Allustan

Aaron "Light Raven"'s page

37 posts. Alias of Nacona.


Full Name

Aaron Raven

Race

Human

Classes/Levels

Abjurer / 4 Wizard of High Sorcery/1 (White Robe) HP: 45/45 AC: 11 Init +1 Fort: +4 Ref: +3 Will: +9

Gender

Male

Size

M

Age

30

Special Abilities

See spoilers

Alignment

Neutral Good

Deity

Solinari

Location

Krynn!

Strength 10
Dexterity 13
Constitution 15
Intelligence 18
Wisdom 14
Charisma 9

About Aaron "Light Raven"

Basics:

HP: 45/45
Fort: +4 (+1 Base +2 Con +1)
Ref: +3 (+1 Base +1 Dex +1)
Will: +9 (+6 Base +2 Wis +1)
AC: 13 ( 10 +0 Armor +1 Dex +2 Misc.)
BAB: +2
CMB: +2
CMD: 13
Initiative: +1

Str: 10:+0
Dex: 13:+1
Con: 15:+2
Int: 18:+4
Wis: 14:+2
Cha: 09:-1
Speed: 30ft Armored: 30ft
Favored Class: Wizard
Opposition Schools:
Necromancy, Illusion, Transmutation

Trained Skills:

The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier. +1 for being human.

Appraise: +12 (+5+4+3)
Knowledge (Arcana): +12 (+5+4+3)
Knowledge (Dungeoneering): +12 (+5+4+3)
Knowledge (History): +12 (+5+4+3)
Linguistics: +12 (+5+4+3)
Spellcraft: +12 (+5+4+3)


Spells- Per day/Memorized/DC:

0: 4
1st: 5
2nd: 4
3rd: 3
DC:
Memorized:
0:Lightx2, Mending, Prestidigitation
1st:Mage Armor x2 Sleep x2 Protection from Evil x1
2nd:Daze Monster x2 Scorching Ray x2
3rd:Fireball x2 Dispel Magic x1

Weapons:

Quarterstaff MWK(Bonded Object): Atk: +3 Dmg: 1d6/1d6 Crit: x2 Range:- Type: B Special: Double
Dagger: Atk: +2 (+3 Thrown) Dmg: 1d4 Crit: 19-20 x2 Range:10 Type: P/S
Wand of Magic Missile (3 Missiles): Dmg:1d4+1 per missile Charges- 50 Caster Level-5


0 Level Cantrips:

Resistance
School abjuration; Level bard 0, cleric 0, druid 0, paladin 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.

Acid Splash
School conjuration (creation) [acid]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one missile of acid
Duration instantaneous
Saving Throw none; Spell Resistance no
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

Detect Magic
School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 Rounds
Moderate 1d6 Minutes
Strong 1d6x10 Minutes
Overwhelming 1d6 Days

Spell or Object Faint Moderate Strong Overwhelming
Function Spell(Lvl) 3rd or lower 4th-6th 7th-9th 10th+(Deity)
Magic Item(Caster Lvl)5th or lower 6th-11th 12th-20th 21st+ (Artifact)

Detect Poison
School divination; Level cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Read Magic
School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.

Daze
School enchantment (compulsion) [mind-affecting]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Dancing Lights
School evocation [light]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
Dancing lights can be made permanent with a permanency spell.

Flare
School evocation [light]; Level bard 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect burst of light
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Light
School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Ray of Frost
School evocation [cold]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Mage Hand
School transmutation; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Mending
School transmutation; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 10 minutes
Components V, S
Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Message
School transmutation [language-dependent]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Open/Close
School transmutation; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a brass key)
Range close (25 ft. + 5 ft./2 levels)
Target object weighing up to 30 lbs. or portal that can be opened or closed
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

Arcane Mark
School universal; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range touch
Effect one personal rune or mark, all of which must fit within 1 sq. ft.
Duration permanent
Saving Throw none; Spell Resistance no
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Prestidigitation
School universal; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

1st Level Spells:

Protection from Evil
School abjuration [good]; Level cleric 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF
Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Shield
School abjuration [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Sleep
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Mage Armor
School conjuration (creation) [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Burning Hands
School evocation [fire]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Magic Missile
School evocation [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

2nd Level Spells:

Scorching Ray
School evocation [fire]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes
You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Glitterdust
School conjuration (creation); Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (ground mica)
Range medium (100 ft. + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread
Duration 1 round/level
Save Will negates (blinding only); SR no

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a –40 penalty on Stealth checks.

Material component: An iron ring.

3rd Level Spells:

Dispel Magic
School abjuration; Level bard 3, cleric 3, druid 4, paladin 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature, or object
Duration instantaneous
Saving Throw none; Spell Resistance no
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

Fireball
School evocation [fire]; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a ball of bat guano and sulfur)
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Class Features:
The following are the class features of the wizard.

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. 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.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Arcane Schools

Abjuration:
The abjurer uses magic against itself, and masters the art of defensive and warding magics.

Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Energy Absorption (Su): At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.

Wizard of High Sorcery features:

Enhanced Specialization:
Upon passing the Test of High Sorcery, a wizard increases his devotion to his chosen school of specialization. At 1st level, a Wizard of High Sorcery casts all spells from that school at +1 caster level. In addition, he gains a +1 bonus on saving throws against spells from his specialist school and spell-like abilities(but not supernatural abilities) that duplicate such spells.

In exchange for this enhanced focus on one school, the wizard must give up one additional school of magic, chosen from among the schools that the other two orders of High Sorcery specialize in. He can never again learn spells from that school. He cannon choose a prohibited school that he already chose as a 1st-level wizard. He can still use the prohibited spells he knew prior to becoming a Wizard of High Sorcery, including using items that are activated by spell completion or spell trigger.

Item of Power:
Once a prospective Wizard of High Sorcery successfully completes his test, his order gives him a permanent magic item valued between 2,000-4,000 gp in value. The order does not tell the newly robed wizard what powers the item possesses; discovering them himself is viewed as a means of refining his focus.

Moon Magic:
All Wizards of High Sorcery draw strength directly from the moon aligned with their particular order. White Robe wizards draw their power from Solinari, the white moon. Red Robe wizards draw their power from Lunitari, the red moon. Black Robe wizards are the only individuals able to see the full face of Nuitari, the black moon from which they draw their own strength.

The waxing and waning of their respective moons has an effect upon the magic of Wizards of High Sorcery. When a moon is at High Sanction (from waxing gibbous, through full, to waning gibbous),wizards of that moon's order cast spells at +1 caster level and with saving throw DCs against their spells increased by +1. When a moon is at Low Sanction ( from waning crescent through new, to waxing crescent), wizards of that moon's order cast spells at -1 caster level and with saving throw DCs against their spells decreased by -1. During the waxing waning periods around the quarter moons, wizards of that moon's order cast at their normal caster level.

The alignment of any two moons is a positive event for wizards of their orders, even if the moons are at Low Sanction. When two moon's are in conjunction, wizards of both moon's orders cast spells at +1 caster level and with saving throw DCs for their spells increased by +1. These bonuses stack with any bonus or penalty in place for the phase of the moons. Thus if Lunitari and Nuitari come into conjunction at High Sanction, wizards of the Red and Black Robes cast at +2 caster levels and have their save DCs increased by +2. If the same two moons come into conjunction at Low Sanction, the benefit from the conjuction cancels out the penalty for the moons being at Low Sanction and these wizards cast spells as normal.

When all three moons come into alignment all magic becomes more powerful. Wizards of all three orders cast spells at +2 caster level and with saving throw DCs for their spells increase by +2. Again, these bonuses stack with any bonus or penalty in place for the phase of the moons. When the moons are in conjunction at Low Sanction, all wizards still cast at +1; when they align at High Sanction, the bonuses increase to +3. This ominous occurrence, known as the Night of the Eye, occurs in a cycle of 504 days (exactly 1 1/2 years).

Tower Resources:
A Wizard of High Sorcery gains full admission to the Tower of High Sorcery in Wayreth, with resources available for spell research and the creation of magical items.

Access to Libraries: A wizard who has passed the Test of High Sorcery and declared allegiances to the deities of magic gains access to the libraries within the tower. These libraries contain the spellbooks of countless wizards throughout history, stretching back to the Age of Dreams. With access to these libraries, it is easier to for wizards to create new spells or to add new spells to their spellbooks. When researching or scribing a spell while using the tower's libraries, the time required ment for replacing or copying spells is halved (so a wizard can scribe two spells per day), while the cost for creating new spells is three-quarters (750 gp per week of research).

Access to Laboratories:
With access to the libraries also comes access to the laboratories in the tower. These labs are available to any Wizard of High Sorcery to use for creating magic items, and come complete with commonly used components (rare and exotic components may have to be bartered for or independently gained through other channels). A wizard using these laboratories can allmost certainly complete creation of an item without interruption.

Racial Abilities:
Human Racial Traits

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feats:

Spell Mastery
You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.
Prerequisite: 1st-level wizard
Benefit: Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
(1.Magic Missile, 2.Mage Armor, 3.Fireball, 4.Sleep)

Spell Penetration
Your spells break through spell resistance more easily than most.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Empower Spell (Metamagic)
You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

Scribe Scroll (Item Creation)
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Combat Casting
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Traits:

Languages:

Common, Abyssal, Draconic, Goblin, Sylvan

Equipment:

Wand of Magic Missile CL5
Bracers of Armor +1
Ring of Protection +1
Cloak of Resistance +1

Masterwork Backpack 4lbs.
Bedroll 5lbs. 1sp
Candle x5 NA 5cp
Flint and Steel NA 1gp
Hooded Lantern 2lbs. 7gp
Oil x1 pint 1lbs. 1sp
Belt pouch 1/2lbs. 1gp
Spell Component Pouch 2lbs. 5gp
Sack 1/2 lb. 1sp
Waterskin 4lbs. 1gp
Ink (1oz.) NA 8gp
Paper x5 NA 2gp
Scroll Case x3 1 1/2lbs. 3gp
Inkpen x2 1sp
Courtier's Outfit + Jewelry 6lbs. 80gp
Traveler's Outfit 5lbs.
Signet Ring NA 5gp
Sealing wax 1lb. 1gp
Soap 1lb. 5sp
Tent 20lbs. 10gp
Trail Rations x5 days 2gp 5sp

Light Warhorse 110gp
Bit and Bridle 1lb. 2gp
Military Saddle 30lbs. 20gp
Saddlebags 8lbs. 4gp


Background:

Aaron was born the son of a farmer in 330 AC. For the first twelve years of his life he lived like all the other children in their little village. Shortly after his twelfth birthday a traveler dressed in red robes stopped at his farm seeking a place to sleep for the night. Aaron's father never one to turn someone in need away, invited him to stay, and to have a proper supper with the family. Aaron immediately drew the mans attention. He questioned his parents extensively and left the next morning. Several weeks passed without event. Then on a rainy day there came a knock at the door. The red robed man had returned. The children were ushered into the loft and Aaron's parents had tea with the traveler. Many hours later his father called the boy down and introduced him to the man. “Boy” he said “ this is master Argile. You are going to be going away with him to learn magic.” Aaron was terrified and exhilarated all at once. The next day sad goodbyes were made and the boy left home forever.

Aaron apprenticed with Argile for six years until early 348 AC when the War of the Lance began. Argile was needed elsewhere and Aaron was ready to strike out on his own. He decided to try and help in the war effort once the situation came to light. He eventually met up with some like minded individuals and made their way to Silvanost. It took close to year to travel by land to Silvanost, and by the time they got their the found the Dragon Armies had already abandoned the campaign, and that through some magical disaster The Speaker of the Stars had turned the forests of Silvanost into a living nightmare.
Aaron and his party found passage to Solamnia and made independent efforts to help the Knights get control of the situation. Aaron and his companions organized and conducted numerous raids on the Dragon Army supply lines east of the Dargaard Mountains, and harassed Draconian patrols whenever they could. In 351 AC despite their best efforts the Solamnic Knights are unable to organize a successful defense and Aaron and his party are forced to retreat with them. Draconians reinforced by goblins pushed them out of the Dargaard Mountains, then out of Nightlund and onto the Plains of Solamnia. Eventually the Knights of Solamnia forge and alliance with the Whitestone Council and begin to make progress. In spring of 352 AC Aaron found himself unofficially attached to a unit of Knights led by Sir Derrek Crownguard and Sturm Brightblade at the High Clerist's Tower. Aaron and his band remained with Brightblade's contingent to defend the tower. While Brightblade and the Golden General faced off with a Dragon Highlord, Aaron and his group reinforced a poorly defended section of of the fortresses defenses. The tide of the war had started to turn. Aaron fought in many other engagements but the High Clerist's Tower was a pivotal point in his life and the most important campaign he participated in. This struggle against starvation and an unbeatable force is where he learned that he could not give up the fight for good, no matter the cost. Within a year of the war ending Aaron was invited to take the Test of High Sorcery.
The events that took place during his test are foggy and come in the form of broken confusing flashbacks. The only details he is certain on is that he began the test with all the members of his party from the war. When he came out of his coma several days after passing his test only two members of the original five remained. Aaron and a rogue named Pepper. Afterward Pepper was often found trembling or drinking until should could no long stand. She has never spoken of the events and Aaron had never pushed her for them.


Description:

Aaron stands at 6' with an average build for a man his size. His hair is cut short and his beard is kept long. His clothes are meticulously maintained and consist of a white shirt with a grey wool vest, white linen breeches and knee high black boots. I thick black belt encompasses his waist to hold his gear. A large satchel hangs slung across his chest and a stark white cloak trimmed with red runes rests around his shoulders. Ever in hand is his beautifully staff carved with a runes, and forest scenes and topped with a finely detailed raven.

Money and Treasure:

1536gp
4sp
5cp
Wands:
Wand of Magic Missile CL5
Potions:
Cure Light Wounds x4
Cure Moderate Wounds x2
Potion of Mage Armor x2
Scrolls