Friday, September 29, 2017

Magic Items: Necklace of Planar Adaptation

Necklace of Planar Adaptation

2,000 XP, 20,000 GP

Background

      There are only three known examples of this magic item. The creation of this item is known only to a few powerful archmages and it is likely they have not bothered to make them as the process is tedious, even for item creation, and dangerous. The chains are made of finely wrought precious metals with a sphere of 1 inch diameter hanging from the bottom. The sphere is bound in an ornate pattern of green and red metal. The sphere is made of the essences of the inner and the outer planes, half of which must be assembled on the prime material plane in a magic dead zone and the other on the Outlands at the base of the Spire. Both halves must then be fused together, with the ritual taking place on the Astral and Ethereal planes simultaneously.

Powers

     This wondrous item makes the wearer completely immune to gases of all types, as they do not require any form of respiration while wearing it.
     Additionally, wearers are able to act as if they are a native of any plane they visit, which means that they can also see portals to other planes that non-native or non-planar beings would not be able to see. With a few minutes of study at a portal they can attempt to figure out what keys will activate the portal, 3d6 minutes of study and an Intelligence check at -2 penalty.
     This necklace will allow the wearer to go for 10 days without the need for food, water, or rest if for some reason they are unable to meet their normal daily requirements. This ability will require an equal number of days to be able to be used again based on the longest of the needs provided. For example, if the wearer is deprived of sleep for 2 days and water for five days the necklace will need five days to recharge, not seven days.

Tuesday, September 26, 2017

Magic Items: Rasa Mon's Shadowstone Grimoire


Rasa Mon's Shadowstone Grimoire

 1,500 XP; 30,000 GP


Background

     Rasa Mon's Shadowstone Grimoire has a cover made of Gold Dragon hide and bound with rings carved from the horn of a unicorn. The pages are carefully crafted sheets of Shadowstone etched with runes inlaid with mother of pearl. This grimoire is prominently displayed on a crystal pedestal of fine elven workmanship, itself worth 25,000 gold pieces. The Shadowstone Grimoire is a trap and was left by Rasa Mon to protect his library from those who would plunder his collections.

Powers

     The cover of the grimoire has been enchanted with a Mind Bomb spell that will transfer to the first person to touch the cover. The trigger that will set off the mind bomb is when the affected person hears the words, "another round." The mind bomb affects everyone within a 30' radius of the person who touched the grimoire.
     Each of the 20 pages are inscribed with special curses that will drain a single level or Hit Dice from any who view them without special protections. This level loss is not immediately apparent unless the person affected successfully makes a Wisdom check or engages in activities that would make it apparent, such as combat or spell casting. Anyone reduced to 0 or less levels or Hit Dice will be turned into a wight under the control of Rasa Mon.
     When the grimoire is first touched Rasa Mon will be notified of the intruders presence within his library. Once activated he is then able to view the intruders, by closing his eyes and concentrating, as if they were being seen through a crystal ball. Should he choose to, he can cast spells at the intruders through the grimoire.

Note

     Rasa Mon can teach other wizards how to construct such a grimoire though the materials needed are rare and difficult to gather.

Friday, September 22, 2017

Artifacts: The Mon of the Ansasshia

The Mon of the Ansasshia


Background

     The Mon of the Ansasshia was created in Kaminoji, an island nation to the east of Chi'in. When Emperor Chi'in was threatening to take over the island nation, the five kings called upon a powerful wu jen known as
Hisui no Majo (翡翠の魔女). She gathered together the ninja clans of the five kings to take part in a special ritual. This ritual is what created the first akikage, which she bound into her personal mon. She gave the mon to the five kings, who used it to repel several invasions of warriors from Chi'in. It was the curse of the mon that destroyed four of the kings. The last king, Ugayafukiaezu, was ordained as emperor and his line has since been ruling Kaminoji.
     The Mon that Hisui no Majo created was set aside by Emperor Ugayafukiaezu and eventually forgotten. Centuries later, it showed up in the small southern village of Kuchinda. After the village was destroyed, the Mon of the Ansasshia was lost yet again.
     No one knows what became of Hisui no Majo. Of the many stories told of the evil witch, a common theme is that she steals children that dishonor or disobey their parents. She then ceremonially cooks their bodies in a magic plum sauce, whilst their heads watch. After she eats the body, the heads of these naughty children are bound in servitude to her and are sent out into the night to search for more insolent children to eat. The sight of a floating child's head is a common omen of great misfortune in Kaminoji.

Powers

     The Mon of the Ansasshia allows the possessor to summon 3d6 akikage to do their bidding. The mon can be used every round to summon even more akikage. The mon has its dangers though, for every akikage summoned by the mon the user loses 1 hit point. If reduced to 0 hit points, by the powers of the emblem, the user is slain and becomes an akikage enslaved to the mon. If the user of the mon is otherwise slain while any akikage are still active the same fate befalls them.
     The mon has other powers as well. While it is worn the user cannot be hit by weapons of less than +2 enchantment. The user can also passwall, as per the spell at 18th level, three times per day. They can also become invisible, as per the spell, twice daily.
     The mon is an evil artifact, though not sentient, and will alter the wearers alignment accordingly (to LE). Once the mon is first worn and used it cannot be removed by any means short of a limited or full wish.

Akikage Statistics

     Akikage: AC 1; MV 12; HD 6+3; hp 39 (average); #AT 4; Dmg 1d6 (x4); THAC0 13; SA Death blow; SD +2 weapon or better to hit, spell immunity; AL LE; XP 3,000.

Tuesday, September 19, 2017

Magic Items: Rasa Mon's Pipeweeds

Rasa Mon's Pipeweeds


     Over his career Rasa Mon has made several different blends of pipeweeds as well as creating special pipeweed plants. Many of these pipeweeds are merely combinations of different plants meant to give the smoke different flavors and scents. A few rare pipeweeds are more powerful in their effects. These are what will be outlined below.

Rasa Mon's Audaciously Brazen Pipeweed

     This pipeweed burns hot and produces a medium amount of strongly flavored smoke. It is best smoked after a meal as the dry pipeweed is strong with coriander and has hints of fennel and rosemary to it. This pipeweed confers a bonus of +2 to all Morale, Fear, Horror & Madness type saves for 3 hours. 140 uses and 320 GP per pound.

Rasa Mon's Vegetative Elocution Pipeweed

     This moist and unusual pipeweed has a musky scent and tastes vaguely of mushroom and pepper. It produces a medium level of smoke that causes slight euphoria and makes light a bit more intense. It is not unusual for the user to feel slightly disconnected from their sense of touch and more in tune with the natural world. Some people experience strong hallucinations. While smoking this pipeweed the smoker is able to communicate with plants as per a Speak with Plants spell. This does not confer any kind of control over plants, just communicative ability. 160 uses and 3,200 PP per pound.

Rasa Mon's Unwittingly Absentminded Pipeweed
     This sweet and full bodied pipeweed makes a large amount of smoke which causes forgetfulness in all who inhale the rose-like fragrant vapors. Spellcasters wandering within 5 feet of a user of Rasa Mon's Absentminded Pipeweed, that is actively burning must save vs. poison or lose one randomly determined spell per round; the loss is not realized until the spellcaster attempts to use the spell. Those inhaling the apple flavored smoke directly, experience amnesia (complete loss of identity, memory, and memorized spells) unless they make a save vs. poison at a -4 penalty. The loss of memory and identity is permanent unless a heal, wish, or restoration spell is employed, though new spells can be memorized to replace erased ones. 160 uses and 160 GP per pound.

Rasa Mon's Insect Mephitic Pipeweed

     This very moist pipeweed, burns very hot, yet has a light mesquite taste. It gives off a large cloud of aromatic smoke, the scent of which will generally repel insects. Each use will keep insects at a 60 foot distance and lasts for up to 15 minutes after smoking. 120 uses and 320 GP per pound.

Rasa Mon's Toxicant Nostrum Pipeweed

     This liquorice flavored medium-dry pipeweed has a slow burn which give off virtually no smoke. Within the pipeweed is a dweomer that will protect against poison for five hours after smoking it. 130 uses and 260 GP per pound.

Rasa Mon's Vaporous Serenity Pipeweed

     Anyone who breathes the smoke from this black, lavender and grapefruit scented pipeweed is affected by an aura of calm that reduces their anger. This calmness will make anyone affected to act more openly and reasonably, even with their worst enemies (save vs spells, or at -4 to all combat actions). 160 uses and 160 GP per pound.

Rasa Mon's Camouflaging Toke Pipeweed

      This light yellow pipeweed is dry and brittle with a hot burn and almost no smoke or flavor. It will make the user invisible for up to four hours after smoking it. Any actions that would break normal invisibility will also end this effect. 160 uses and 430 GP per pound.

Rasa Mon's Air of the Shih Liu Pipeweed

     This dark reddish-brown, tart and spicy-sweet pipeweed has a slow burn with average amounts of smoke. It will make the user completely immune to all forms of Dragon Breath, while they smoke it. The effect will last for 1d2 rounds after the last breath taken is exhaled. 120 uses and 3,200 PP per pound.


 Rasa Mon's Chasuble of Twilight Pipeweed

     This medium reddish-brown pipeweed has a slight scent of frankincense and tastes of strong coffee. It causes the user to radiate an aura of soft shadow that reduces light sources in their proximity. This make it easier for them to hide in shadows (+10% bonus). The effects of this pipeweed last for 3d4 turns after smoking. 160 uses and 500 GP per pound.

Rasa Mon's Flammable Incombustible Pipeweed

     This pipeweed has a heavy wood flavor and spicy tang that burns like fire in the lungs. The smoke from this dry pipeweed is thick and choking to all those around. This pipeweed comes from the Elemental Plane of Fire and makes the pipe smoker immune to all heat & fire based magic and attacks for 1d4 turns. As an added bonus the user can breathe normally on the Elemental Plane of Fire. 100 uses and 1,000 GP per pound.

Rasa Mon's Tear-ific Pipeweed

     This terrible pun of a pipeweed is dark green, has a salty taste and smells of the sea. This pipeweed is very odd in that it does not burn in air, only underwater. While the pipeweed is submerged underwater it creates a small amount of light and heat giving off enough "smoke" to allow an air breathing creature to breathe underwater. A pipe full of this "Tear-ific" stuff is sufficient for 1d2 turns of air. 160 uses and 520 GP per pound.

Rasa Mon's Wayfaring Phantasmagoria Pipeweed

    This rare and dangerous pipeweed is a bright blue color, has no discernible scent or flavor. The smoke is thick and yellow causing the user and anyone caught within the smoke (save vs. poison at -4 to avoid effects long enough to leave the area) to have very real hallucinations. These vivid experiences are so strong that the user(s) will slip out of reality and end up at a randomly determined plane of existence (as per an Amulet of the Planes) varying for each individual. 100 uses and 5,800 PP per pound.

Friday, September 15, 2017

Psionics: Psychometabolist Science, Plant Affinity

Science: Plant Affinity

     Greetings friends, This series of posts will contains several psionic powers I have created for a personal character I have played for 28 years. The character, Rasa Mon Fry, is a Psychometabolist of moderate to high level. He has focused much of his psychometabolist studies on plant based abilities. I have played this character in many different settings and with many different DMs, needless to say he is well traveled.
     All of these powers are available to use in your campaigns. The character is one who will freely teach these powers to any psionicist who would like to learn them. He can be summoned by a special amulet.
     If, as a DM, you feel that these powers would be harmful to the balance of your campaign, feel free to ignore any or all of them!

by axelalonso

 

 Psychometabolism

Initial Cost: 20 PSPs
Maintenance Cost: 5 PSPs per round
Range: 0
Preparation Time: 1
Area of Effect: Personal
Score: Con-6
20: The characters skin takes on the appearance of plant bark until the power is
       used again successfully (no change in AC).
Power Score: The character gains two abilities instead of one.
Requirements: None

     When the psionicist first learns this power, he develops an affinity for a particular type of plant. He cannot choose the plant; the affinity is dictated by his aura. To determine the nature of the affinity, the psionicist's player rolls 1d20 and consults the table below. From that point on, when the character invokes this power, he can claim one of the plant's attributes as his own-temporarily. He can gain the plant’s armor class, hit points, or any other special ability. Only one of these can be used at a time, however. The effect lasts as long as the psionicist maintains the power. Switching to a different ability means paying the initial cost of the power again, and making a new power check. The character does undergo a physical change when this power is invoked. The extent of the change depends on the plant and the ability. For example, adopting a Cactus’ attack calls for Spines and needles.


d20 RollResulting Plant/Type
1Aartuk
2Algoid
3Ashira (Domesticated Tree)
4Bloodgrass (Grass)
5Bloodthorn
6Brambleweed (Brambles)
7Hunting Cactus
8Spider Cactus
9Chronolily
10Dryad (Oak Tree)
11Sequoia (Evergreen Tree)
12Hangman Tree (Carnivorous Plant)
13Kelpie
14Mantrap (Carnivorous Plant)
15Myconid (Fungus Man)
16Needleman
17Obliviax (Memory Moss)
18Ent (Treant, Tree Herder)
19Tri-flower Frond (Carnivorous Plant)
20Wood Wose (Nightshade Spirit)

Note

     The DM is the final arbiter on which plants/types are allowed for the character to have an affinity for. Some of the choices on the chart may be unbalancing to the game or campaign, Chronolily for example. Please feel free to alter the chart in any way you see fit!

Tuesday, September 12, 2017

Magic Items: Rasa Mon's Pipe

Rasa Mon's Pipe

18,000 XP Value, 80,000 GP Value*

The Treachery of Images by René Magritte, 1948.

Background

     Rasa Mon is an avid, to put it mildly, smoker of pipeweeds. He has used his skills as an a farmer, gardener and wizard to create several varieties of pipeweeds. Rasa Mon's Special Pipeweed is one of his favorites.
     As such, he has created this pipe to better allow him to have continuous access to his addiction. After he was forced to do without it during one of his adventures, he made sure to be able to get his fix all of the time. First by carrying around a box of his Special Pipeweed with two extra pipes. Later by hiding a special pipe and his pipeweed in the false heels of his boots, with a flint and steel hidden in his belt buckle. This is his most recent creation to insure he is able to satisfy his needs.
     During said adventure his pipe was taken by a drow elf male from the underdark area beneath Waterdeep. He was able to get it back by bringing the drow elf the thing he wanted. When Rasa Mon returned to the agreed upon place he delivered the person the drow wanted and got his pipe back Rasa Mon punched the elf in the face. When the drow elf started to transform from his polymorphed form to his true form as a deep dragon Rasa Mon continued to fight him in unarmed hand to hand combat. Before the transformation was completed he was able to get two more punches in nearly knocking the dragon unconscious. The dazed dragon tried to bite Rasa Mon, he countered with a right hook. The dragon then stepped on Rasa Mon and knocked him out.
     Fortunately the distraction Rasa Mon made by fighting the dragon allowed the rest of the party to overwhelm the dragon's minions and they got the assistance of Khelben Arunsun to fight off the dragon. After the Lord Mage of Waterdeep hit the dragon with a fireball it melded into the rock face it was slammed against. Having unintentionally saved Rasa Mon, Blackstaff returned to more important matters. Mainly that of finding out what exactly the dragon was after so close to the surface.

Rasa Mon's Pipe, Basic Attributes

     Rasa Mon’s Pipe, in its normal form, is a smoking pipe that does not radiate magic. The pipe is always filled and lit with pipeweed of the user’s choice (even underwater).
     By sucking and blowing on the pipe in the correct pattern several different effects can be achieved. One function is to alter the Pipe into any musical instrument (from a small whistle to a pipe organ) of the user’s choice, this effect lasts for 1 turn per level of the user or until they stop playing for 1 turn and can be used unlimitedly.
     A second function, similar to the first, is that the user can turn the pipe into any tool that may be needed (from a lock pick to a giant mallet), this effect lasts for 1 round per level of the user and can be used up to 5 times a day.
     A third function is that the pipe can become any hand held weapon (from knife to giant two-handed sword. It can become a bow but the wielder will have to supply arrows.) the user wishes for 1r per level of the user, thrice a day. The weapon will hit a creature normally hit only by weapons of at least +5 enchantment and those only hit by silver or cold iron, but provides no combat bonuses.

Rasa Mon's Pipe, Additional Powers
 
     The following powers drain 1 charge per use and are cast at 30th level of ability: Detect Magic, Magic Missile, Hold Portal, Continual Light, Protection from Evil & Good, Force Spike, Ray of Enfeeblement.
     The following powers drain 2 charges per use and are cast at 30th level of ability: Rasa Mon's Vanishing Smoke, Fireball, Knock, Lightning Bolt, Sun Bolt, Ice Storm, Acid Bolt, Air Bolt, Dispel Magic, Passwall, Eye Fire, Feeblemind, Globe of Invulnerability.
     The following powers will drain 3 charges per use and are cast at 30th level of ability: Rasa Mon's Improved Plant Warrior, Entform, Tyranteyes.

 Rasa Mon's Pipe, Recharging

     The pipe absorbs magical energy at the users behest. The magic absorbed must have been directed at the character possessing the pipe. The user can instantly detect a spells or effects level as the pipe absorbs the energy, as charges, 1 per level of the effect. This is the only way to recharge the pipe and it can hold no more than 50 charges. Absorbing more than this will cause a retributive strike as per the staff of the magi.

*This amount is what it cost Rasa Mon to make the pipe. When he completed work on the first, he made two others. One to store in his personal vault and the other to give as a gift to a famous wizard who also enjoys a good pipe, you may be able to guess who it is!

Friday, September 8, 2017

Psionics: Psychometabolist Science, Alchemical Simulation

Science: Alchemical Simulation

     Greetings friends, This series of posts will contains several psionic powers I have created for a personal character I have played for 28 years. The character, Rasa Mon Fry, is a Psychometabolist of moderate to high level. He has focused much of his psychometabolist studies on plant based abilities. I have played this character in many different settings and with many different DMs, needless to say he is well traveled.
     All of these powers are available to use in your campaigns. The character is one who will freely teach these powers to any psionicist who would like to learn them. He can be summoned by a special amulet.
     If, as a DM, you feel that these powers would be harmful to the balance of your campaign, feel free to ignore any or all of them!

 

 Psychometabolism

Initial Cost: 27 PSPs
Maintenance Cost: 9 PSPs per round
Range: Touch
Preparation Time: 2
Area of Effect: Varies
Score: Con-8
20: The psionicist is affected by a poison of the DMs choosing.
Power Score: The potion effect can be maintained for 6 PSPs
                         per round.
Requirements: Chemical Simulation, Poison Simulation, 10th Level.

     With this power, a psionicist can make his body simulate the action of potions. The character secretes any potion he has ingested or oil he has used on his person immediately before activating this power, through his hands. Any person or thing he touches and holds can be affected by the potion or oil as long as the power is maintained. If used as a weapon, this power is 50% likely to affect the psionicist as well. Beneficial potions will not have their normal affect on the psionicist. So, for example, the psionicist drinks a healing potion and activates this power. He is then able to spread the healing effect to his injured comrades at the cost of 9 PSPs per round until he choose not to maintain the power or runs out of PSPs.
      This power requires great attention and other psionic powers cannot be used while maintaining this power. After using this power the psionicist will be exhausted and require rest, his Strength, Dexterity and Constitution scores all reduced by 3 points (minimum of 3). He will also be hungry and parched. The psionicist must rest and eat or he will lose another point from each of his physical stats each hour he does not rest (to a minimum of 3, at which point he collapses unconscious.) After resting for 1d3+5 hours the psionicist will have recovered completely from the use of this power. While resting he can do no more than sit, eat and meditate. He can travel, in the back of a wagon for instance, as long as he is not exerting himself.

Tuesday, September 5, 2017

NPCs: Kallist Mon Fry

Kallist Mon Fry

Picture by albe75.

Background

     Kallist is Rasa Mon Fry's wife. Before she married Rasa Mon, Kallist was the captain of the pirate ship Stone Spider. A captured Neogi Deathspider, she ruthlessly terrorized the spacelanes leaving a wake of horrific destruction.
     She held an elf prince hostage and the Elven Imperial Navy was dispatched to retake the prince and stop her piracy for good. When the two Elven Man-O-Wars sent to stop her failed, the Admiralty decided to send in a special team of adventurers to stop her.
     Tûrin Broadside was an old friend of Rasa Mon and leader of the adventurers sent to stop her. When they ran into Kallist on the Stone Spider she petrified the party's wizard with her gaze attack. Tûrin summoned Rasa Mon with an Amulet of Rasa Mon. He was asked by Tûrin to help save his friends. Rasa Mon cast a Gemidan's Paralytic Missile spell at Kallist allowing the party to escape back to their Dragonfly ship, the Windrose. While they were busy retreating Rasa Mon fought off her Bugbear and Scro guards. Once they were defeated he used a Wand of Alignment Alteration on Kallist. This changed her alignment from Lawful Evil to Chaotic Good.
     After her change Rasa Mon sent her to his tower. He then used Stone Shape to make one of the nearby statues into a facsimile of Kallist, broke off the head and went with Tûrin's party to speak with the Elven Admiralty. Because they had "proof" of her destruction the party was paid and Rasa Mon was free to return to his tower.
     He worked with Kallist to make her a set of smoked glass lenses with magical properties to allow her to not petrify everyone who meets her gaze. He also made her a special Hat of Disguise to help her blend in with normal people. Both the Eyes and Hat do not radiate magic. Before he let her go out of his tower he gave her an Amulet of Rasa Mon. For years after that she adventured through space and did whatever she could to help people as a way to make up for her past misdeeds. When she felt that she had accomplished all that she could, she summoned Rasa Mon and asked him to become her husband.
     Rasa Mon had not entertained the idea of a wife before because he knew he would outlive them. With Kallist he had the opportunity to have someone to share his life, because she is immortal. He had previously acquired a set of ancient elvish wedding rings on the world of the crimson sun, Athas. They allowed them to link their minds so they can be in constant telepathic contact, as per the Mindlink power from the Psionicist's Handbook.
     Kallist is Rasa Mon's first wife. As the First Wife she is the head of Rasa Mon's harim and in charge of the household. She takes her duties very seriously making sure that the tower and household is run efficiently. She maintains the staff of Phytokinoesians in the Tower of Rasa Mon Fry and works with Ban Gemgrinder, a Gnomish Illusionist/Thief (5/5) to keep all of Kallist and Rasa Mon's vast holdings all over the planes and crystal spheres accounted for. Ban is the current head of Clan Gemgrinder, a clan that is sworn to serve Rasa Mon in perpetuity for services he rendered to them long ago.
     She has been happy to be his First Wife and does not worry about his other wives in the harim, as they cannot share the intimate connection that Kallist and Rasa Mon share. She also knows that they will outlive them all anyway. Most of these marriages were made as matters of politics, alliance or to save the girls.
     That does not stop the other women from wanting to be rid of Kallist so they can be the First Wife. They fear her powers enough to avoid outright attacks so spend their time on intrigues. Kallist allows them to have their intrigues as it keeps them busy. She is always aware of what they are doing since she is the only person, other than Rasa Mon, with access to the Tower's surveillance abilities.

Stat Block

Character Name
Kallist Mon Fry
Value
30,000
HD
6 (26)
Primary Class
Transmuter
Level
20
XP
7,500,000
Next
8,250,000
Strength
9
0
0
35
90
5
1%
Dexterity
15
0
0
-1



Constitution
16
+2
95%
96%
0
0

Intelligence
17
6
8th
75%
14
0

Wisdom
15
+1
2: 1st , 1: 2nd
0%
0
Charisma
16
8
+4
+5
+2


Comeliness
5
Ugly
-2

PPDM
8
HP
44
Race
Medusa
Starting Age
18
RSW
3
Align
CG
Sex
Female
Current Age
835
PP
5
#Att
1r
Hair
Snakes
Max Age
BW
7
PCC
53
Eye
Glowing Red
AC
5
OS
4
Scrye
43%
Height
5' 6” (66”)
Natural
4
Fear
-1
PSP
-
Weight
129 lb
Magic
3 / 2
Horror
-1
THAC0
14
Complexion
Pale
MAC
9
Madness
5
MTHAC0
20
Hand
R
Move
9
Slots: 16


Slots: 3
Secondary Skills
None
Phlogiston Navigation
1
Int-3
14

Weapon
-6
Modifiers
Acting
1
Cha-1
16
Common (Space)
1
Int
17

Dagger
1

Disguise
2
Cha-1
16
R/W Common
1
Int+1
18

Throwing
1
(+1/+0)
Appraising
2
Int
17
Beholder
1
Int
17

Club
1

Spellcraft
1
Int-2
15
Neogi
1
Int
17




Alertness
1
Wis+1
16
Wildspace Navigation
1
Int-3
14




Spacemanship
1
Dex
15
Spelljamming
2
Int-2
15




Spells
Racial/Class Abilities
1st
5+1
1' Range: Snake hair bite save vs PPDM or die.
2nd
5+1
30' Range: Save vs PP or turned to stone.
3rd
5+1
Twice as much XP to advance in level.
4th
5+1
+1 Spell per Spell Lvl (Specialty only), +1 Save vs Alteration spells.
5th
5+1
-1 to Opponents Save vs Alteration spells.
6th
4+1
+15% CLS to Alteration Spells. -15% CLS to non-Alteration spells.
7th
3+1
When reaching a new Spell Lvl, gains 1 spell of Alteration school.
8th
3+1
When creating a new spell, it is considered 1 Lvl lower if an Alteration spell.
9th
2+1
Opposition Schools: Abjuration & Necromancy.

Spells
Pgs
Lvl
Spells
Pgs
Lvl
Spider Climb
2
1
Stoneskin
5
4
Mending (x3)
1
1
Teleport
7
5
Hold Portal
3
1
Transmute Rock to Mud (x3)
6
5
Comprehend Languages
2
1
Stone Shape (x2)
5
5
Strength (x2)
4
2
Stone to Flesh (x4)
6
6
Darkness, 15' Radius (x3)
3
2
Disintegrate
7
6
Wizard Lock
3
2
Reverse Gravity
8
7
Wraithform (x3)
3
3
Teleport without Error (x3)
9
7
Fly
5
3
Polymorph Any Object
12
8
Gust of Wind (x2)
3
3
Sink (x3)
11
8
Polymorph Other (x4)
5
4
Succor
9
9
Dimension Door
4
4
Shape Change (x2)
13
9

Equipment Carried



PP

White Silk Dress

Armour
Wgt
AC-
Dex
GP
1,200
Brass Chain Belt

Ring of Protection
1/100
-2
0
EP

Large Belt Pouch





SP
60
Sandals





CP

3 Dagger Scabbard






Weapons
Wgt
Size
Type
Speed
THAC0
Dmg S-M/L

Art Objects
#
Value
Dagger +2 (Viperfang)
1
S
P
0
12 / 11
1d4/1d3 (+2)

Kallist’s Spell Tome
1
32,000gp
2 Dagger
1
S
P
2
14 / 13
1d4/1d3

Platinum Necklace
1
250gp

Magic Items

#
Type
Name
Duration
Effects

Special Notes
2
Potion
Quince of ESP
5d8r
As per 2nd level Wizard spell


1
Clothing
Hat of Disguise
Worn
Changes the appearance of the user.


1
Ring
Ring of Protection +2
Worn
+2 Saves -2 A/C


1
Clothing
Eyes of Gaze Negation
Worn
Prevents Gaze attack by Kallist

Protects wearer from Gaze attacks
1
Ring
Ring of Mindlinking
Worn
Constant telepathic link with spouse.

Wedding Ring from Rasa Mon Fry