Spectrum wears white and is always immaculate. Magic helps with that.
His clothing is loose-fitting cotton with a hooded long leather coat, also bleached white. Around his neck is a prismatic amulet that catches the sun and casts rainbows around him. Two elven blades sit on his left hip in the style of the warriors of the east. At his left, a metal-bound book hangs from a chain like a scabbarded weapon.
His hair is long and white and never seems to tangle. His skin is tanned nearly golden. He obviously spends a lot of time in the sun. His eyes are pale blue with flecks of gold. He rarely smiles and moves like a dancer. He is beautiful in a way that is almost otherworldly and a bit off-putting. His distant and studious demeanor doesn't help ingratiate many people to him, so his attractiveness actually tends to drive people away rather than attract them.
Near him always are two small dragons with scales like mother-of-pearl, mostly white but reflective of every color you can imagine.
Llevyn was always an odd elf. Studious to the point of concern, brilliant and focused. His parents were elven nobles quite concerned with their son's lack of social grace or concern for politics and worldly affairs. Frankly, he embarrassed them, so when he asked to be sent to the Arcanamirum Academy, far away from his home, they quickly agreed. They could be proud of him from a distance, brag about his studies without having to try to deal with him on a daily basis.
He was the youngest elf ever accepted and moved through his studies at a pace unheard of. Many called him a prodigy, but he was not. He was simply driven. Layer by layer he peeled back the secrets of the arcane until his theoretical knowledge far outstripped his actual prowess. He became convinced that properties of magic could be divided into shades. He sighted colored magical auras, breeds of chromatic dragons, and the effects of the various "prismatic" spells as evidence. He theorized that if an aura could somehow be solidified it would be the purest form of magic possible. He began constantly referring to magic as a "spectrum", and somehow the name stuck.
He had graduated and was becoming quite bored as the research assistant of one of his former professors, just on the verge of adulthood, when he came across his next obsession. He had always tried to delve into the root of what magic was and had been unsatisfied with all the answers he'd been given. One day in an old dusty tome he found a record of powerful beings dubbed the Runelords and accounts of a form of magic that was considered lost to the world. This was something worth studying. His research took him to the town of Sandpoint where he would spent the next twenty years diligently researching everything he could on the ancient tyrants.
Upon arriving he found a bazzar where a merchant claimed to be selling dragon's eggs. Thinking that if he could somehow study draconic development he may be able to add evidence to his theory, Spectrum spent the entirety of the money his family had given him on the two eggs.
One of the local noble families, the Kaijitsus, had an ancient honor-debt to the elf's family and were happy to take him in and give him aid despite the fact that the Elf's thoughts and goals made little sense to them. They found that simply leaving the elf to his own devices was quite profitable, however, because every artifact he uncovered or script he translated that did not have to do with his obsession he simply gave to them.
They were not thrilled when the two strange eggs he brought hatched into a pair of tiny rambunctious psudodragons that could not care less about human property or ideas of morality and who would only listen to a certain distracted, aloof elf who they'd imprinted on before they had hatched, but their young daughter Amieko begged and pleaded to let the flying lizards stay and they relented.
From that point on the child took it upon herself to become the eccentric elf's assistant. Over time the two developed an unlikely friendship that still progresses to this day.
Over the years the collection grew drawing other historians and archeologists and beginning to make sandpoint something of a hub for ancient curiosities. Seeing the trend the Kaijitsu family opened an Inn right next door to the museum and gave it to Amieko to run.
Today you can find the elf called Spectrum and his pair of small dragons in the room he keeps in Ameiko's inn pouring over some manuscript or dusting off some strange artifact, but he is always ready to accompany anyone that asks into any ruin or crypt in hopes of finding one more piece of his puzzle.
Rich Parents: 900 starting gold.
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Lore Seeker: You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
m - Indicates memorized with Magus spell slot
w - Indicates memorized with Wizard spell slot
s - Indicates Scroll
Bold indicates cast at +1 caster level and DC (Lore Seeker trait)
Italics indicates Wizard or Magus only)
4 per day, at will (wizard)
4 per day, at will (magus)
Arcane Mark W
Create Water M
Dancing Lights M
Detect Magic W
Ray of Frost W
Read Magic W
Detect Poison (wizard only)
Bleed (wizard only)
Mending (wizard only)
Message (wizard only)
Resistance (wizard only)
Scrivener's Chant (wizard only)
Sotto Voce (wizard only)
Touch of Fatigue (wizard only)
Haunted Fey Aspect (wizard only)
-1st- DC 16
5 per day, wizard
5 per day, magus
Color Spray W S
Comprehend Languages S
Crafter's Fortune S
Feather Fall M
3 per day Wizard
2 per day Magus
Scroll of Burning Hands (CL3)
Flaming Sphere (CL5)
=====Wizard Class Abilities=====
Bonded Item: Prism Amulet
If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
=====Magus Class Abilities=====
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers.
Spell Dance (Su): At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds.
This ability replaces the magus's ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.
Spell Combat: (ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike: (Su) At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Magus Arcana Gain a Familiar!
Spell Recall: (Su) At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Array and Glimmer
young psudodragons (purchased in Absalom for 400gp)
Spellbook (quick-find tabs across the top, potion sheathes on cover, Wand sheath in spine. Chained to waist via weapon cord)
Lorebooks (almanacs and reference guides)
Ink in metal vials x10
Various Maps in metal case
glass and metal sample bottles (1 liter) x10 (stacked while empty to save space)