Scepter

Nicolae "Nic" Plamen's page

490 posts. Alias of GM Darkblade.


Full Name

Nicolae "Nic" Plamen (formerly Nicolae Gray)

Race

Human

Classes/Levels

Evoker Level 3 (HP 17/17 | AC:16 | T:12 | FF:14 CMB: 2 | CMD:14 | Fort:+2 | Ref:+3 | Will:+4 | Init:+4 | Perc: +7 | Speed 30')

Gender

Male

Size

Medium 5'11" 185lbs

Age

22

Special Abilities

See below

Alignment

Lawful Neutral, he follows his own code, and respects that of most Varisians and Sczarni

Deity

Sandpoint Pantheon - They are there, why not talk to them all

Location

Sandpoint, Lost Coast, Varisia

Languages

Common, Draconic, Halfling, Infernal, Thassilonian, Varisian

Occupation

Researcher and part time alchemist

Homepage URL

none yet

Strength 13
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 12
Charisma 13

About Nicolae "Nic" Plamen

Backstory
Nicolae, or Nic as he prefers, is an orphaned wanderer formerly of Magnimar. His family died in an accident under the Irespan, a fire the city watch was unable to defeat in time. Nicolae Gray, renamed Plamen or "of the fire" was adopted by a distant relation of the Mvashti family, and for a few years traveled the roads of the Lost Coast, learning spellcraft, alchemy, and evocations from the caravan's storied Harrowers, not to mention less reputable influences from the occasional Sczarni to which he sold his crafted wares. Along the way Nic became fascinated with stories of the Empire of Thassilon, so he began studying the ruins the group often passed, eager to rediscover any lost powers or magic. Struggling the young man learned to decipher the runes often left at such places. Nic has decided to come to Sandpoint as a starting point for furthering his mystical education and delving deeper into the lore of the lost Thassilon. It is the ruined Thassilonian beacon of Sandpoint and not the accidental fire that destroyed his trade wagon which influenced this abrupt decision. Really.

GM Backstory:
The Gray family of Magnimar fell victim to a disagreement between the family patriarch Randal Gray and the Night Scales. Gray witnessed a theft by certain Scales operatives in violation of their smuggling agreement with a powerful local lord. Gray refused to be bought off by the Scales, yet also refused to offer testimony, as most in Underbridge know better than to speak openly of anything that transpires there. This was not good enough for the junior Night Scales, who feared him having a change of heart. In the middle of the night, they came to the family apartments, intent on roughing up Randal. Things escalated and a fire broke out. The family was killed in the blaze, a young 5 year old Nicolae alone escaping out a back window.

Found by a passing member of the Gallowed, a Sczarni street gang, Nicolae was later traded off to a Varisian traveler as an apprentice, an alchemist named Gustav Mvashti. For years young Nic studied at the man's side, learning alchemy and magic, until he was old enough to stand on his own, a fledgling wizard and crafter in his own right. Like Gustav he continued to peddle wares to Varisian's and others alike, even occasionally working at the behest of the Sczarni as payment for having saved his life so many years ago.

When Gustav was ready to retire to Galduria, perhaps to take a seat teaching at the Twilight Academy, Nicolae continued with the caravan in his place, wandering and plying his trade, growing ever more restless and ever more interested in the ruins and works of the Thassilonian Empire. Approaching Sandpoint, the wanderlust took hold and in a daydream trance he accidently set his wagon on fire, destroying it and most of his stock. The caravan would have given him space with them to continue, but perhaps this was a sign, it was time for him to start out on his own.

Nicolae Plamen
Male Human (Varisian) Wizard 3
LN Medium humanoid (human)

Defense:

Hero Points 3 1 Used
Init +4; Senses Perception +7
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Mage Armor)
hp 17 (3d6+3)
Fort +2, Ref +3, Will +4
Concentration 1d20+6

Offense:

Speed 30 ft.
Melee
silver dagger +2 (1d3+1/19-20x2)
dagger +2 (1d4+1/19-20x2)
quarterstaff +2 (1d6+1/20x2)
Ranged
silver dagger +3 (1d3+1/19-20x2)
dagger +3 (1d4+1/19-20x2)

Spell-Like Abilities:
(CL 4th; concentration +6)
3/day—dancing lights None Used

Wizard Spells Prepared:
(CL var; concentration +6):
2nd-scorching ray (4d6) (CL 4th) [S] not cast, burst of radiance (4d4) + blindness/dazzled to evils (CL 4th) (DC 16) 2/day none cast
1st—mage armor (CL 3rd) Cast, magic missile (1d4+1)x3 (CL 6th) 3/day none cast
0 (at will)—detect magic (CL 3rd), light (CL 4th), prestidigitation (CL 3rd), ray of frost (1d3) (CL 4th)[/i]

Statistics:

Str 13, Dex 14, Con 12, Int 16, Wis 12, Cha 13
Base Atk +1; CMB +2; CMD 14

Feats:

Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Spell Focus (Evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Spell Specialization: Magic Missile - Cast one spell as if you were two levels higher.

Varisian Tattoo (Evocation) You cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to 3 times per day. The spell like ability gained (and its Varisian name) are as follows: Evocation (Ragario): Dancing Lights.


Traits:

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks.

Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (History) checks, and begin play able to speak and read Thassilonian.

Underbridge Dweller (Magnimar) You were raised in the Shadow district of Magnimar beneath the Irespan, a veiled place the light of the sun touches for only 3 hours per day. Your well-founded suspicions grant you a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you.

Skills:

Acrobatics +2 [2 Dex]
Appraise +7 [3 Int +1 rank +3 class]
Bluff +1 [1 Cha]
Climb +1 [1 Str]
Craft (alchemy) +8 [3 Int +3 rank +3 class +2 Alchemist Lab gear]
Diplomacy +2 [1 Cha +1 rank]
Disable Device +3 [2 Dex +1 rank]
Disguise +1 [1 Cha]
Heal +2 [1 Wis +1 rank]
Intimidate +1 [1 Cha]
Knowledge (arcana) +8 [3 Int +1 rank +3 class +1 trait]
Knowledge (history) +9 [3 Int +2 rank +3 class +1 trait]
Knowledge (local) +7 [3 Int +1 rank +3 class]
Knowledge (planes) +7 [3 Int +1 rank +3 class]
Knowledge (religion) +7 [3 Int +1 rank +3 class]
Perception +7 [1 Wis +3 rank +3 class] (+9 in Dim-Light)
Profession (cook) +5 [1 Wis +1 rank +3 class]
Ride +2 [2 Dex]
Sense Motive +2 [1 Wis +1 rank]
Spellcraft +8 [3 Int +2 rank +3 class]
Stealth +3 [2 Dex +1 rank]
Survival +1 [1 Wis]
Swim +1 [1 Str]

Languages:
Common, Draconic, Halfling, Infernal, Thassilonian, Varisian

Spellbook:

Acid Splash Wizard 0
School: Conjuration / Earth Elemental (Creation) [Acid]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: One missile of acid
Duration: Instantaneous
Save: None
Resistance: No
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

Arcane Mark Wizard 0
School: Universal
Components: V, S
Casting Time : 1 action
Range: Touch
Effect: One personal rune or mark, all of which must fit within 1 sq.
ft.
Duration: Permanent
Save: None
Resistance: No
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing , a gem of seeing , or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Breeze Wizard 0
School: Evocation [Air]
Components: V, S, M (a miniature fan)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: one creature or object
Duration: 1 hour (D)
Save: Harmless Will Negates
Resistance: Yes
You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater. You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. Appears In : Ultimate Magic, Paizo Blog

Dancing Lights Wizard 0
School: Evocation [Light]
Components: V, S
Casting Time : 1 action
Range: Medium (100 + 10 ft./level)
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute (D)
Save: None
Resistance: No
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'- wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell.

Daze Wizard 0
School: Enchantment (Compulsion) [Mind-Affecting]
Components: V, S, M (a pinch of wool or similar substance)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or less
Duration: 1 round
Save: DC 13 Will negates
Resistance: Yes
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Detect Magic Wizard 0
School: Divination
Components: V, S
Casting Time : 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Save: None
Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round : Presence or absence of magical auras. 2nd Round : Number of different magical auras and the power of the most potent aura. 3rd Round : The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength : An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura : A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a
magic item). If detect magic is cast and directed at such a location,
the spell indicates an aura strength of dim (even weaker than a faint
aura). How long the aura lingers at this dim level depends on its
original power:
Original Strength - Duration of Lingering Aura
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6 x 10 minutes
Overwhelming - 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.

Detect Poison Wizard 0
School: Divination
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Save: None
Resistance: No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Drench Wizard 0
School: Conjuration (Creation) [Water]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: one creature or object of size Large or smaller
Duration: 1 round
Save: DC 13 Object Reflex Negates
Resistance: Object Yes
A sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell. Appears In : Ultimate Magic, Paizo Blog

Flare Wizard 0
School: Evocation [Light]
Components: V
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: burst of light
Duration: Instantaneous
Save: DC 14 Fortitude negates
Resistance: Yes
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Jolt Wizard 0
School: Transmutation [Electricity]
Components: V, S (a miniature fan)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: spark of electricity
Duration: Instantaneous
Save: None
Resistance: Yes
You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage. Appears In : Ultimate Magic, Paizo Blog

Light Wizard 0
School: Evocation / Wood Elemental [Light]
Components: V, M/DF (a firefly)
Casting Time : 1 action
Range: Touch
Target: Object touched
Duration: 10 min./level
Save: None
Resistance: No
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Mage Hand Wizard 0
School: Transmutation
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lbs.
Duration: Concentration
Save: None
Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Mending Wizard 0
School: Transmutation / Metal Elemental
Components: V, S
Casting Time : 10 minutes
Range: 10 ft.
Target: One object of up to 1 lb./level
Duration: Instantaneous
Save: Will negates (harmless, object)
Resistance: Yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Message Wizard 0
School: Transmutation / Air Elemental [language-dependent]
Components: V, S, F (a piece of copper wire)
Casting Time : 1 action
Range: Medium (100 + 10 ft./level)
Target: One creature/level
Duration: 10 min./level
Save: None
Resistance: No
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Open/Close Wizard 0
School: Transmutation
Components: V, S, F (a brass key)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: Object weighing up to 30 lbs. or portal that can be opened or
closed
Duration: Instantaneous
Save: DC 13 Will negates (object)
Resistance: Yes (object)
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

Penumbra Wizard 0
School: Evocation [Darkness]
Components: V, S, M (a bit of soot)
Casting Time : 1 action
Range: Touch
Target: creature or object touched
Duration: 10 minutes/level (D)
Save: Harmless Will Negates
Resistance: Yes
This spell keeps the creature or object touched slightly in shadow. The target of this spell does not suffer any penalties or blindness caused by bright light, such as those from light sensitivity or light blindness. You can have only one penumbra spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. Appears In : Ultimate Magic, Paizo Blog

Prestidigitation Wizard 0
School: Universal
Components: V, S
Casting Time : 1 action
Range: 10 ft.
Target: See text
Effect: See text
Area: See text
Duration: 1 hour
Save: See text
Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Ray of Frost Wizard 0
School: Evocation / Water Elemental [Cold]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Save: None
Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Read Magic Wizard 0
School: Divination
Components: V, S, F (a clear crystal or mineral prism)
Casting Time : 1 action
Range: Personal
Target: You
Duration: 10 min./level
You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.

Resistance Wizard 0
School: Abjuration
Components: V, S, M/DF (a miniature cloak)
Casting Time : 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute
Save: Will negates (harmless)
Resistance: Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.

Root Wizard 0
School: Transmutation [Earth]
Components: V, S, M (a pinch of dirt)
Casting Time : 1 action
Range: Touch
Target: creature touched
Duration: 1 minute (D)
Save: Harmless Will Negates
Resistance: Yes
This spell strengthens the subject's connection to the ground below, bolstering its defense against combat maneuvers. It gains a +2 insight bonus to its CMD to resist being moved or tripped and a +2 competence bonus on all Acrobatics checks made to balance or remain standing on earth, sand, stone, or a similar rocky substance. Appears In : Ultimate Magic, Paizo Blog

Scrivener's Chant Wizard 0
School: Transmutation
Components: V, S, M (fine sand and a vial of ink.)
Casting Time : 1 action
Range: 5 ft.
Duration: Concentration, up to 1 minute/level
Save: Will negates (harmless, object)
Resistance: Yes (object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components. This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source. Appears In : Seekers of Secrets

Scoop Wizard 0
School: Evocation [Force]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: 6 inch diameter container of force
Duration: Concentration
Save: None
Resistance: Yes
You will a small vessel of force into existence. As a move action, you can direct the container up to 15 feet per round in any direction, though the spell ends if the distance between you and the container ever exceeds the spell's range. You can dip the container to pick up or drop a liquid as a move action. The vessel holds up to 1 pint of liquid or small objects, weighing up to 5 pounds. You can also gather up a pint of liquid or small objects spread across a surface with 1 minute of careful concentration. Appears In : Ultimate Magic, Paizo Blog

Spark Wizard 0
School: Evocation / Fire Elemental [Fire]
Components: (V or S)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: one Fine object
Duration: Instantaneous
Save: DC 14 Fortitude negates (object)
Resistance: Yes (object)
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Appears In : Advanced Player's Guide

Burning Hands Wizard 1
School: Evocation / Fire Elemental [Fire]
Components: V, S
Casting Time : 1 action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Save: DC 15 Reflex half
Resistance: Yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Charm Person Wizard 1
School: Enchantment / Wood Elemental (Charm) [Mind-Affecting]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Save: DC 14 Will negates
Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Comprehend Languages Wizard 1
School: Divination
Components: V, S, M/DF (pinch of soot and salt)
Casting Time : 1 action
Range: Personal
Target: You
Duration: 10 min./level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.

Mage Armor Wizard 1
School: Conjuration (Creation) [Force]
Components: V, S, F (a piece of cured leather)
Casting Time : 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Save: Will negates (harmless)
Resistance: No
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Magic Missile Wizard 1
School: Evocation [Force]
Components: V, S
Casting Time : 1 action
Range: Medium (100 + 10 ft./level)
Target: Up to five creatures, no two of which can be more than 15 ft.
apart
Duration: Instantaneous
Save: None
Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Shield Wizard 1
School: Abjuration / Void Elemental [Force]
Components: V, S
Casting Time : 1 action
Range: Personal
Target: You
Duration: 1 min./level (D)
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Shocking Grasp Wizard 1
School: Evocation / Air Elemental / Metal Elemental [Electricity]
Components: V, S
Casting Time : 1 action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Save: None
Resistance: Yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

Sleep Wizard 1
School: Enchantment (Compulsion) [Mind-Affecting]
Components: V, S, M (fine sand, rose petals, or a live cricket)
Casting Time : 1 round
Range: Medium (100 + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Save: DC 14 Will negates
Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Burst of Radiance Wizard 2
School: Evocation [Good, Light]
Components: V, S, M/DF (a piece of flint and a pinch of silver dust)
Casting Time : 1 action
Range: Long (400 + 40 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous
Save: DC 16 Reflex Partial
Resistance: Yes
This spell fills the area with a brilliant flash of shimmering light.
Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4
rounds if they succeed at a Reflex save. Evil creatures in the area of
the burst take 1d4 points of damage per caster level (max 5d4),
whether they succeed at the Reflex save or not.

Scorching Ray Wizard 2
School: Evocation / Fire Elemental [Fire]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Save: None
Resistance: Yes
You blast your enemies with a searing beam of fire. You may fire
one ray, plus one additional ray for every four levels beyond 3rd (to a
maximum of three rays at 11th level). Each ray requires a ranged
touch attack to hit and deals 4d6 points of fire damage. The rays may
be fired at the same or different targets, but all rays must be aimed at
targets within 30 feet of each other and fired simultaneously.
Alchemical Power Component: Alchemist's Fire (F) : Add a +1
circumstance bonus on your attack roll with all rays from the spell.
Alchemical Power Component: Alchemist's Fire (M) : Any target
damaged by a scorching ray catches on fire as if it has been struck
by alchemist's fire.

Magical Items:
ioun torch, oil of magic weapon, potion of cure light wounds, scroll of burning hands (CL 4th), scroll of comprehend languages (CL 3rd), scroll of flaming sphere (CL 6th), scroll of mage armor, scroll of magic weapon, scroll of protection from evil, scroll of shield (CL 3rd), wand of shocking grasp (CL 2nd) 23 charges

Gear:
acid flask (1), alchemist's fire (3 1 used), reagent - black powder (5 3 used), reagent - brimstone (8), reagent - cold iron (10), reagent - Darkwood (5 5 used), reagent - quicksilver (6), reagent - saltpeter (5) reagent - Urea (10);

Other Gear silver dagger, dagger, dagger, quarterstaff, arcane bond Gray Family signet ring (worth 5 gp), backpack, masterwork, bandolier (2), empty vial, vial of "clear pool water", bedroll, belt pouch (2), belt sheath, black vest w/ swirled patterns in linen and leather, cooking kit, explorer's outfit (worn), flint and steel, hip flask with whiskey 8oz (worth 1 gp, 0.5 lb), black ink (2), inkpen (2), journal (2), measuring cord (10 ft.), mess kit, paper (2), parchment (4), men's cologne, sack, black scarf around right arm, blue scarf around neck, gray scarf around waist, red scarf around right leg, scrivener's kit (worth 2 gp, 1 lb), scroll box, scroll case (2), spell component pouch, spellbook, string/twine, Friend to the Family "Sczarni" tattoo, Gray Family Crest tattoo, Ragario tattoo, Thassilonian Fire Rune tattoo, thieves tools, tindertwig (2), trail rations (4), waterproof bag, waterskin, wrist sheath, 8 pp, 3 gp, 9 sp, 1 cp (500 gp in pouch hidden in loose floorboard at Rusty Dragon Inn)

Stored in Room:
Alchemist's lab, portable crucible, retort, formulas journal, artisan's outfit (2), grooming kit, shaving kit, soap, traveler's outfit

Mount:
"Sunshine" Light Riding Horse, Saddle, Saddle Blanket, Bit and Bridle, Saddle Bags - at the Goblin Squash Stables

Special Qualities:

Arcane Bond (Family Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level). not used
Attached (Family Ring) If your attachment is threatened, -1 Will & -2 save vs. fear
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (6/day) (Sp) Magic Missile hits for 1d4+1 Used Today 0
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.

Community Wand Charges Received 4