Ikrimah

Vicen Korel's page

15 posts. Alias of Abraham spalding.


Full Name

Vicen Korel

Race

Dusk Elf

Classes/Levels

Wizard (Thassalonian Specialist(Envy, Counterspell), Spellbinder) 10

Gender

Male

Size

Medium

Age

253

Alignment

N

Languages

Common, Elven, Draconic, Celestial, Infernal, Abyssal, Anko,

Strength 4
Dexterity 11
Constitution 7
Intelligence 24
Wisdom 12
Charisma 16

About Vicen Korel

Background:

A soft spoken man Vicen is a case of still waters running deep. While most of his studies have been on the mastery of magic his pursuit of this goal has lead to some interesting times in his life that he is generally willing to share if the right questions are asked.

While he is more than a little sarcastic and short tempered with what he sees as dimwits his method of addressing such short comings tend to leave people laughing instead of upset at his belittling them. For those that can keep up with the studies and even get ahead he tends to be much more open with and willing to push them in new directions of study.

When he first began studying magic he had a series of bad encounters with scrolls (phatasmal killer, acid arrow and vampiric touch) due in no small part to his lack of hard study on the basics of magic at the time. This experience has caused him to swear off most battle magics and instead commit his time to mastering the basics that kicked his butt then and countering the rashness of other mages.

This focus has lead him to a mastery of magical words that few others can hope to meet and the ability to cast some spells off the top of his head and others with but a few minutes of thinking through the words to use. It has also caused him to become a subject content expert on counterspelling and dispelling magic, to the point that he can identify spells and counter them with little effort or time.

Having left his adventuring days behind him some 100 years ago he has been teaching in various magical schools since.

His written works on magic include: "Common phrases of countering (Version 5), "Common identities of evocation spells and how to recognize them", "Vulnerabilities of dark magics and how to exploit them" as well as what is considered his opus, "Mental Magic, mastering words of magic" detailing his techniques for memorizing the very means and formulas for making spells on the fly.

Racial Abilities:

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level). This racial trait replaces elven immunities.

Class Abilities:

Thassilonian Specialists

Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard's school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.

Restrictions: A Thassilonian specialist does not get to customize his choice for opposition schools—his opposition schools are determined for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

Envy (Abjuration)

The art of suppressing magic other than your own.

Prohibited Schools: evocation, necromancy.

Resistance (Ex)
You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Disruption (Su): At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Counterspell Mastery (Su): At 6th level, you gain Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent’s spell once per day as an immediate action (instead of a readied action). You must use a spell at least one level higher than the spell being countered to use this ability. You can use this ability once per day at 6th level, plus one additional time per day for every 4 levels beyond 6th.

Spell Bond (Su)
At 1st level, a spellbinder selects any one spell that he knows as a bonded spell. As a full-round action, the spellbinder may replace a spell of the same or higher level as his bonded spell with his bonded spell. For example, a spellbinder who selects magic missile as his bonded spell could spend a full-round action to exchange any 1st-level or higher spell that he has prepared with magic missile. At 3rd level, and every two levels thereafter, a spellbinder may select another spell he knows and add it to his list of bonded spells, to a maximum of nine bonded spells at 17th level.

Upon reaching 4th level, and every two levels thereafter, a spellbinder can choose to select a new spell as a bonded spell in place of one with which he is already bonded. In effect, the spellbinder loses the bond with the old spell (though it is still one of his spells known) in exchange for forging a spell bond with a new spell. The new spell's level must be the same as that of the spell being exchanged. A spellbinder may swap only one spell bond at any given level, and must choose whether or not to swap the spell bond at the same time that he gains two new spells known for the level.

This ability replaces arcane bond.

Feats:

1st -- Combat Casting
B -- Scribe Scroll
3rd -- Skill Focus(spellcraft)
5th -- Spell Mastery
B -- Fast Study
B -- Improved Counterspell
7th -- Spell Mastery
9th -- Spell Mastery
B -- Spell Mastery

Skills:

Spellcraft +26 (10 ranks +7 int +3 class +6 skill focus)
Use Magic Device +13 (10 ranks +3 cha)
Perform(Oratory) +13 (10 ranks +3 cha)
Knowledge(Arcane) +20 (10 ranks +7 int +3 class)
Knowledge(History) +20 (10 ranks +7 int +3 class)
Linguisitics +20 (10 ranks +7 int +3 class)
Perception +11 (10 ranks +1 wis)
Fly +13 (10 ranks +3 class)
Swim + 7 (10 ranks -3 str)
Climb + 7 (10 ranks -3 str)