Spell Sovereign

Merini's page

16 posts. Alias of david barker.


Full Name

Merini

Race

Irda

Classes/Levels

Warmage LV1

Gender

male

Size

medium

Special Abilities

Change shape, low-light vision, spell-like abilites

Alignment

cg

Deity

solinari

Strength 7
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 12
Charisma 18

About Merini

bio:
Merini grew up hearing stories about the War of the Lance and the companions that brought the gods back to Krynn. So when the chance came that an aged Irda scholar was headed there to do some research and needed an assistant, Merini knew he had to sign on. It was a dream came true

crunch:

Combat
HP6
AC 16
bab0
Melee-2
Range+2
Fort0
reflex2
will3
int2
speed30

skills
Spellcraft +8
Knowledge arcana +8
Knowledge history +8
Perception +2
craft alchemy +8
craft trap +8

feats
simple weapons
light armor and shields (level 8 gain medium armor)
combat casting

Special Abilities
Change Shape
pg 39 dragonlance campign setting
Spell-like abilities
1/day dancing lights, detect magic, flare, ghost sound, light, mage hand
dc 10 + cha mod
low-light vision
Armored Mage
No spell failure in light armor, at level 8 no spell failure in medium armor.
Warmage edge
Add int mod to damage done by spells casted as a warmage.

spells per day DC
lv 0 5 14
lv 1 3+1 15
lv 2 0+1 16
lv 3 0+1
lv 4 0+1
lv 5 0
lv 6 0
lv 7 0
lv 8 0
lv 9 0

spell list
0-Level Warmage Spells (Cantrips)
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

1st-Level Warmage Spells
Accuracy*: Doubles weapon's range increment.
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fist of Stone*: Gain +6 Str and natural slam attack.
Hail of Stone[M]*: Rain of stone deals 1d4/level damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Orb of Acid, Lesser*: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser*: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser*: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.

2nd-Level Warmage Spells
Blades of Fire*: Your melee weapons deal +1d6 fire damage for 1 round.
Continual Flame[M]: Makes a permanent, heatless torch.
Fire Trap[M]: Opened object deals 1d4 +1/level fire damage.
Fireburst*: Adjacent subjects take 1d8/level fire damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Ice Knife*: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Whirling Blade[F]*: Hurled slashing weapon magically attacks all foes in 60-ft. line.

3rd-Level Warmage Spells
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt: Electricity deals 1d6/level damage.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Ring of Blades*: Blades surround you, damaging other creatures (1d6+1/level damage).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.

4th-Level Warmage Spells
Blast of Flame*: 60-ft. cone of fire (1d6/level damage).
Contagion: Infects subject with chosen disease.
Evard's Black Tentacles: Tentacles grapple all within 20-ft. spread.
Orb of Acid*: Ranged touch, 1d6/level acid damage and target might be sickened.
Orb of Cold*: Ranged touch, 1d6/level cold damage and target might be blinded.
Orb of Electricity*: Ranged touch, 1d6/level electricity damage and target might be entangled.
Orb of Fire*: Ranged touch, 1d6/level fire damage and target might be dazed.
Orb of Force*: Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound*: Ranged touch, 1d4/level sonic damage and target might be deafened.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

5th-Level Warmage Spells
Arc of Lightning*: Line of electricity between two creatures (1d6/level damage).
Cloudkill: Kills 3 HD or less; 4-6 HD save or die; 6+ HD take Con damage.
Cone of Cold: 1d6/level cold damage.
Fire Shield, Mass*: Creatures attacking allies take damage; allies are protected from fire or cold.
Fireburst, Greater*: Subjects within 10 ft. take 1d8/level fire damage.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Prismatic Ray*: Ray of light blinds target, deals random effect.

6th-Level Warmage Spells
Acid Fog: Fog deals acid damage.
Blade Barrier: Wall of blades deals 1d6/level damage.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Circle of Death[M]: Kills 1d4/level HD of creatures.
Disintegrate: Makes one creature or object vanish.
Fire Seeds: Acorns and berries become grenades and bombs.
Otiluke's Freezing Sphere: Freezes water or deals cold damage.
Tenser's Transformation[M]: You gain combat bonuses.

7th-Level Warmage Spells
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Earthquake: Intense tremor shakes 80-ft. radius.
Finger of Death: Kills one subject.
Fire Storm: Deals 1d6/level fire damage.
Mordenkainen's Sword[F]: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Sunbeam: Beam blinds and deals 4d6 damage.
Waves of Exhaustion: Several targets become exhausted.

8th-Level Warmage Spells
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Prismatic Wall: Wall's colors have array of effects.
Scintillating Pattern: Twisting colors make target confused, stunned, or unconscious.
Shout, Greater: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.

9th-Level Warmage Spells
Elemental Swarm: Summons multiple elementals.
Implosion: Kills one creature/round.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Prismatic Sphere: Rays hit subjects with variety of effects.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all within 30 ft

equipment:

weapons
light Mace -2 1d6-2 x2
light crossbow +2 1d8 19-20 x2 80ft
30 bolts
armor
studded leather armor +3 +5 -1 30
small wooden shield +1
gear
backpack
bedroll
winter blanket
grappling hook
silk rope
flint and steel
water skin
spell component pouch
10 days rations
explorer's outfit
money
copper
silver 4
gold 22
platinum