SPELLS Per day/dc
0th (-/15) 1st (5/16) 2nd (3/17)
Know (prepared in bold)
Cantrips:
Detect magic light Ray of Frost Vacous vessel Prestidigitation Mage hand
1st:
Air bubble
Ant haul
Comprehend languages
Enlarge person
Illusion of calm
Keep watch
Liberating Command
Mage armour
Magic Missile
Ray of enfeeblement
Reduce person
Sleep Disguise Self
Heightened Awareness
Identify
Elven Immunities: immune to magic sleep effects, +2 saving throw bonus vs. enchantment
Keen Senses: +2 racial bonus on Perception checks
Elven magic: +2 racial bonus on caster level checks vrs spell resistance, +2 on spellcraft checks to identify magic items
Low light vision Weapon familiarity: proficient with rapiers, short swords, tridents, and treat any weapon with the word “elven” in its name as a martial weapon.
Aquatic: These creatures always have swim speeds and can move in water without making Swim checks.An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.
Amphibious