Namdrin Quinn

Galahd Riven's page

49 posts. Alias of Tensility&Momentum.


About Galahd Riven

Stats:

  • Name: Galahd Riven
  • Race: Elf
  • Class: Fighter
  • Level: 1
  • Str: 10 + 4 (5 pts) = 14 (+2)
  • Dex: 10 + 6 (10 pts) + 2 (race) = 18 (+4)
  • Con: 10 + 2 (2 pts) - 2 (race) = 10 (0)
  • Int: 10 + 4 (5 pts) + 2 (race) = 16 (+3)
  • Wis 10 + 0 (0 pts) = 10 (0)
  • Cha: 10 + -2 (-2 pts) = 8 (-1)
  • HP: 10 + 0 (CON) + 1 (Favored Class) + 4 (Elf Start Bonus) = 15
  • AC: 10 + 4 (DEX) + 4 (armor) = 18
  • Initiative: 4 (DEX) + 2 (Trait)= +6
  • Fort Save: 2 (Class) + 0 (CON) = +2
  • Ref Save: 0 (Class) + 4 (DEX) = +4
  • Will Save: 0 (Class) + 0 (WIS) = 0
  • BAB: +1
  • Base Melee Attack Bonus (finesse weapon): 1 (BAB) + 4 (DEX) = +5
  • Base Melee Attack Bonus (other): 1 (BAB) + 2 (STR) = +3
  • Base Melee Damage Bonus: 2 (STR) = +2
  • Base Thrown Attack Bonus: 1 (BAB) + 4 (DEX) = +5
  • Base Thrown Damage Bonus: 2 (STR) = +2
  • Base Ranged Attack Bonus: 1 (BAB) + 4 (DEX) = +5
  • Base Ranged Damage Bonus: (no applicable bonuses) 0
  • CMB: 1 (BAB) + 2 (STR) = +3
  • CMD: 1 (BAB) + 2 (STR) + 4 (DEX) = +7
  • Move: 30' (20' in armor)
  • Light Load: 58 lbs
  • Medium Load: 116 lbs
  • Heavy Load: 175 lbs
  • Gender: Male
  • Age: 119
  • Height: 5' 9"
  • Weight: 108 lbs
  • Size: Medium
  • Languages: Common, Elven, Draconic, Goblin, Orc
  • Alignment: Chaotic Good
  • Favored Class: Fighter

Background:

starting with just a list of notes...will turn into prose later
  • given that he starts the game in Riddleport, I've decided that he should be from the Mierani Forest
  • he spent quite a bit of time before this as a soldier among the "border guard" maintaining the quarantine around Celwynvian
  • eventually, being young, bored, and a bit rebellious...all of the reasons Elves leave home for adventure...led him to take leave of that duty
  • now, he's come to the city of Riddleport due to a perverse fascination he has with the filthy, dangerous city

Appearance:

again, just notes for now; prose comes later
  • sullen and moody
  • dark, medium long hair

Elf Racial Traits:

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
  • Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
  • 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.
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
  • Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Fighter Class Features:

  • Role: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.
  • Alignment: Any.
  • Hit Die: d10.
  • Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge(dungeoneering) (Int), Knowledge(engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
  • Skill Ranks per Level: 2 + Int modifier. (2 + 3 = 5)
  • Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
  • Bonus Feats:
    At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
    Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Traits:

  • Looking for Work:
    Although out of work, you aren't particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin's fortunes reverse after this big gambling tournament, you're relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You've secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it's a place you'd want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul's eye and make an impression. You've long worked at honing you're skills, and are quite accomplished and certain that you have something to offer. Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you. (Perception)
  • Warrior of Old:
    As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Feats:

  • Point-Blank Shot
    You are especially accurate when making ranged attacks against close targets.
    Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
  • Weapon Finesse
    You are trained in using your agility in melee combat, as opposed to brute strength.
    Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
    Special: Natural weapons are considered light weapons.

Skills:

  • Acrobatics*: 0 + 4 (Dex) = +4 (+1)
  • Appraise: 0 + 3 (Int) = +3
  • Bluff: 0 + -1 (Cha) = -1
  • Climb*: 1 + 2 (Str) + 3 (Class) = +6 (+5)
  • Craft: 0 + 3 (Int) = +3
  • Diplomacy: 0 + -1 (Cha) = -1
  • Disable Device*: trained only
  • Disguise: 0 + -1 (Cha) = -1
  • Escape Artist*: 0 + 4 (Dex) = +4 (+1)
  • Fly*: 0 + 4 (Dex) = +4 (+1)
  • Handle Animal: 0 + -1 (Cha) = -1
  • Heal: 0 + 0 (Wis) = 0
  • Intimidate: 1 + -1 (Cha) + 3 (Class) = +3
  • Knowledge(dungeoneering): 1 + 3 (Int) + 3 (Class) = +7
  • Knowledge(other): trained only
  • Perception: 1 + 0 (Wis) + 1 (Trait) + 2 (Race) + 3 (Class) = +7
  • Perform: 0 + -1 (Cha) = -1
  • Profession: trained only
  • Ride*: 0 + 4 (Dex) = +4 (+1)
  • Sense Motive: 0 + 0 (Wis) = 0
  • Sleight of Hand*: trained only
  • Spellcraft: trained only
  • Stealth*: 0 + 4 (Dex) = +4 (+1)
  • Survival: 1 + 0 (Wis) + 3 (Class)= +4
  • Swim*: 0 + 2 (Str) = +2 (-1)
  • Use Magic Device: trained only

* armor check penalty applies

Equipment:

Combat Gear:
  • Rapier (20 gp; 1d6; 18-20/x2; --; 2 lbs; P; --)
  • Dagger; cold iron (4 gp; 1d4; 19-20/x2; 10'; 1 lbs; P or S; --)
  • Hammer, light (1 gp; 1d4; x2; 20'; 2 lbs; B; --)
  • Sap (1 gp; 1d6; x2; --; 1 lbs; B; nonlethal)
  • Shortbow (30 gp; 1d6; x3; 60'; 2 lbs; P; --)
  • Arrows(20) (1 gp; --; --; --; 3 lbs; --; --)
  • Hide Armor (15 gp; +4 AC; +4 max dex; -3 armor check; 20% spell fail; 20'; 25 lbs)

Non-Combat Gear (worn):
  • Backpack (2 gp; 2 lbs)
  • Pouch, belt (1 gp; 1/2 lbs)
  • Traveler's Outfit (1 gp; 5 lbs)

Stowed Gear (in backpack):
  • Bedroll (1 sp; 5 lbs)
  • Candle, x3 (3 cp; --)
  • Case, map or scroll (1 gp; 1/2 lb)
  • Flint and steel (1 gp; --)
  • Rations, trail; 2 days (1 gp; 2 lbs)
  • Sunrod; x2 (4 gp; 2 lbs)
  • Tindertwig (1 gp; --)
  • Waterskin (1 gp; 4 lbs)
  • Whetstone (2 cp; 1 lbs)
  • Short sword, dented and rusty (loot; 2 lbs)

Money (in belt pouch)
  • pp: 0
  • gp: 2
  • sp: 6
  • cp: 5

Encumbrance: 60 lbs

Journal/Notes:

Day 1
  • spent morning familiarizing self with neighborhood around potential place of employment, the Golden Goblin Inn
  • spent 5 sp on meal plus 5 sp on room at Golden Goblin Inn; gambling tournament is tonight
  • went to see if any local weapon vendors have a curve blade, as usual upon arriving in a new city
  • attempted mugging in alley by two ruffians; Calinder arrived as this happened to help
  • took 2 hp damage to right arm; stabbed one ruffian for 7 hp; Calinder slashed other for 5 hp; both fled
  • acquired low quality short sword dropped by larger of two ruffians
  • invited Calinder for drinks at Golden Goblin; spent 2 sp on ale, bread, and cheese

Level Progression:

"Pure" Arcane Archer
  • 1: Fighter 1; +1 hp; BAB +1, Fort +2, Ref 0, Will 0, HP 15; --; Weapon Finesse; Bonus Feat: Point Blank Shot; --; 5 ranks: Climb, Intimidate, Knowledge (dungeoneering), Perception, Survival
  • 2: Fighter 2; +1 hp; BAB +2, Fort +3, Ref 0, Will 0, HP 22; --; --; Bonus Feat: Precise Shot, Bravery +1; --; 5 ranks: ...
  • 3: Wizard 1; --; BAB +2, Fort +3, Ref 0, Will +2, HP 26; --; Arcane Strike; Arcane Bond, Arcane School, Cantrips, Scribe Scroll; Caster Lvl 1 (3, 1); 5 ranks: ...
  • 4: Fighter 3; +1 hp; BAB +3, Fort +3, Ref +1, Will +3, HP 33; +1 Int; --; Armor Training 1; Caster Lvl 1 (3, 1); 5 ranks: ...
  • 5: Fighter 4; +1 hp; BAB +4, Fort +4, Ref +1, Will +3, HP 40; --; Weapon Focus (longbow); Bonus Feat: Rapid Shot; Caster Lvl 1 (3, 1); 5 ranks: ...
  • 6: Fighter 5; +1 hp; BAB +5, Fort +4, Ref +1, Will +3, HP 47; --; --; Weapon Training 1 (bows); Caster Lvl 1 (3, 1); 5 ranks: ...
  • 7: Fighter 6; +1 hp; BAB +6/+1, Fort +5, Ref +2, Will +4, HP 54; --; Manyshot; Bonus Feat: Weapon Specialization (longbow), Bravery +2; Caster Lvl 1 (3, 1); 5 ranks: ...
  • 8: Arcane Archer 1; --; BAB +7/+2, Fort +6, Ref +3, Will +4, HP 60; +1 Int; --; Enhance Arrows (magic); Caster Lvl 1 (3, 1); 8 ranks: ...
  • 9: Arcane Archer 2; --; BAB +8/+3, Fort +6, Ref +3, Will +5, HP 66; --; Arcane Armor Training; Imbue Arrow; Caster Lvl 2 (4, 2); 8 ranks: ...
  • 10: Arcane Archer 3; --; BAB +9/+4, Fort +7, Ref +4, Will +5, HP 72; --; --; Enhance Arrows (elemental); Caster Lvl 3 (4, 2, 1); 8 ranks: ...
  • 11: Arcane Archer 4; --; BAB +10/+5, Fort +7, Ref +4, Will +5, HP 78; --; Still Spell; Seeker Arrow; Caster Lvl 4 (4, 3, 2); 8 ranks: ...
  • 12: Arcane Archer 5; --; BAB +11/+6/+1, Fort +8, Ref +5, Will +6, HP 84; +1 Dex; --; Enhance Arrows (distance); Caster Lvl 5 (4, 3, 2, 1); 8 ranks: ...
  • 13: Arcane Archer 6; --; BAB +12/+7/+2, Fort +8, Ref +5, Will +6, HP 90; --; Improved Precise Shot; Phase Arrow; Caster Lvl 5 (4, 3, 2, 1); 8 ranks: ...
  • 14: Arcane Archer 7; --; BAB +13/+8/+3, Fort +9, Ref +6, Will +6, HP 96; --; --; Enhance Arrows (elemental burst); Caster Lvl 6 (4, 3, 3, 2); 8 ranks: ...
  • 15: Arcane Archer 8; --; BAB +14/+9/+4, Fort +9, Ref +6, Will +7, HP 102; --; Arcane Armor Mastery; Hail of Arrows; Caster Lvl 7 (4, 4, 3, 2, 1); 8 ranks: ...
  • 16: Arcane Archer 9; --; BAB +15/+10/+5, Fort +10, Ref +7, Will +7, HP 108; +1 Int; --; Enhance Arrows (aligned); Caster Lvl 7 (4, 4, 3, 2, 1); 8 ranks: ...
  • 17: Arcane Archer 10; --; BAB +16/+11/+6/+1, Fort +10, Ref +7, Will +7, HP 114; --; Pinpoint Targeting; Arrow of Death; Caster Lvl 8 (4, 4, 3, 3, 2); 8 ranks: ...
  • 18: Wizard 2; --; BAB +17/+12/+7/+2, Fort +10, Ref +7, Will +8, HP 118; --; --; --; Caster Lvl 9 (4, 4, 4, 3, 2, 1); 6 ranks: ...
  • 19: Wizard 3; --; BAB +17/+12/+7/+2, Fort +11, Ref +8, Will +8, HP 122; --; Deadly Aim; --; Caster Lvl 10 (4, 4, 4, 3, 3, 2); 6 ranks: ...
  • 20: Wizard 4; --; BAB +18/+13/+8/+3, Fort +11, Ref +8, Will +9, HP 126; +1 Int; --; --; Caster Lvl 11 (4, 4, 4, 4, 3, 2, 1); 7 ranks: ...

Arcane Archer with a dash of Arcane Trickster

  • 1: Fighter 1; +1 hp; BAB +1, Fort +2, Ref 0, Will 0, HP 15; --; Weapon Finesse; Bonus Feat: Point Blank Shot; --; 5 ranks: Climb, Intimidate, Knowledge (dungeoneering), Perception, Survival
  • 2: Rogue 1; --; BAB +1, Fort +2, Ref +2, Will 0, HP 20; --; --; Sneak Attack +1d6, Trapfinding; --; 11 ranks: ...
  • 3: Wizard 1; --; BAB +1, Fort +2, Ref +2, Will +2, HP 24; --; Arcane Strike; Arcane Bond, Arcane School, Cantrips, Scribe Scroll; Caster Lvl 1 (3, 1); 5 ranks: ...
  • 4: Rogue 2; --; BAB +2, Fort +2, Ref +3, Will +2, HP 29; +1 Int; --; Evasion, Rogue Talent: Trap Spotter; Caster Lvl 1 (3, 1); 11 ranks: ...
  • 5: Rogue 3; --; BAB +3, Fort +3, Ref +3, Will +3, HP 34; --; Precise Shot; Sneak Attack +2d6, Trap Sense +1; Caster Lvl 1 (3, 1); 11 ranks: ...
  • 6: Rogue 4; --; BAB +4, Fort +3, Ref +4, Will +3, HP 39; --; --; Rogue Talent: Rapid Shot, Uncanny Dodge; Caster Lvl 1 (3, 1); 11 ranks: ...
  • 7: Wizard 2; --; BAB +5, Fort +3, Ref +4, Will +4, HP 43; --; Weapon Focus(longbow); --; Caster Lvl 2 (4, 2); 5 ranks: ...
  • 8: Fighter 2; +1 hp; BAB +6/+1, Fort +4, Ref +4, Will +4, 50; +1 Int; --; Bonus Feat: Many Shot, Bravery +1; Caster Lvl 2 (4, 2); 6 ranks: ...
  • 9: Arcane Archer 1; --; BAB +7/+2, Fort +5, Ref +5, Will +4, HP 56; --; Deadly Aim; Enhance Arrows (magic); Caster Lvl 2 (4, 2); 8 ranks: ...
  • 10: Arcane Archer 2; --; BAB +8/+3, Fort +5, Ref +5, Will +5, HP 62; --; --; Imbue Arrow; Caster Lvl 3 (4, 2, 1); 8 ranks: ...
  • 11: Arcane Archer 3; --; BAB +9/+4, Fort +6, Ref +6, Will +5, HP 68; --; Arcane Armor Training; Enhance Arrows (elemental); Caster Lvl 4 (4, 3, 2); 8 ranks: ...
  • 12: Arcane Archer 4; --; BAB +10/+5, Fort +6, Ref +6, Will +5, HP 74; +1 Int; --; Seeker Arrow; Caster Lvl 5 (4, 3, 2, 1); 8 ranks: ...
  • 13: Arcane Archer 5; --; BAB +11/+6/+1, Fort +7, Ref +7, Will +6, HP 80; --; Improved Precise Shot; Enhance Arrows (distance); Caster Lvl 5 (4, 3, 2, 1); 8 ranks: ...
  • 14: Arcane Archer 6; --; BAB +12/+7/+2, Fort +7, Ref +7, Will +6, HP 86; --; --; Phase Arrow; Caster Lvl 6 (4, 3, 3, 2); 8 ranks: ...
  • 15: Arcane Archer 7; --; BAB +13/+8/+3, Fort +8, Ref +8, Will +6, HP 92; --; Arcane Armor Mastery; Enhance Arrows (elemental burst); Caster Lvl 7 (4, 4, 3, 2, 1); 8 ranks: ...
  • 16: Arcane Archer 8; --; BAB +14/+9/+4, Fort +8, Ref +8, Will +7, HP 98; +1 Int; --; Hail of Arrows; Caster Lvl 8 (4, 4, 3, 3, 2); 9 ranks: ...
  • 17: Arcane Archer 9; --; BAB +15/+10/+5, Fort +9, Ref +9, Will +7, HP 104; --; Craft Magic Arms and Armor; Enhance Arrows (aligned); Caster Lvl 8 (4, 4, 3, 3, 2); 9 ranks: ...
  • 18: Arcane Archer 10; --; BAB +16/+11/+6/+1, Fort +9, Ref +9, Will +7, HP 110; --; --; Arrow of Death; Caster Lvl 9 (4, 4, 4, 3, 2, 1); 9 ranks: ...
  • 19: Arcane Trickster 1; --; BAB +16/+11/+6/+1, Fort +9, Ref +10, Will +8, HP 114; --; Pinpoint Targeting; Ranged Legerdemain; Caster Lvl 10 (4, 4, 4, 3, 3, 2); 9 ranks: ...
  • 20: Arcane Trickster 2; --; BAB +17/+12/+7/+2, Fort +10, Ref +10, Will +8, HP 118; +1 Int; --; Sneak Attack +1d6 (total +3d6); Caster Lvl 11 (4, 4, 4, 4, 3, 2, 1); 9 ranks: ...

Need to ponder whether he should pursue Arcane Armor feats versus Still Spell (or both). For now, I've gone with former approach, since he will have relatively limited number of spell levels anyway, which is likely to make "trading up" prohibitively expensive.

Research:

Spells Sans Somatic
  • Flare (Wiz 0) Decent combat cantrip.
  • Light (Wiz 0) Obviously quite useful, especially since it can be cast on arrows allowing placement of light at a distance.
  • Feather Fall (Wiz 1) Solid backup utility spell, especially when spelunking.
  • Hold Portal (Wiz 1) Interesting but unlikely to displace a True Strike slot.
  • True Strike (Wiz 1) This is definitely the first level "bread and butter" spell for a combat mage build like this.
  • Ventriloquism (Wiz 1) Doubt I'd ever memorize this before another True Strike slot.
  • Blindness/Deafness (Wiz 2) This seems like a solid choice.
  • Blur (Wiz 2) This is probably the other best 2nd level "non-somatic" spell.
  • Darkness (Wiz 2) Also possibly interesting placed on pre-aimed arrow and let loose.
  • Knock (Wiz 2) By the time he gains access to 2nd level spells, his Disable Device skill level may make this moot.
  • Displacement (Wiz 3) Most likely bet for combat-oriented third level non-somatic spell.
  • Suggestion (Wiz 3) Hrm. Jedi mind tricks combined with stealthy character could work.
  • Tongues (Wiz 3) Non-combat utility.
  • Dimension Door (Wiz 4) Quite interesting, given that battlefield mobility can be key, especially for an Artillery build.
  • Geas, Lesser (Wiz 4) Meh? Might actually work well.
  • Shout (Wiz 4) Solid combat spell; also potentially good for use with 'Imbue Arrow' (see below).
  • Contact Other Plane (Wiz 5) Magic eight-ball, anyone?
  • Teleport (Wiz 5) Timeless classic high-class means of travel...no hands required.
  • Geas/Quest (Wiz 6) Definitely NOT combat oriented.
  • Suggestion, Mass (Wiz 6)

Spells for use with 'Imbue Arrow'


Other Spells with significant Combat Mage appeal
  • Flame Arrow (Wiz 3) I wonder if this could stack with element damage type provided by Enhance Arrow (elemental).
  • Haste (Wiz 3) The king of all combat buffs.
  • Mage Armor (Wiz 1)
  • Shield (Wiz 1)
  • Transformation (Wiz 6) Combat machine...

Offline Spells
  • Alarm (Wiz 2)
  • Animate Dead (Wiz 4)
  • Arcane Eye (Wiz 4)
  • Arcane Lock (Wiz 2)
  • Arcane Mark (Wiz 0)
  • Arcane Sight (Wiz 3)
  • Break Enchantment (Wiz 5)
  • Charm Monster (Wiz 4)
  • Charm Person (Wiz 1)
  • Clairaudience/clairvoyance (Wiz 3)
  • Comprehend Languages (Wiz 1)
  • Contingency (Wiz 6) Very handy, should he ever make it to 20th level.
  • Continual Flame (Wiz 2)
  • Darkvision (Wiz 2) Night vision is super, especially for the sneak/scout type.
  • Daylight (Wiz 3)
  • Detect Magic (Wiz 0)
  • Disguise Self (Wiz 1)
  • Dispel Magic (Wiz 3)
  • Dispel Magic, Greater (Wiz 6)
  • Dream (Wiz 5)
  • Endure Elements (Wiz 1)
  • Erase (Wiz 1)
  • Explosive Runes (Wiz 3)
  • False Life (Wiz 2) Great one for a combat mage's arsenal.
  • False Vision (Wiz 5)
  • Fire Trap (Wiz 4)
  • Floating Disk (Wiz 1) Everyone's favorite porter.
  • Fog Cloud (Wiz 2)
  • Gaseous Form (Wiz 3) Creative means of breaking and entering.
  • Gentle Repose (Wiz 3)
  • Guards and Wards (Wiz 6)
  • Hallucinatory Terrain (Wiz 4) Trippy, dude.
  • Identify (Wiz 1)
  • Illusory Script (Wiz 3)
  • Illusory Wall (Wiz 4)
  • Legend Lore (Wiz 6)
  • Locate Creature (Wiz 4)
  • Locate Object (Wiz 2)
  • Mage Hand (Wiz 0) In the very least, it's a prereq for Arcane Trickster levels.
  • Mage's Faithful Hound (Wiz 5)
  • Mage's Lucubration (Wiz 6)
  • Mage's Private Sanctum (Wiz 5)
  • Magic Aura (Wiz 1)
  • Magic Mouth (Wiz 2)
  • Magic Weapon, Greater (Wiz 4)
  • Mending (Wiz 0)
  • Message (Wiz 0)
  • Misdirection (Wiz 2)
  • Mnemonic Enhancer (Wiz 4)
  • Mount (Wiz 1)
  • Nondetection (Wiz 3)
  • Obscure Object (Wiz 2)
  • Overland Flight (Wiz 5)
  • Passwall (Wiz 5)
  • Permanency (Wiz 5)
  • Permanent Image (Wiz 6)
  • Phantom Steed (Wiz 3)
  • Phantom Trap (Wiz 2)
  • Prying Eyes (Wiz 5)
  • Programmed Image (Wiz 6)
  • Protection from Arrows (Wiz 2)
  • Rage (Wiz 3)
  • Read Magic (Wiz 0)
  • Remove Curse (Wiz 4)
  • Rope Trick (Wiz 2)
  • Scrying (Wiz 4)
  • Secret Chest (Wiz 5)
  • Secret Page (Wiz 3)
  • Secure Shelter (Wiz 4)
  • Seeming (Wiz 5)
  • Sending (Wiz 5)
  • Sepia Snake Sigil (Wiz 3)
  • Shadow Conjuration (Wiz 4)
  • Shadow Evocation (Wiz 5)
  • Shadow Walk (Wiz 6)
  • Shrink Item (Wiz 3)
  • Spider Climb (Wiz 2)
  • Stone to Flesh (Wiz 6)
  • Symbol of Fear (Wiz 6)
  • Symbol of Pain (Wiz 5)
  • Symbol of Persuasion (Wiz 6)
  • Symbol of Sleep (Wiz 5)
  • Tiny Hut (Wiz 3)
  • Transmute Mud to Rock (Wiz 5)
  • Transmute Rock to Mud (Wiz 5)
  • Unseen Servant (Wiz 1)
  • Veil (Wiz 6)
  • Water Breathing (Wiz 3)