Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Material Component Pouch, Writing Set, Mirror, Repair Kit, Spellbook(Farmer's Almanac to Destroying Demons), 3 gold. Spellbook with: alarm(1), banishment(5), circle of protection (vs Fiends)(3), resist energy(2), and runic weapon(1), Healer's Toolkit, +1 Explorer's Clothing, wand of Force barrage, Thieves' Tools, 53 gp
Scrolls: Scroll of Runic Body x1, Scroll of Fear x1, Scroll of Darkvision x1
AC 18; Fort +8, Ref +7, Will +9
HP 40
Speed 25 feet
Melee Staff +7 (Two-Hand d8), Damage 1d4+1 B
Drain Bonded Item (Arcane, Wizard) Frequency once per day Requirements Your bonded item is on your person. You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
Arcane Prepared Spells DC 20, attack +10;
2nd Heat Metal, Telekinetic Maneuver, Dispel Magic, Resist Energy
1st Gust of Wind, Force Barrage, Gravitational Pull, Force Barrage
Focus Spells (1 points) Force Bolt Range 30 feet; Targets 1 creature You fire an arrow-shaped bolt of force, one of the most common and reliable forms of battle magic. It automatically hits and deals 1d4+1 force damage to the target. Heightened (+2) The damage increases by 1d4+1.
Additional Specials Arcane Bond, Arcane School (School of Battle Magic), Arcane Thesis (Spell Substitution), Spellbook, Wizard Spellcasting
Spellbook:
Cantrips:
Detect Magic
Draw Moisture
Electric Arc
Frostbite
Ignition
Needle Darts
Prestidigation
Read Aura
Telekinetic Projectile
Shield
Mage Hand
1st Level Spells Known:
Command
Force Barrage
Mystic Armor
Runic Weapon
Sleep
Fear
Runic Body
Alarm
Gust of Wind
Pocket Library
Signal Skyrocket
2nd Level
Invisibility
Mist
Telekinetic Maneuver
Dispel Magic
Resist Energy
Pave Ground
Knock
Heat Metal
Cleanse Air
Learn a Spell table:
Table 4-3: Learning a Spell
Spell Level Price Typical DC
1st or cantrip 2 gp 15
2nd 6 gp 18
3rd 16 gp 20
4th 36 gp 23
5th 70 gp 26
6th 140 gp 28
7th 300 gp 31
8th 650 gp 34
9th 1,500 gp 36
10th 7,000 gp 40
Backstory:
Krakas was born to crusader parents some odd 25 years ago. His parents, believing the influence of the Worldwound had infected his mother, caused her to give birth to a Tiefling. They did not outright hate Krakas, as he had control over his plight being just a baby. Still they knew that a crusade was no place to raise a child. They left him with his grandparents who were willing to raise him only so his parents could return to the crusade against the demons of the worldwound.
From a young age, Krakas showed an innate talent for magic, often manifesting in unexpected ways. His Grandfather had a middling talent for magic and was willing to teach Krakas his first spells, starting him down the path of Wizardry.
As Krakas grew older, he became increasingly curious about his heritage. His parents would visit rarely, visiting less and less often the older he got. Till now it had been at least five years since he last saw or heard from his parents. Kaelan longed to understand more about his demonic lineage, to unravel the mysteries of his powers, and to find acceptance in a world that often shunned his kind.
Driven by a thirst for knowledge and a desire to uncover the truth about his heritage, Krakas made the daring decision to journey to Kenebres. He hoped that amidst the chaos of the crusade, he would find answers to the questions that had haunted him for so long. Little did he know that his arrival would coincide with a devastating demonic assault on the town.
As the demons laid waste to Kenebres, Krakas found himself thrust into a battle for survival. With his magical abilities as his only weapon, he fought alongside the townsfolk, using his powers to protect those he could and to push back against the encroaching darkness. In the midst of the chaos, Krakas' true potential began to awaken, his magic growing stronger with each passing moment.
Krakas stands tall and imposing, his muscular frame a stark contrast to the typical image of a frail wizard. Born of demonic lineage, his Tiefling heritage is evident in his crimson skin, which seems to flicker with an inner fire, and his black curling horns that protrude from his temples. His eyes, a piercing shade of yellow, hold a hint of infernal power, radiating an aura of otherworldly intensity.