Ezren

Mandrake the Mad's page

516 posts. Alias of Ragadolf.


Full Name

Mandrake Manchurian, AKA- 'Mandrake the Mad', 'Mad Manny', 'That crazy old coot', etc.

About Mandrake the Mad

Current Exp:
Total Exp: 19,370

Manny the Ice Mage: Lvl 9

Spoiler:

Manny-Ice, level 9
Human, Wizard
Arcane Implement Mastery: Staff of Defense

FINAL ABILITY SCORES
Str 10, Con 13, Dex 14, Int 20, Wis 14, Cha 11.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 14, Int 16, Wis 13, Cha 11.

AC: 22 Fort: 18 Reflex: 22 Will: 21
HP: 55 Surges: 9 Surge Value: 13 Current HP:37
Surges Used: 4

TRAINED SKILLS
Nature +11, Arcana +14, Insight +11, Dungeoneering +11, History +14

UNTRAINED SKILLS
Acrobatics +6, Bluff +4, Diplomacy +4, Endurance +5, Heal +6, Intimidate +4, Perception +6, Religion +9, Stealth +6, Streetwise +4, Thievery +6, Athletics +4

FEATS
Wizard: Ritual Caster
Human: Expanded Spellbook
Level 1: Burning Blizzard
Level 2: Bitter Cold
Level 4: Durable
Level 6: Dual Implement Spellcaster
Level 8: Arcane Reserves

POWERS
Bonus At-Will Power: Chilling Cloud
Wizard at-will 1: Magic Missile
Wizard at-will 1: Ray of Frost
Wizard encounter 1: Conduit of Ice
Wizard daily 1: Freezing Cloud
Wizard daily 1 Spellbook: Acid Arrow
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Expeditious Retreat
Wizard encounter 3: Icy Rays
Wizard daily 5: Bigby's Icy Grasp
Wizard daily 5 Spellbook: Acid Mire
Wizard daily 5 Spellbook: Web
Wizard utility 6: Dispel Magic
Wizard utility 6 Spellbook: Dimension Door
Wizard encounter 7: Winter's Wrath
Wizard daily 9: Ice Storm
Wizard daily 9 Spellbook: Lightning Serpent
Wizard daily 9 Spellbook: Mordenkainen's Guardian Hound

ITEMS
Spellbook, Adventurer's Kit, Ghostphase Cloth Armor (Basic Clothing) +2, Brooch of Shielding +2, Staff of Gathering +2, Magic Dagger +1, Magic Orb +2, Potion of Resistance (heroic tier), Potion of Healing (heroic tier) (2), Fire Beetle Potion (heroic tier)
RITUALS
Brew Potion, Comprehend Language, Simbul's Conversion, Magic Circle, Hunter's Blessing, Knock, Enchant Magic Item, Eye of Alarm


=============================================
Manny the Storm Mage: Lvl 9
Spoiler:

Manny-storm, level 9
Human, Wizard
Arcane Implement Mastery: Staff of Defense

FINAL ABILITY SCORES
Str 10, Con 13, Dex 14, Int 20, Wis 14, Cha 11.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 14, Int 16, Wis 13, Cha 11.

AC: 22 Fort: 18 Reflex: 22 Will: 21
HP: 55 Surges: 9 Surge Value: 13

TRAINED SKILLS
Nature +11, Arcana +14, Insight +11, Dungeoneering +11, History +14

UNTRAINED SKILLS
Acrobatics +6, Bluff +4, Diplomacy +4, Endurance +5, Heal +6, Intimidate +4, Perception +6, Religion +9, Stealth +6, Streetwise +4, Thievery +6, Athletics +4

FEATS
Wizard: Ritual Caster
Human: Expanded Spellbook
Level 1: Echoes of Thunder
Level 2: Oncoming Storm
Level 4: Durable
Level 6: Raging Storm
Level 8: Dual Implement Spellcaster

POWERS
Bonus At-Will Power: Storm Pillar
Wizard at-will 1: Magic Missile
Wizard at-will 1: Thunderwave
Wizard encounter 1: Empowering Lightning
Wizard daily 1: Rolling Thunder
Wizard daily 1 Spellbook: Arcane Whirlwind
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Expeditious Retreat
Wizard encounter 3: Shock Sphere
Wizard daily 5: Bigby's Icy Grasp
Wizard daily 5 Spellbook: Thunderstaff
Wizard daily 5 Spellbook: Scattering Shock
Wizard utility 6: Dispel Magic
Wizard utility 6 Spellbook: Dimension Door
Wizard encounter 7: Lightning Bolt
Wizard daily 9: Ice Storm
Wizard daily 9 Spellbook: Lightning Serpent
Wizard daily 9 Spellbook: Mordenkainen's Guardian Hound

ITEMS
Spellbook, Staff of Storms +2, Tempest Fan +1, Ghostphase Cloth Armor (Basic Clothing) +2, Brooch of Shielding +2, Adventurer's Kit, Potion of Healing (heroic tier) (2), Fire Beetle Potion (heroic tier), Bag of Holding (heroic tier)
RITUALS
Tenser's Floating Disk, Brew Potion, Comprehend Language, Magic Circle, Hunter's Blessing, Enchant Magic Item, Detect Secret Doors, Eye of Alarm


==============================================

Mandrake 'The Mad Mage', Human Wizard Level 8
Exp: 12,432
=========================================
Initiative +6
Initiative rolls:

Passive Perception +15, Passive Insight +20
Languages: Common, Draconic,
Alignment: Good aka "Chaotic Insanity"
=========================================
HP 51 Bloodied 25 CURRENT HP: 22
Healing Surge: 12 pts Surges/Day: 7 Surges Spent: 6
AC 20 Fort 18 Ref 21 Will 21
Resist: -Cloak of Resistance (Resist 5 to all dmg for one turn)
-Ghostphase Armor Robe (Insubstantial for one turn)
Saves:
Action Points: 1
=========================================
Speed: 6 squares
Basic Melee Attack: Staff +8 vs. AC 1d8+1
Basic Melee Attack: Dagger +7 vs. AC 1d4
Basic Ranged Attack: Magic Missile +11 vs. Ref 2d4+5
Basic Ranged Attack: Dagger +9 vs. AC 1d4 Range 5/10
=========================================
Skills: Arcana +13, Dungeoneering +13, History +13, Insight +10, Nature +13, Insight +11(from Fey Pact)
Feats: Action Surge (+3 to hit w/ any att made with AP), Expanded Spellbook (+1 Daily power of every lvl in book), Burning Blizzard (+1 dmg w/ Acid/Cold), Raging Storm (+1 dmg w/ Thunder/Lightning), Pact Initiate (Fey), Enchant Magic Item
Abilities: Str 10 (+0), Con 13(+1), Dex 14(+2), Int *20(+5), Wis 14(+2), Cha 11(+0)
(1st lvl=*Human +2 to Int, 4th lvl +1 to Int & Wis, 8th lv +1 to Int and Con)
=========================================
Human Traits:

Spoiler:

Average Height: 5´6"–6´ 2"
Average Weight: 135–220 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill
from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.

============================================
At-Will Powers Magic Missile, Ray of Frost, Thunderwave
Spoiler:

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: Int vs. Reflex (+11)
Hit: 2d4 + Int modifier force damage. (2d4+7)
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.
=========================================
Ray of Frost (Wizard Attack 1)
A blisteringly cold ray of white frost streaks to your target.
At-Will • Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: +11 vs. Fortitude (Int vs. Fort)
Hit: 1d6 + 8 cold damage, (1d6+Int mod Dmg + feat bonus) and the target is slowed until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
=========================================
Thunderwave (Wizard Attack 1)
You create a whip-crack of sonic power that lashes up from the
ground.
At-Will • Arcane, Implement, Thunder
Standard Action, Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude (+11)
Hit: 1d6 + Int modifier thunder damage, (+ feat bonus) (1d6+8), and you push the target 2 square (Push = Wis modifier squares).
Increase damage to 2d6 + Intelligence modifier at 21st level.

Encounter Powers Eyebite (Pact Initiate Feat), XForce Orb, Color Spray, XSpectral Ram

Spoiler:

=========================================
Eyebite Warlock (Fey) Attack 1 (via Pact Initiate Feat)
You glare at your enemy, and your eyes briefly gleam with brilliant
colors. Your foe reels under your mental assault, and you vanish from his sight.

Encounter (Warlock At-Will) * Arcane, Charm, Implement, Psychic
Standard Action Ranged: 10
Target: One creature
Attack: Charisma vs. Will (+6)
Hit: (1d6+2) 1d6 + Charisma modifier psychic damage, and you are
invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.
=========================================
Force Orb (Wizard Attack 1)
You hurl an orb of magical force at an enemy. It bursts against
the target and throws off razor-sharp shards of force that cut
nearby enemies to ribbons.

Encounter * Arcane, Force, Implement
Standard Action Ranged: 20
Primary Target: One creature or object
Attack: Intelligence vs. Reflex (+11)
Hit: (2d8+7) 2d8 + Intelligence modifier force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary
target
Secondary Attack: Intelligence vs. Reflex (+11)
Hit: (1d10+5) 1d10 + Intelligence modifier force damage.
=========================================
Color Spray (Wizard Attack 3)
A brilliant blast of flashing colors springs from your outstretched
fingers, knocking nearby enemies senseless.

Encounter * Arcane, Implement, Radiant
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Will (+11)
Hit: (1d6+7) 1d6 + Intelligence modifier radiant damage, and the
target is dazed until the end of your next turn.
=========================================
Spectral Ram Wizard Attack 7
You seize your foe with unseen magical force and bash him against the ceiling and walls before dropping him to the ground and hurling him back
Encounter • Arcane, Force, Implement,
Standard Action Ranged 10
Target One Creature
Attack Int vs Fort (+11)
Hit: (2d10+7) 2d10+Int Mod Force Dmg, and you push the target 3 squares and it is knocked prone.
=========================================

=========================================

Daily Attack Powers
After an extended rest prepare 2 from the following 6 powers: XAcid Arrow, Freezing Cloud, Sleep, XBigby's Icy Grasp, Stinking Cloud, Web

Spoiler:

==============================================
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 (+11)
Hit: (2d8+7) 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 (+11)
Hit: (1d8+7) 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.
=============================================
Freezing Cloud (Wizard Attack 1)
A pellet shoots from your hand and explodes into a cloud of icy
mist at the point of impact.

Daily * Arcane, Cold, Implement
Standard Action Area: burst 2 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude (+11)
Hit: (1d8+7) 1d8 + Intelligence modifier cold damage.
Miss: Half damage.
Effect: The cloud lasts until the end of your next turn. Any
creature that enters the cloud or starts its turn there is
subject to another attack. You can dismiss the cloud as a
minor action.

==============================================
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 (+11)
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).
===============================================
Bigby's Icy Grasp (Wizard Attack 5)
Daily • Arcane, Cold, Conjuration, Implement,
Standard Action, Ranged: 20
Effect: You conjure a 5' tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action you can move the hand up to 6 squares.
Target: One creature Adjacent to the hand.
Attack: Int vs Ref (+11)
Hit: (2d8+8) 2d8 + Int mod cold dmg (+feat bonus), and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
Sustain Minor: (1d8+8) A target grabbed by the hand takes 1d8 +Int mod cold dmg (+ feat bonus) when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.
===============================================
Stinking Cloud (Wizard Attack 5)
Daily • Arcane, Implement, Poison, Zone
Standard Action, Area: Burst 2 within 20 squares
Target Each creature in burst
Attack: Int vs Fort (+11)
Hit: (1d10+7) 1d10 + Int mod Poison dmg
Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10+Int mod poison dmg. As a move action, you can move the zone up to 6 squares.
Sustain Minor: The zone persists.
===============================================
Web (Wizard Attack 5)
You call into being a giant web made of thick magical strands that hang in midair, trapping those within it.
Daily • Arcane, Implement, Zone
Standard Action, Area: Burst 2 within 20 squares
Target Each creature in burst
Attack: Int vs Ref (+11)
Hit: The target is immobilized (Save Ends)
Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized. (Save ends.)
===============================================

Utility Powers

After an extended rest prepare 2 from the following 6 powers: Expeditious Retreat, Feather Fall, Shield, Dimension Door, Dispel Magic, Levitate

Spoiler:

================================================
Expeditious Retreat (Wizard Utility 2)
Your form blurs as you hastily withdraw from the battlefield.
Daily * Arcane
Move Action Personal
Effect: Shift up to twice your speed.
================================================
Feather Fall (Wizard Utility 2)
You or a creature you choose falls gently, like a feather.
Daily * Arcane
Free Action Ranged: 10
Trigger: You or one creature in range falls
Effect: You or the creature takes no damage from the fall,
regardless of its distance, and does not fall prone at the
end of the fall.
=================================================
Shield (Wizard Utility 2)
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
Encounter • Arcane, Force
Immediate Interrupt, Personal[b]
[b]Trigger:
You are hit by an attack
Effect:You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
================================================
Dimension Door (Wizard Utility 6)
You trace the outline of a doorway in front of you, step through the portal, and reappear somewhere else nearby.
Daily * Arcane, Teleportation
Effect: Teleport 10 squares. You can't take other creatures with you.
================================================
Dispel Magic (Wizard Utility 6)
You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent.
Daily * Arcane
Standard Action, Ranged: 10
Target: One conjuration or Zone
Attack: Int vs the Will def of the creator of the conjuration or zone.
Hit: The conjuration or the zone is destroyed. All it's effects end, including those that normally last until a target saves.
===============================================
Levitate (Wizard Utility 6)
Daily * Arcane
Move Action, Personal
Effect: You can move 4 squares vertically and remain there, hovering above the ground. While aloft you are unsteady, taking a -2 to AC and Reflex defense. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall.
Sustain Move: You can sustain this power until the end of the encounter or for 5 minutes. When you sustain this power you can move 3 squares up or down or 1 square horizontally. You cannot go higher than 4 squares above the ground. If you don't sustain the power, you descend to the ground without taking falling damage.
===============================================

Wizard Class Features

Spoiler:

Role: Controller. You exert control through magical effects that cover large areas—sometimes hindering foes, sometimes consuming them with fire.
Power Source: Arcane. You channel arcane forces through extensive study, hidden knowledge, and intricate preparation. To you, magic is an art form, an expressive and powerful method by which you seek to control the world around you.
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Int), Religion (Int)
Build Options: Control wizard, war wizard
Class Features: Arcane Implement Mastery, cantrips, Ritual Casting, spellbook
==============================================

Arcane Implement: Wand of Mastery or Staff of Defense,

Spoiler:

Arcane Implement Mastery (Staff of Defense):
Staff of Defense grants a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a +1 bonus to defense against one attack. You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff to benefit from these features. (Defense bonus equals Con modifier)
==============Decisions,Decisions,...===================
Wand of Accuracy: Once per encounter as a free
action, you gain a bonus to a single attack roll equal to
your Dexterity modifier. You must wield your wand to
benefit from this feature. This form of mastery is good
for war wizards because it helps increase their accuracy
with damaging powers.

Cantrips:

Spoiler:

=========================================
Ghost Sound (Wizard Cantrip)
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 (Wizard Cantrip)
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 (Wizard Cantrip)
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
Minor 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 (Wizard Cantrip)
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.
1. Move up to 1 pound of material.
2. Create a harmless sensory effect, such as a shower
of sparks, a puff of wind, faint music, or a strong odor.
3. Color, clean, or soil items in 1 cubic foot for up to
1 hour.
4. Instantly light (or snuff out) a candle, a torch, or a
small campfire.
5. Chill, warm, or flavor up to 1 pound of nonliving material
for up to 1 hour.
6. Make a small mark or symbol appear on a surface for
up to 1 hour.
7. Produce out of nothingness a small item or image
that exists until the end of your next turn.
8. 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.
==========================================

Ritual Casting

Spoiler:

You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
Rituals Known: 5 (+ purchased ones)
Level 1: Comprehend Language (10GP)(0), Silence (30GP)(0), Tenser's Floating Disk (10GP)(0)
Level 4: Enchant Magic Item (Special)(0),
Level 5: Magic Circle (100GP)(0)

(*) = no. of times prepared (i.e., Manny has purchased components to use the ritual * times)
==========================================

Spellbook:

Spoiler:

You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
Rituals: 1st level-Your book contains three 1st-level rituals of your choice that you have mastered. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower.
(See above for daily and utility powers.)
=========================================

Possessions:
Magic ItemsCloak of Resistance +2, Ghostphase Armor Robe +2, Thunderwave Staff +2, Magic Wand +2 OR Shadowfell Gloves

Spoiler:

=============================================
Cloak of Resistance +2
This crimson-hemmed cloak can be activated to provide minor
resistance to all attacks.

Lvl 7 +2 2,600 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Power (Daily): Minor Action. Gain resist 5 to all damage
until the start of your next turn.
Level 12 or 17: Resist 10 to all damage.
Level 22 or 27: Resist 15 to all damage.
============================================
Ghostphase Armor Robe +2
This thin white-and-gray mantle fades away near the bottom.
Lvl 9 +2 4,200 gp
Armor: Cloth
Enhancement: AC
Property: None.
Level 14: Resist 5 necrotic.
Level 19 or 24: Resist 10 necrotic.
Level 29: Resist 15 necrotic.
Power (Daily): Minor Action. Become insubstantial until the
end of your next turn. (Take half damage from any attack that deals damage to you.)
Level 24 or 29: Become insubstantial and gain phasing
until the end of your next turn.
===========================================
Thunderwave Staff +2
This rune-covered staff emits waves of thunder that deal damage
and knock enemies prone.

Lvl 8 +2 3,400 gp
Implement (Staff )
Enhancement: Attack rolls and damage rolls
Critical: +1d8 thunder damage per plus
Power (Daily * Thunder): Free Action. Use this power
when you would push one or more creatures with one of your powers. Instead of pushing those creatures, knock them prone and deal xd6 thunder damage to each one, where x equals the number of squares you would normally push each one.
Level 13 or 18: xd8 thunder damage.
Level 23 or 28: xd10 thunder damage.
===========================================
Magic Wand +2
A basic wand, enchanted so as to channel arcane energy.
Lvl 6 +2 1,800 gp
Implement (Wand)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
===========================================
Shadowfell Gloves Level 6
These supple black gloves, woven with Shadowfell thread, are
highly prized by wizards and warlocks.

Lvl 6 1,800 gp
Item Slot: Hands
Power (Daily ✦ Necrotic): Minor Action. Change the damage
type dealt by the next arcane power you use to necrotic.
Add 1d6 to the damage dealt by that power (if any).
Level 16: Add 2d6 to the damage dealt.
Level 26: Add 3d6 to the damage dealt.

Adventurer's Kit (15gp)

Spoiler:

Backpack (worn)
Bedroll (pack)
Belt pouch (worn)
Flint and steel (pouch)
Hemp rope (50 ft; pack)
Sunrods (2; pouch)
Trail rations (10 days; pack)
Waterskin (pouch)

Quarterstaff (carried) (5GP)
Wand (7GP)
Dagger (sheathed; at belt) (1GP)
Climber's Kit (2GP)

Spoiler:

Grappling Hook
Hammer
Pitons

Ritual components (see above; in pack)
Spellbook (5/128 pages used for spells and rituals; in pack)
10 gp
Encumbrance (approx.): 52 lbs. Capacity: 100 lbs.
=========================================

Appearance and Personality

Spoiler:

Manny appears as an average human. Average Height, Average Weight, Just old. REALLY old. His body looks old and brittle enough to blow away in a good stiff breeze, or a sneeze.
He is about 5'10" tall, with a long grey/white beard almost long enough to tuck into his belt. He is normally dressed in clean but well-worn nondescript brown or grey robes, with a battered wide-brimmed hat that doesn't quite fit, and as a result it is constantly falling into his eyes. He carries a staff that varies in use as a place to rest when he gets tired, a measuring stick, a club, a lever and anything else he might think to use it for. His adventuring boots were once the finest make by an expensive shoemaker, but are now old, beaten and scuffed almost to uselessness. Manny calls them 'comfortable'.

Personality,... They say there is a fine line between genius and insanity. If that is true, then Manny has not merely stepped over, he took a running leap. Years of studying musty old tomes and acquiring knowledge that mortal man wasn't necessarily meant to know was bad enough. But when he was seriously injured in a magical duel arcane and mystically aged his mind took a vacation.
HE varies constantly, swinging from one extreme to another depending on what catches his attention. HE may spend a quiet evening listening to a bard in a tavern, laughing at all the jokes, or amuse children with tales of faraway mystic creatures. He may mutter to himself, talking to creatures that only he can see and glaring suspiciously at anyone who shows an interest in his 'private' conversation. He may follow an ant for hours, convinced that it will lead him the secret of eternal youth, or expound loudly to all within earshot on the benefits of a garlic and limburger cheese diet. Yet in spite of his obviously tenuous grasp on sanity, or perhaps because of it, he is still probably one of the most powerful and knowledgeable wizards in the area. Much to the dismay of the mages who attacked him and left him for dead in the first place.

While he is generally considered a harmless eccentric, that is more to the inability of the locals to physically commit him to an asylum than it is to their comfort level with him being around. He tends to be a bit indiscriminate with his spells when pressured, and the last time someone tried to have him committed, 'for his own good' of course, they had to replace the sanatorium. It did not go unnoticed that the only injuries were to the men who tried to stop him.

While he has been known to cast fire spells, no remembers him doing so in recent memory. Whether this is due to deliberate choice or subconscious avoidance, no one knows. But he has developed the power of his acid, cold, lightning and thunder spells to a fine art.

Manny truly is generally (usually) harmless. HE is normally far more interested in in whatever caught his attention 10 minutes ago than he is in reading musty old tomes or casting spells. But when it comes down to it his knowledge is tremendous, and his magic is powerful enough to make even most of his old enemies adopt a 'wait & see' approach as opposed to trying to finish the job they started. At least for now.