| Full Name |
Dyrnwyn |
| Race |
Eladrin |
| Classes/Levels |
Wizard |
| Gender |
Male |
| Size |
Medium |
| Special Abilities |
See below |
| Alignment |
Unaligned |
| Languages |
Common, Elven |
| Strength |
10 |
| Dexterity |
16 |
| Constitution |
11 |
| Intelligence |
18 |
| Wisdom |
12 |
| Charisma |
13 |
About Dyrnwyn
_____________________
STR 10 (+0)
CON 11 (+0)
DEX 16 (+3)
INT 18 (+4)
WIS 12 (+1)
CHA 13 (+1)
Eladrin
Wizard, Level 1
Deity: Corellon
Alignment: Unaligned
Medium
5’6”
125 lb
Languages: Common, Elven
FORT: 10 + 0 = 10
REF: 10 + 4 = 14
WILL: 10 + 1 + 1 = 12
AC : 10 + 0 + 4 = 14
Hit Points: 21
Skill Bonuses: +2 Arcana, +2 History
Eladrin Education: 1 additional Skill
Eladrin Weapon Proficiency: Longsword
Eladrin Will: +1 Racial Bonus to WILL defense, +5 Racial bonus to saving against Charm effects
Fey Origin
Trance
Fey Step (Encounter Power)
"With a step, you vanish from one place and appear in another."
Encounter Teleportation
Move Action Personal
Effect: Teleport up to 5 squares.
Role: Controller (War Wizard)
Power Source: Arcane
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Quarterstaff
Implements: Orbs, Wands, Staffs
Bonus to Defense: +2 WILL
Arcane Implement: Staff of Defense
Trained Skills: Arcana, (choose 3) (+1)
Arcana (INT): 5 ranks +4 (+2)= 11
Dungeoneering (WIS): 5 ranks +1= 6
History (INT): 5 ranks +4 (+2)= 11
Nature (INT) 5 ranks +4= 9
Religion (INT) 5 ranks +4= 9
Feat: Improved Initiative (=4)
Class Features: Arcane Implement Mastery, Cantrips, Ritual casting, Spellbook
Cantrips:
Ghost Sound, Light, Mage Hand, Prestidigitation
Ritual Casting feat
Spellbook: At Will (2), Encounter 1 (+1), Daily 1 (2 known)
Rituals (3): Animal Messenger, Comprehend Languages, Silence
Level 1 At Will Spells
Magic Missile, Scorching Burst
Level 1 Encounter Spells
Burning Hands, (Fey Step)
Level 1 Daily Spells
Acid Arrow, Sleep
Cantrips
Ghost Sound
Ghost Sound Wizard Cantrips 1
With a wink, you create an illusory sound that emanates from somewhere close by.
At-Will Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light
Light Wizard Cantrips 1
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
At-Will Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Mage Hand
Mage Hand Wizard Cantrips 1
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-Will Arcane, Conjuration
Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
Prestidigitation
Prestidigitation Wizard Cantrips 1
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
At-Will Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
•Move up to 1 pound of material.
•Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
• Color, clean, or soil items in 1 cubic foot for up to 1 hour.
• Instantly light (or snuff out) a candle, a torch, or a small campfire.
• Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
• Make a small mark or symbol appear on a surface for up to 1 hour.
• Produce out of nothingness a small item or image that exists until the end of your next turn.
• Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.
At Will
Scorching Burst
Scorching Burst Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Magic Missile
Magic Missile Wizard Attack 1
You launch a silvery bolt of force at an enemy.
At-Will Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier force damage.
Increase damage to 4d4 + Intelligence modifier at 21st level.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Encounter
Burning Hands
Burning Hands Wizard Attack 1
A fierce burst of flame erupts from your hands and scorches nearby foes.
Encounter Arcane, Fire, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Daily
Acid Arrow
Acid Arrow Wizard Attack 1
A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.
Daily Acid, Arcane, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
Sleep
Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
Daily Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
Rituals
Animal Messenger
You whisper to the animal before you, and it bounds off in the direction you point to carry your message.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Special
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Nature
You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal’s mouth, conveying the message. When the animal delivers its message or the ritual’s duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Nature Check Result Duration
19 or lower 6 hours
20–29 12 hours
30–39 18 hours
40 or higher 24 hours
Comprehend Language
Comprehend Language
As you finish the ritual, the guttural language of the creatures before you clarifies into something you understand.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.
Silence
Silence
Straining both your patience and your keen ears, you hear nothing in the duke’s private chamber. That’s why you’re so surprised to see the duke when you boldly enter.
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
Component Cost: 30 gp
Market Price: 75 gp
Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a –10 penalty to their Perception checks.
Equipment:
Cloth Armor 1gp, 4lb
Longsword 15 gp, 3 lb (+3), 1d8
Dagger 1 gp, 1lb (+3), 1d4, 5/10
Spellbook 50 gp, 3 lb
Standard Adventurer’s Kit 15 gp, 33 lb
Backpack
Bedroll
Flint and Steel
Pouch
Rations, trail (10 days)
Rope (hempen – 50’)
Sunrods (2)
Waterskin
Arcane Implement, Staff (of Defense) 5gp, 4lb