Monday, 3 March 2014

Available Magic and Spells per Day (In Bremel before Time Travel)

0 Level Spells:

1. Acid Splash
2. Ghost Sound
3. Prestidigitation
4. Read Magic
5. (Trans.) (This slot has been given up)

1st Level Spells:

1. Charm Person
2. Color Spray
3. Grease
4. (Trans.) Feather Fall

Scrolls:


1. Charm Person
2. Charm Person
3. Animate Rope
4. Comprehend Languages
5. Ant Haul
6. Ant Haul
7. Color Spray


Wands:

1. Wand of Enlarge Person (49/50 Charges)

Potions:

1. Potion of Cure Moderate Wounds (1)
2. Vial of Holy Water (2)

Shade Level 2 and Updated Loot, XP, Spells (Goblin Hunting)

Shade Character Sheet

Str: 8 (-1)
Dex: 12 (+1)
Con: 14 (+2)
Int: 18 (+4) 
Wis: 12 (+1)
Chr: 13 (+1)

Human Conjurer (Wizard) (Chaotic Neutral) Vailien (Shade)

Level: 2

Hit Points: 16 hp

XP: 4051

BAB: +1
Fort: (0 + Con) +2
Reflex: (0 + Dex) +1
Will: (3 + Wis) +4

AC: 11+1 = 12
AC (No Dex): 11
CMD: 13
CMB: +2

GP: 194
SP: 3
CP: 0

Weapons:

Main: Rapier 1d6 (18-20, x2) 2lbs
Secondary: Quarterstaff 1d6 (x2) 4 lbs
Tertiary: Dagger 1d4 (19-20, x2) 1 lb
Ranged: Light Crossbow (with 15 Bolts)
Wand: Wand of Enlarge Person (Max Charges 50, Currently 49/50)

                 Total Weapon Weight: 8 lbs

Armor:

Head: Black Tattered Robe's Hood
Neck:
Shoulders:
Chest: Black Tattered Robe
Arms:
Hands:
Finger: Dark Priests Ring (+1 Armor) 
Finger:
Waist:
Legs:
Feet: Sandals
Shield:
Other:
                        Total Armor Weight: 1 lb
Skills:

Knowledge: Arcana
Knowledge: Planes
Profession: Jester
Craft: Alchemy


Languages:

1. Common
2. Draconic
3. Abyssal
4. Goblin
5. Giant (Traded knowledge for level one specialization spell slot) 


Class Abilities:

1. Familiar - Raven "Harken" (1 HD, 6 HP) (Alertness, Gain +2 to sense things when familiar is present) (Improved Evasion, Successful reflex save negates damage) (Share Spells, Can buff a familiar with spells normally only range personal) (Empathic Link, Can share emotions when separated)

2. Arcane School Specialization: Conjuration

   (a) Summoner's Charm (Su.): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell ends immediately. 
   (b) Acid Dart (Sp.): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage, +1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your intelligence modifier. This attack ignores spell resistance.
    (c) Dimensional Step (Sp.): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5 foot increments and such movement does not provoke attacks of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.  
   

3. Opposed Schools: Necromancy and Abjuration (Costs 1 spell level higher to cast these spells)

                                 Spells:

0 Level:

      Abjuration (Opposed)

1. Resistance

     Conjuration

1. Acid Splash

    Divination

1. Detect Magic
2. Detect Poison
3. Read Magic

    Enchantment

1. Daze

    Evocation

1. Dancing Lights
2. Flare
3. Light
4. Ray of Frost
5. Spark

    Illusion

1. Ghost Sound
2. Haunted Fey Aspect

   Necromancy (Opposed)

1. Bleed
2. Disrupt Undead
3. Touch of Fatigue

   Transmutation

1. Mage Hand
2. Mending
3. Message
4. Open/Close

   Universal

1. Arcane Mark
2. Prestidigitation




1st Level:

      Abjuration (Opposed)

1. Alarm
2. Shield

      Conjuration 

1. Grease
2. Mount
3. Mage Armor
4. Obscuring Mist
5. Summon Monster I

       Divination 

1. Identify
2. Comprehend Languages
3. Detect Secret Doors

       Enchantment

1. Charm Person
2. Hypnotism
3. Sleep

       Evocation

1. Burning Hands
2. Magic Missile
3. Shocking Grasp

       Illusion

1. Silent Image
2. Disguise Self
3. Color Spray

       Necromancy (Opposed)


       Transmutation

1. Enlarge Person
2. Reduce Person
3. Animate Rope
4. Feather Fall
5. Ant Haul



         Special Gear:

- Dark Priests Ring (+1 AC, sacrifice 1d6 hp/spell level to recast a spent spell)
- Wand of Enlarge Person - 48/50 Charges
- Potion of Cure Moderate Wounds (1)
- Tree House Stick
- Time Dilation Device
- Shade's Spellbook
- Shade's Journal

       Gear:

- Masterwork Backpack
- Pouch
- Bedroll
- Water Skin
- Tinderbox
- 1 Month Trail Rations * (Only 5 days worth brought in pack, rest in saddlebag)
- 5 Torches * (In saddlebag)
- Hooded Lantern
- 10 Oil Flasks * (5 in saddlebag)
- 100 ft. rope
- Grappling Hook
- 2 Vials of Holy Water
- Various sets of clothing * (In saddlebag)

Scrolls:

(See daily spell list)

Scribe Gear:

- Map of Ashmont
- Shade's Journal
- Scribe Kit (100gp worth of supplies) * (In saddlebag)

Mount:

Darkness (Kheldru Spiderbane's horse) (Heavy horse) *

Feat List:

1st - Spell Focus - Conjuration (+1 to Conjuration DC's)
Bonus 1st - Augment Summoning (+4 to Str and Con of summoned creatures)
3rd - Superior Summoning (Each time you summon two or more you can add one to that number)
5th - Opposition Research (Removes the penalty for casting from a school, in this case, Necromancy)
7th - Improved Familiar (Imp)
9th - Improved Spell Sharing
11th - True Name
13th - Spell Perfection
15th -
17th -
19th - 
Class - Scribe Scroll

Monday, 16 September 2013

Updated Available Magic - Minx Hunt Part 2

Shade Daily Spells:

0 Level:

1. Ray of Frost
2. Acid Splash
3. Ghost Sound
4. Message (Trans.)

1st Level:

1. Disguise Self
2. Enlarge Self
3. Color Spray
4. Feather Fall (Trans.)

Scrolls:

1. Identify
2. Detect Secret Doors
3. Detect Secret Doors
4. Alarm
5. Alarm
6. Mage Armor
7. Animate Rope
8. Comprehend Languages
9. Shield
10. Ant Haul
11. Ant Haul
12. Color Spray
13. Color Spray

Wands:

1. Enlarge Person (48 Charges)

Monday, 17 June 2013

Rayna's Fall - Shades Vengeance Spell List

0 Level Spells:

Acid Splash
Ray of Frost
Ghost Sound
Message (Trans)

1st Level:

Silent Image
Color Spray
Grease
Feather Fall (Trans)

Monday, 10 June 2013

Shade's Past

      Vailian was born the second son of a thatcher in a small hamlet by the sea. At the age of 15 he set out to find work so that he wouldn't be a drain on his financially strapped parents. After traveling for some time and doing odd jobs on and off, Vailian got a job as a clerk at an oddity store. Working here for the next three years Vailian would often buy items that the store would not, selling some and keeping others. One of these items was a spellbook that had been found after a miner had excavated a cave in. It was here that Vailian first became exposed to magic and it was here that Vailian became Shade.

     The spellbook held the lingering influence of a powerful Drow wizard, his personality becoming infused into the magics surrounding the book. The curse that allowed the spirit to remain bound to this world also allowed for it to infest the young inexperienced wizard, plying through pages of magic he did not understand. The subtle influence of the Drow wizard began to plant the seeds of its master plan in Vailian's mind. Taking his little wealth and his spellbook, the wizard now taking to calling himself Shade set out on the road to find more power. The Drow Wizard's spirit is content to wait, knowing if Vailian doesn't reach the required strength to reconstitute the Drow in time than he may deliver the book to someone who can... With his death.

      Vailian has no idea of the conflict raging within him between these unseen suggestions and his psyche. Vailian has specialized in Transmutation and has chosen to forgo any learning of enchantments or necromantic magics for the most part. This choice seems natural to him, but is rather the influence of the Drow steering him away from the magics which could reveal his machinations or enchanting suggestions.

      Shade doesn't know it yet, but he will be driven to create magical devices of great power, he will even eventually return to necromantic magics... The magic which will allow the Drow to return to the material plane as a Lich and strike down the fool who has been slowly working towards his own doom.

Wednesday, 5 June 2013

Minx Hunt Spells Per Day

0 Level Spell:

1. Ghost Sound**
2. Read Magic
3. Prestidigitation
4. (Trans.) Message

1st Level Spell:

1. Silent Image
2. Grease
3. Mage Armor
4. (Trans.) Enlarge Person

** Ray of Frost currently prepared.

Scrolls:

1. Identify
2. Detect Secret Doors
3. Detect Secret Doors
4. Alarm
5. Alarm
6. Mage Armor
7. Mage Armor
8. Animate Rope
9. Comprehend Languages
10. Shield
11. Ant Haul
12. Ant Haul

Wands:

1. Enlarge Person

Saturday, 1 June 2013

Shade Character Sheet


Shade Character Sheet
Str: 11 (0)
Dex: 12 (+1)
Con: 18 (+4)
Int: 20 (+5) ((Actually 21 w/ Trans. bonus)
Wis: 10 (0)
Chr: 7 (-2)

Human Wizard (Chaotic Good) Vailien (Shade)

Level: 1

Hit Points: d6 (Con + Toughness) 13

XP: 550

BAB: 0
Fort: (0 + Con) 4
Reflex: (0 + Dex) 1
Will: (2 + Wis) 2

AC: 11
AC (No Dex): 10
CMD: 11
CMB: 0

GP: 68
SP: 5
CP: 0

Weapons:

Main: Quarterstaff 1d6 (x2) 4 lbs
Secondary: Dagger 1d4 (19-20 x2) 1 lb
Tertiary: Club 1d6 (x2) 3 lbs
Ranged: Wand of Enlarge Person

                 Total Weapon Weight: 8 lbs

Armor:

Head: Black Tattered Robe's Hood
Neck:
Shoulders:
Chest: Black Tattered Robe
Arms:
Hands:
Finger: 
Finger:
Waist:
Legs:
Feet: Sandals
Shield:
Other:
                        Total Armor Weight: 1 lb
Skills:

Knowledge: Arcana
Knowledge: Planes
Profession: Street Magician
Craft: Alchemy

Feats:
1. Craft Wondrous Item
2. Toughness

Languages:

1. Common
2. Draconic
3. Abyssal
4. Elven 
5. Orcish
6. Undercommon

Class Abilities:

1. Familiar - Raven (1 HD, 6 HP) (Alertness, Gain +2 to sense things when familiar is present) (Improved Evasion, Successful reflex save negates damage) (Share Spells, Can buff a familiar with spells normally only range personal) (Empathic Link, Can share emotions when separated)

2. Arcane School Specialization: Transmutation
   (a) Physical Enhancement (+ to stats)
   (b) Telekinetic Fist (1d4+1/2 lvls in 30 ft, Ranged Touch, Usable 3 + Int Mod per Day)
   (c) Change Shape (8th level)

3. Opposed Schools: Necromancy and Enchantment (Costs 1 spell level higher to cast these spells)

                                 Spells: 

0 Level: 

      All Cantrips

1st Level:

      Abjuration

1. Alarm
2. Shield

      Conjuration 

1. Grease
2. Mount
3. Mage Armor
4. Obscuring Mist
5. Summon Monster I

       Divination 

1. Identify
2. Comprehend Languages
3. Detect Secret Doors

       Enchantment (Opposed)
1. (Charm Person - 2nd LvL)

       Evocation

1. Burning Hands
2. Magic Missile
3. Shocking Grasp

       Illusion

1. Silent Image
2. Disguise Self
3. Color Spray
4. 

       Necromancy (Opposed)

       Transmutation

1. Enlarge Person
2. Reduce Person
3. Animate Rope
4. Magic Weapon
5. Alter Winds
6. Expeditious Retreat 
7. Feather Fall
8. Ant Haul
9. (Dancing Lantern - 2nd LvL)

2nd Level:

Abjuration:

Conjuration:

Divination:

Enchantment:

Evocation:
1. (Flame Sphere - Buy Scroll)

Illusion:

Necromancy:

Transmutation:
1. (Bull's Strength - 3rd LvL)
2. (Fox's Cunning - 3rd LvL)
3. (Knock - Buy Scroll)
4. (Spider Climb - Buy Scroll)

3rd Level: 

4th Level:

5th Level:

6th Level:

7th Level:

8th Level:

9th Level:


Gear:

backpack, pouch, bedroll, water skin, tinderbox, and one week of iron rations, five torches, five oil flasks, 50 ft. rope, grappling hook, wooden pole

Scrolls:

1. Identify
2. Detect Secret Doors
3. Detect Secret Doors
4. Alarm
5. Alarm
6. Animate Rope
7. Comprehend Languages
8. Mage Armor
9. Mage Armor
10. Shield
11. Shield
12. Ant Haul

Feat List:

1st - Toughness
Bonus 1st - Craft Wondrous Item
Class - Scribe Scroll
3rd - Craft Wands
5th - Craft Magic Arms and Armor
7th - Craft Rings
9th - Craft Rod
11th - Craft Staff