hit" dice. The faerie fire con be blue, green, or violet according to the word of the caster at the time he or she casts the spell. The faerie fire does not itself cause any harm to the object or creature lined.</p><p></p><p><strong><span style="color: #0000FF"><span style="font-size: 12px">Dancing Lights (Alteration)</span></span></strong></p><p><strong>Level:</strong> 1</p><p><strong>Range:</strong> 4" + 1"/level</p><p><strong>Duration:</strong> 2 rounds/level</p><p><strong>Area of Effect:</strong> Special</p><p><strong>Components:</strong> V,S,M</p><p><strong>Casting Time:</strong> 1 segment</p><p><strong>Saving Throw:</strong> None</p><p></p><p><strong>Explanation/Description:</strong> When a dancing lights spell is cast, the magic-user creates, at his or her option, from 1 to 4 lights which resemble either;</p><p>A) torches and/or lanterns (and cast that amount of light), </p><p>B) glowing spheres of light (such as evidenced by will-0-wisps), or </p><p>C) one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the Elemental Plane of Fire</p><p>The dancing lights move as the spell caster desires, forward or back, straight or turning corners, without concentration upon such movement by the magic-user. The spell will wink out if the range or duration is exceeded. Range is a base of 4" plus 1" for each level of the magic-user who cast the spell. Duration is 2 melee rounds per level of the spell caster. The material component of this spell is either a bit of phosphorus or wytchwood or a glowworm.</p><p></p><p><strong><span style="font-size: 12px"><span style="color: #0000FF">Darkness, 15' Radius (Alteration)</span></span></strong></p><p><strong>Level:</strong> 2</p><p><strong>Range:</strong> 1"/level</p><p><strong>Duration:</strong> 1 turn + 1 round/level</p><p><strong>Area of Effect:</strong> 15' radius globe</p><p><strong>Components:</strong> V, M</p><p><strong>Casting Time:</strong> 2 segments</p><p><strong>Saving Throw:</strong> None</p><p></p><p><strong>Explanation/Description:</strong> 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. The material components of this spell are a bit of bat fur and either a drop of pitch or a piece of coal.</p><p></p><p><strong><span style="font-size: 12px"><span style="color: #0000FF">Sleep (Enchantment/Charm)</span></span></strong></p><p><strong>Level:</strong> 1</p><p><strong>Range:</strong> 3" + 1"/level</p><p><strong>Duration:</strong> 5 rounds/leve1</p><p><strong>Area of Effect:</strong> Special</p><p><strong>Components:</strong> V,S,M</p><p><strong>Casting Time:</strong> 1 segment</p><p><strong>Saving Throw:</strong> None</p><p></p><p><strong>Explanation/Description:</strong> When a magic-user casts a sleep spell, he or she will usually cause a comatose slumber to come upon one or more creatures [other than undead and certain other creatures specifically excluded (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) from the spell's effects]. All creatures to be affected by the sleep spell must be within a 3" diameter circle. The number of creatures which can be affected is a function of their life energy levels, expressed as hit dice and hit points.</p><p style="text-align: center"><p style="text-align: center"></p> <p style="text-align: center">[TABLE="width: 500"]</p> <p style="text-align: center">[TR]</p> <p style="text-align: center">[TD]Creatures[/TD]</p> <p style="text-align: center">[TD]Number Affected[/TD]</p> <p style="text-align: center">[/TR]</p> <p style="text-align: center">[TR]</p> <p style="text-align: center">[TD]Hit Dice[/TD]</p> <p style="text-align: center">[TD]By Sleep Spell[/TD]</p> <p style="text-align: center">[/TR]</p> <p style="text-align: center">[TR]</p> <p style="text-align: center">[TD]up to 1[/TD]</p> <p style="text-align: center">[TD]4-16 (4d4)[/TD]</p> <p style="text-align: center">[/TR]</p> <p style="text-align: center">[TR]</p> <p style="text-align: center">[TD]1+1 to 2[/TD]</p> <p style="text-align: center">[TD]2-8 (2d4)[/TD]</p> <p style="text-align: center">[/TR]</p> <p style="text-align: center">[TR]</p> <p style="text-align: center">[TD]2+1 to 3[/TD]</p> <p style="text-align: center">[TD]1-4 (1d4)[/TD]</p> <p style="text-align: center">[/TR]</p> <p style="text-align: center">[TR]</p> <p style="text-align: center">[TD]3+1 to 4[/TD]</p> <p style="text-align: center">[TD]1-2 (1d2)[/TD]</p> <p style="text-align: center">[/TR]</p> <p style="text-align: center">[TR]</p> <p style="text-align: center">[TD]4+1 to 4+4[/TD]</p> <p style="text-align: center">[TD]0-1 (1d2-1)[/TD]</p> <p style="text-align: center">[/TR]</p> <p style="text-align: center">[/TABLE]</p> <p style="text-align: center"></p> </p><p></p><p>The area of effect is determined by the range and area center decided upon by the spell caster. Slapping or wounding will awaken affected creatures, but noise will not do so. Awakening requires 1 complete melee round. Note that sleeping creatures con be slain automatically at a rate of 1 per slayer per melee round. The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.</p><p></p><p><strong><span style="font-size: 12px"><span style="color: #0000FF">Read Magic (Divination) <em>Reversible</em></span></span></strong></p><p><strong>Level:</strong> 1</p><p><strong>Range:</strong> 0</p><p><strong>Duration:</strong> 2 rounds/level</p><p><strong>Area of Effect:</strong> Special</p><p><strong>Components:</strong> V,S,M</p><p><strong>Casting Time:</strong> 1 round</p><p><strong>Saving Throw:</strong> None</p><p></p><p><strong>Explanation/Description:</strong> By means of a read magic spell, the magic-user is able to read magical inscriptions on objects - books, scrolls, weapons and the like - which would otherwise be totally unintelligible to him or her. (The personal books of the magic-user, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a curse scroll. Furthermore, once the spell is cast and the magic-user has read the magical inscription, he or she is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is 2 rounds per level of experience of the spell caster. The material component for the spell is a clear crystal or mineral prism. Note that the material is not expended by use. The reverse of the spell, unreadable magic, makes such writing completely unreadable to any creature, even with the aid of a read magic, until the spell wears off or the magic is dispelled. The material components for the reverse spell are a pinch of dirt ond a drop of water.</p><p></p><p><strong><span style="font-size: 12px"><span style="color: #0000FF">Hold Portal (Alteration)</span></span></strong></p><p><strong>Level:</strong> 1 </p><p><strong>Range:</strong> 2"/level</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Area of Effect:</strong> 80 square feet/level</p><p><strong>Components:</strong> V</p><p><strong>Casting Time:</strong> 1 segment</p><p><strong>Saving Throw:</strong> None</p><p></p><p><strong>Explanation/Description:</strong> This spell magically bars a door, gate or valve of wood, metal, or stone. The magical closure holds the portal fast just as if it were securely stopped and locked. The range of the spell is 2" per level of experience of the caster, and it lasts for 1 round per level. Note that any extra-dimensional creature (demon, devil, elemental, etc.) will shatter, such a held portal. A magic-user of four or more experience levels higher than the spell caster can open the held portal at will. A knock spell (q.v.) or dispel magic spell (q.v.) will negate the hold portal. Held portals can be broken or battered down.</p><p></p><p><strong><span style="font-size: 12px"><span style="color: #0000FF">Identify (Divination)</span></span></strong></p><p><strong>Level:</strong> 1</p><p><strong>Range:</strong> 0</p><p><strong>Duration: </strong>1 segment/level</p><p><strong>Area of Effect:</strong> One item</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 turn</p><p><strong>Saving Throw:</strong> Special</p><p></p><p><strong>Explanation/Description:</strong> When an identify spell is cast, one item may be touched and handled by the magic-user in order that he or she may possibly find what dweomer it possesses. The item in question must be held or worn as would be normal for any such object, i.e. a bracelet must be placed on the spell caster's wrist, a helm on his or her head, boots on the feet, a cloak worn, a dagger held, and so on. Note that any consequences of this use of the item fall fully upon the magic-user, although any saving throw normally allowed is still the privilege of the magic-user. For each segment the spell is in force, it is 15% + 5% per level of the magic-user probable that 1 property of the object touched can become known - possibly that the item has no properties and is merely a ruse (the presence of Nystul's Magic Aura or a magic mouth being detected). Each time a property can be known, the referee will secretly roll to see if the magic-user made his or her saving throw versus magic. If the save was successful, the property is known; if it is 1 point short, a false power will be revealed; and if it is lower than 1 under the required score no information will be gained. The item will never reveal its exact plusses to hit or its damage bonuses, although the fact that it has few or many such plusses can be discovered. If it has charges, the object will never reveal the exact number, but it will give information which is +/-25% of actual, i.e. a wand with 40 charges could feel as if it had 30, or 50, or any number in between. The item to be identified must be examined by the magic-user within 1 hour per level of experience of the examiner after it has been discovered, or all readable impressions will have been blended into those of the characters who have possessed it since. After casting the spell and determining what can be learned from it, the magic-user loses 8 points of constitution. He or she must rest for 6 turns per 1 point in order to regain them. If the 8 point loss drops the spell caster below a constitution of 3, he or she will fall unconscious, and consciousness will not be regained until full constitution is restored 24 hours later. The material components of this spell are a pearl (of at least 100 g.p. value) and an owl feather steeped in wine, with the infusion drunk and a live miniature carp swallowed whole prior to spell casting. If a <em>Luckstone </em>is powdered and added to the infusion, probability increases 25% and all saving throws are made at +4.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="tglassy, post: 7307594, member: 6855204"] Xull’avin Xorlarrin, Drow Magic User. [table="align:left"] [tr][td][b]Name:[/b] Xull'avin Xorlarrin [B]Alignment:[/B] unknown [B]Race:[/B] Elf, Drow [B]Effective Class:[/B] Wizard-1 [b]Former Profession:[/b] Gardner/Navigator[/td][td][B]Height:[/B] 0' 0" [B]Weight:[/B] 000# [B]Eyes:[/B] ??? [B]Hair:[/B] White [B]Age:[/B] ???[/td][td][b]Surprise:[/b] 1 in 8 [b]Movement:[/b] 12" [B]Init Reaction:[/B] +3 [B]AC:[/B] 6 (-4 from Dex) [B]Hit Points:[/B] 03/03[/td][/tr][/table][table="align:left"] [tr][td][B]Strength:[/B] [B]Intelligence:[/B] [B]Wisdom:[/B] [B]Dexterity:[/B] [B]Constitution:[/B] [B]Charisma:[/B] [B]Comeliness:[/B] [/td][td="align:center"]12 17 17 18 14 15 13[/td][td][B]To Hit:[/B] +0 [B]Damage:[/B] +0 [B]Weight Allowed:[/B] +100 [B]Open Door:[/B] 1-2 [B]BB/LG:[/B] 04% [B]Additional Languages:[/B] 6 [B]Chance to Know Spell:[/B] 75% [B]MIn # Spells:[/B] 8 [B]Max # Spells:[/B] 14 [B]Magic Saves Adj:[/B] +2 [B]Bonus Spells:[/B] n/a, [B]Spell failure:[/B] n/a [B]Reaction/Missile Adj:[/B] +3 [B]AC Bonus:[/B] -4 [B]HP Adj:[/B] +0 [B]System Shock Survival:[/B] 88% [B]Resurrection Survival:[/B] 92% [B]Max # Henchmen:[/B] 7 [B]Loyalty Adj:[/B] +15% [B]Reaction Adj:[/B] +15% [/td][/tr][/table][table="align:left"][tr] [td][B]SAVING THROWS[/B] Wizard-1[/td][td="align:center"][B]Paralyzation, Poison & Death Magic[/B] 14[/td][td="align:center"][B]Petrification & Polymorph[/B] 13[/td][td="align:center"][B]Rod, Staff & Wand[/B] 11[/td][td="align:center"][B]Breath Weapon[/B] 15[/td][td="align:center"][B] Spells[/B] 12[/td][/tr][/table][table="align:left"] [tr][td][b]Armor Class[/b] Wizard 1[/td][td="align:center"][B]10[/B] 11[/td][td="align:center"][B]9[/B] 12[/td][td="align:center"][B]8[/B] 13[/td][td="align:center"][B]7[/B] 14[/td][td="align:center"][B]6[/B] 15[/td][td="align:center"][B]5[/B] 16[/td][td="align:center"][B]4[/B] 17[/td][td="align:center"][B]3[/B] 18[/td][td="align:center"][B]2[/B] 19[/td][td="align:center"][B]1[/B] 20[/td][td="align:center"][B]0[/B] 20[/td][td="align:center"][B]-1[/B] 20[/td][td="align:center"][B]-2[/B] 20[/td][td="align:center"][B]-3[/B] 20[/td][td="align:center"][B]-4[/B] 20[/td][td="align:center"][B]-5[/B] 21[/td][td="align:center"][B]-6[/B] 22[/td][td="align:center"][B]-7[/B] 23[/td][td="align:center"][B]-8[/B] 24[/td][td="align:center"][B]-9[/B] 25[/td][td="align:center"][B]-10[/B] 26[/td][/tr][/table][table="align:left"] [tr][td][B] Weapon[/B] Dagger[/td][td="align:center"][B]To Hit Bonus[/B] +0[/td][td="align:center"][B]Damage Vs Small/Medium[/B] 1d4[/td][td="align:center"][B]Damage Vs Large[/B] 1d3[/td][td="align:center"][B]Range S/M/L[/B] 1/2/3[/td][td="align:center"][B]Attacks per Round[/B] 1/1[/td][/tr][/table][table="align:left"] [tr][td][SIZE=3][b]Features[/b][/SIZE] [B]Languages Spoken:[/B] Common, Undercommon, Elvish, Gnomish, +7 [B]Wizard[/B] [B]Level:[/B] 1 [B]XP Earned:[/B] 0/2,500 [B]XP Bonus:[/B] +10% [indent][B]# of Weapon Proficiencies:[/B] 1; [b]Non-Proficiency Penalty:[/b] -5; [B]Next Proficiency:[/B] Level 7 [B]Weapon Proficiencies:[/B] Dagger[/indent] [SIZE=3][b]Equipment[/b][/SIZE] dagger and scabbard boots, high, hard cloak robes pouch, belt large backpack spellbook: [i]read magic, sleep, hold portal, identify[/i] waterskin bedroll [SIZE=3][b]History[/b][/SIZE] Notes: It’s possible he joined up with Bregan D’aerth, a mercenary band of Drow males who flaunt society’s rules, but are too useful as spies and mercs to be gotten rid of. Their leader, Jarlaxle, is my favorite character in the Drizzt books. Very flamboyant, very anti Drow. He likes collecting outcast males, especially nobles. So, if my character fell for a half Drow, and it was discovered, then Jarlaxle could have agreed to relocate her to the surface in exchange for his services. And then they get the letter 7 years later, a drop in the bucket since they’ll live over 700. Mc too much backstory for a character who will likely die quickly, but most of it wrote itself from what I know of Drow society. He’ll be more on the good side. Very young, very new to Sorcere, the Drow magic academy, before joining Bregan D’aerth. He’s not very “nice”, and he has a tendency to think himself superior to other races, but he’s not overly cruel. [/td] [sblock=Spellcasting] [B][COLOR=#0000FF][SIZE=3]Faerie Fire (Alteration)[/SIZE][/COLOR][/B] [B]Level:[/B] 1 [B]Range:[/B] 8" [B]Duration:[/B] 4 rounds/level [B]Area of Effect:[/B] 12 linear feet/level within a 4" radius [B]Components:[/B] V [B]Casting Time:[/B] 3 segments [B]Saving Throw:[/B] None [B]Explanation/Description:[/B] When the druid casts this spell, he or she outlines an object or creature with a pale glowing light. The completeness of the lining is dependent upon the number of linear feet the caster is able to affect, about 12' per level (Le. one 6' man or two 3' kobolds). If there is sufficient power, several objects or creatures can be covered by the faerie fire, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures (including those otherwise invisible) are visible at 8" in the dark, 4" if the viewer is near a bright light source. Outlined creatures are easier to strike, thus opponents gain +2 on "to hit" dice. The faerie fire con be blue, green, or violet according to the word of the caster at the time he or she casts the spell. The faerie fire does not itself cause any harm to the object or creature lined. [B][COLOR=#0000FF][SIZE=3]Dancing Lights (Alteration)[/SIZE][/COLOR][/B] [B]Level:[/B] 1 [B]Range:[/B] 4" + 1"/level [B]Duration:[/B] 2 rounds/level [B]Area of Effect:[/B] Special [B]Components:[/B] V,S,M [B]Casting Time:[/B] 1 segment [B]Saving Throw:[/B] None [B]Explanation/Description:[/B] When a dancing lights spell is cast, the magic-user creates, at his or her option, from 1 to 4 lights which resemble either; A) torches and/or lanterns (and cast that amount of light), B) glowing spheres of light (such as evidenced by will-0-wisps), or C) one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the Elemental Plane of Fire The dancing lights move as the spell caster desires, forward or back, straight or turning corners, without concentration upon such movement by the magic-user. The spell will wink out if the range or duration is exceeded. Range is a base of 4" plus 1" for each level of the magic-user who cast the spell. Duration is 2 melee rounds per level of the spell caster. The material component of this spell is either a bit of phosphorus or wytchwood or a glowworm. [B][SIZE=3][COLOR=#0000FF]Darkness, 15' Radius (Alteration)[/COLOR][/SIZE][/B] [B]Level:[/B] 2 [B]Range:[/B] 1"/level [B]Duration:[/B] 1 turn + 1 round/level [B]Area of Effect:[/B] 15' radius globe [B]Components:[/B] V, M [B]Casting Time:[/B] 2 segments [B]Saving Throw:[/B] None [B]Explanation/Description:[/B] 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. The material components of this spell are a bit of bat fur and either a drop of pitch or a piece of coal. [B][SIZE=3][COLOR=#0000FF]Sleep (Enchantment/Charm)[/COLOR][/SIZE][/B] [B]Level:[/B] 1 [B]Range:[/B] 3" + 1"/level [B]Duration:[/B] 5 rounds/leve1 [B]Area of Effect:[/B] Special [B]Components:[/B] V,S,M [B]Casting Time:[/B] 1 segment [B]Saving Throw:[/B] None [B]Explanation/Description:[/B] When a magic-user casts a sleep spell, he or she will usually cause a comatose slumber to come upon one or more creatures [other than undead and certain other creatures specifically excluded (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) from the spell's effects]. All creatures to be affected by the sleep spell must be within a 3" diameter circle. The number of creatures which can be affected is a function of their life energy levels, expressed as hit dice and hit points. [CENTER][CENTER] [TABLE="width: 500"] [TR] [TD]Creatures[/TD] [TD]Number Affected[/TD] [/TR] [TR] [TD]Hit Dice[/TD] [TD]By Sleep Spell[/TD] [/TR] [TR] [TD]up to 1[/TD] [TD]4-16 (4d4)[/TD] [/TR] [TR] [TD]1+1 to 2[/TD] [TD]2-8 (2d4)[/TD] [/TR] [TR] [TD]2+1 to 3[/TD] [TD]1-4 (1d4)[/TD] [/TR] [TR] [TD]3+1 to 4[/TD] [TD]1-2 (1d2)[/TD] [/TR] [TR] [TD]4+1 to 4+4[/TD] [TD]0-1 (1d2-1)[/TD] [/TR] [/TABLE] [/CENTER] [/CENTER] The area of effect is determined by the range and area center decided upon by the spell caster. Slapping or wounding will awaken affected creatures, but noise will not do so. Awakening requires 1 complete melee round. Note that sleeping creatures con be slain automatically at a rate of 1 per slayer per melee round. The material component for this spell is a pinch of fine sand, rose petals, or a live cricket. [B][SIZE=3][COLOR=#0000FF]Read Magic (Divination) [I]Reversible[/I][/COLOR][/SIZE][/B] [B]Level:[/B] 1 [B]Range:[/B] 0 [B]Duration:[/B] 2 rounds/level [B]Area of Effect:[/B] Special [B]Components:[/B] V,S,M [B]Casting Time:[/B] 1 round [B]Saving Throw:[/B] None [B]Explanation/Description:[/B] By means of a read magic spell, the magic-user is able to read magical inscriptions on objects - books, scrolls, weapons and the like - which would otherwise be totally unintelligible to him or her. (The personal books of the magic-user, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a curse scroll. Furthermore, once the spell is cast and the magic-user has read the magical inscription, he or she is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is 2 rounds per level of experience of the spell caster. The material component for the spell is a clear crystal or mineral prism. Note that the material is not expended by use. The reverse of the spell, unreadable magic, makes such writing completely unreadable to any creature, even with the aid of a read magic, until the spell wears off or the magic is dispelled. The material components for the reverse spell are a pinch of dirt ond a drop of water. [B][SIZE=3][COLOR=#0000FF]Hold Portal (Alteration)[/COLOR][/SIZE][/B] [B]Level:[/B] 1 [B]Range:[/B] 2"/level [B]Duration:[/B] 1 round/level [B]Area of Effect:[/B] 80 square feet/level [B]Components:[/B] V [B]Casting Time:[/B] 1 segment [B]Saving Throw:[/B] None [B]Explanation/Description:[/B] This spell magically bars a door, gate or valve of wood, metal, or stone. The magical closure holds the portal fast just as if it were securely stopped and locked. The range of the spell is 2" per level of experience of the caster, and it lasts for 1 round per level. Note that any extra-dimensional creature (demon, devil, elemental, etc.) will shatter, such a held portal. A magic-user of four or more experience levels higher than the spell caster can open the held portal at will. A knock spell (q.v.) or dispel magic spell (q.v.) will negate the hold portal. Held portals can be broken or battered down. [B][SIZE=3][COLOR=#0000FF]Identify (Divination)[/COLOR][/SIZE][/B] [B]Level:[/B] 1 [B]Range:[/B] 0 [B]Duration: [/B]1 segment/level [B]Area of Effect:[/B] One item [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 turn [B]Saving Throw:[/B] Special [B]Explanation/Description:[/B] When an identify spell is cast, one item may be touched and handled by the magic-user in order that he or she may possibly find what dweomer it possesses. The item in question must be held or worn as would be normal for any such object, i.e. a bracelet must be placed on the spell caster's wrist, a helm on his or her head, boots on the feet, a cloak worn, a dagger held, and so on. Note that any consequences of this use of the item fall fully upon the magic-user, although any saving throw normally allowed is still the privilege of the magic-user. For each segment the spell is in force, it is 15% + 5% per level of the magic-user probable that 1 property of the object touched can become known - possibly that the item has no properties and is merely a ruse (the presence of Nystul's Magic Aura or a magic mouth being detected). Each time a property can be known, the referee will secretly roll to see if the magic-user made his or her saving throw versus magic. If the save was successful, the property is known; if it is 1 point short, a false power will be revealed; and if it is lower than 1 under the required score no information will be gained. The item will never reveal its exact plusses to hit or its damage bonuses, although the fact that it has few or many such plusses can be discovered. If it has charges, the object will never reveal the exact number, but it will give information which is +/-25% of actual, i.e. a wand with 40 charges could feel as if it had 30, or 50, or any number in between. The item to be identified must be examined by the magic-user within 1 hour per level of experience of the examiner after it has been discovered, or all readable impressions will have been blended into those of the characters who have possessed it since. After casting the spell and determining what can be learned from it, the magic-user loses 8 points of constitution. He or she must rest for 6 turns per 1 point in order to regain them. If the 8 point loss drops the spell caster below a constitution of 3, he or she will fall unconscious, and consciousness will not be regained until full constitution is restored 24 hours later. The material components of this spell are a pearl (of at least 100 g.p. value) and an owl feather steeped in wine, with the infusion drunk and a live miniature carp swallowed whole prior to spell casting. If a [I]Luckstone [/I]is powdered and added to the infusion, probability increases 25% and all saving throws are made at +4. [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
Old School Adventuring - Class in Session - RG
Top