Weston Turville    (Human Male Magistrati)
Character Information   
Name: Weston Turville XP/Next lvl: 11574 / 12500
Class: Magistrati HP:curr/max 27 / 28
Alignment: LN AC:reg/rear/no shield 6 / 9 / 6
Race: Human Level: 4
Age: 18 Height: 5' 9'
Weight: 179 Gender: Male
Encumbrance: 28 (unen) Movement: 12
Languages: Common, Elvish, Gnome
Ability Scores   
STR: 8 (0/0/35/90/5/1)
INT: 15 (4)
WIS: 18 (+4/2x1st,2x2nd,1x3rd,1x4th)
DEX: 17 (+2/+2/-3)
CON: 10 (0/70/75)
CHR: 13 (5/0/+1)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
9 12 13 15 14

Notes: +4 mag. def. adj. from wisdom (not included above). +1 from Ring of Protection (not included above)

Description and Background   
Description:
Short black hair and brown eyes. At 5' 9' and 179 he is slightly overweight, probably due to his cooking skills and love of food. He keeps his hair tidy, his face clean shaven and his clothes as clean and tidy as possible. He wears travelling clothes of a practical nature, in various shades of grey and blue, with the symbol of Azuth stitched onto his tunic, over his heart.

Background:
Born the second child of a ranger and priest of Mystra, it was quite clear from an early age he had both the talent and love of magic. His sister followed on their father's footsteps and became a ranger. His potential was noted at a particularly young age by a retired priest of Azuth who lived nearby. The priest took him under his wing and he quickly progressed through his training, although both his master and his parents prohibited him from adventuring unaccompanied until his 18th birthday. He was allowed to travel with his master, and occasionally his parents to gain some experience of the world. He is very happy to finally be allowed out into the wide world on his own.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Sling (bullet) 1 50/100/200 1d4+1/1d4+1 n n 18 +2 to-hit, thac0 16
Staff 1 4 1d6/1d6 n n 18
Equipment
Qty Item Location
1 tunic worn
1 trousers worn
1 boots, soft worn
1 belt worn
1 cloak worn
1 sling belt
2 bullets pouch
1 pouch for bullets belt
1 staff carried
1 holy symbol worn
1 backpack back
1 winter blanket backpack
1 waterskin backpack
4 holy water backpack
7 iron rations (days) backpack
1 money pouch belt
1 whetstone backpack
1 flint & steel backpack
1 soap (1/2 pound) backpack
1 small metal mirror backpack
1 knife (utility) backpack
1 scroll case backpack
1 vial of ink backpack
2 quill backpack
5 parchment scroll case
1 hooded lantern backpack
3 vial of lamp oil backpack
1 trousers backpack
1 tunic backpack
1 sling backpack
10 bullets backpack
1 wooden clothes brush backpack
1 book, 100 paper pages backpack
2 black ink backpack
1 blue ink backpack
1 red ink backpack
1 green ink backpack
1 brown ink backpack
10 quill backpack
10 pencils backpack
1 map of the area (in scroll case)
1 small knife
1 continual light headband


Wealth   Enter negative number to subtract
PP GP EP SP CP
9 23 7 30 6
Magic Items
Qty Item Location
2 Potion of Healing
1 Potion of Extra-Healing
1 Scroll - Comprehend Languages
1 Scroll - Hold Portal
1 Wand of magic detection (Shazbot)
1 Staff of healing (+1): 9 of 12
1 Staff of healing: 9 of 12
1 Ring of protection +1


Gems and Jewelry
Qty Item Location
2 500gp Topaz stored
5 200gp Amethyst
5 100gp pearls
6 50gp Carnelians
Memorized Spells


Level 1
CLW
CLW
Color Spray
Enlarge
Sanctuary

Level 2
Barkskin
Chant
Heat Metal
Hold Person


Spell Book



Notes
Priest Spells
FIRST LEVEL

Analyze Balance
Anti-Vermin Barrier
Bless
Call Upon Faith
Combine
Command
Create/Destroy Water
Cure/Cause Light Wounds
Detect Evil/Good
Detect Magic
Detect Poison
Detect Snares & Pits
Emotion Read
Endure Heat/Cold
Invisibility to Undead
Know Direction
Light/Darkness
Locate Animals or Plants
Log of Everburning
Magical Stone
Morale
Protection from Evil/Good
Purify/Putrify Food & Drink
Remove/Cause Fear
Sacred Guardian
Sanctuary
Shillelagh
Speak With Astral Traveler
Thought Capture
Weighty Chest

SECOND LEVEL

Aid
Augury
Aura of Comfort
Barkskin
Calm Chaos
Chant
Create Holy Symbol
Detect Charm
Dust Devil
Draw Upon Holy Might
Emotion Perception
Enthrall
Find Traps
Fire Trap
Flame Blade
Frisky Chest
Heat Metal/Chill Metal
Hold Person
Idea
Know Alignment
Lighten Load
Mind Read
Music of the Spheres
Produce Flame
Rally
Resist Cold
Resist Fire
Silence, 15-foot Radius
Slow Poison
Speak Wth Animals
Spiritual Hammer
Withdraw
Wyvern Watch
Zone of Truth
Proficiencies
Weapon: staff, sling, footmans mace

Non-Weapon: Common (free), Religion (free), Spellcraft (required), Read/Write Common, Riding (Horse), Elvish, Gnomish, Cooking, Ancient History, Weather Sense, Cartography.
Class abilities
Spells:
Priest: 5/4
Wizard: 2 (takes priest spell slots)

Can use magic-items usable by clerics and wizards, including scrolls. Magistrati may use magical scrolls in addition to clerical scrolls. They need a read magic spell to do so if the spell is not of the school of magic they have selected to choose their wizard spells from

MAJOR SPHERES: All, astral, charm, combat, creation, divination, guardian, healing, law, necromantic, protection, summoning, sun, thought, wards

MINOR SPHERES: Elemental, travelers, war

Wizard School: Alteration

Magistrati can cast priest spells faster than other priests. Their casting time on all priest spells of one round or less is reduced by 3 (for example, a casting time of 7 would be reduced to 4). Spells taking more than one round to cast still require the usual amount of time. Priest spells cast by a magistrati always have a casting time of at least 1.

Starting at 2nd level, may cast wizard spells in addition to priest spells. Magistrati cast these as mages of half their actual level (drop fractions). For example, a 3rd-level magistrati casts wizard spells as a 1st-level mage and cannot gain spells that are not available to a 1st-level mage.

Magistrati pray for their wizard spells instead of studying to memorize them, and chosen wizard spells replace clerical spells potentially available for use that day. (In other words, the wizard spell occupies a priest spell slot.) Because of this, magistrati may never cast 8th- or 9th-level wizard spells. Further, a magistrata may only take wizard spells from a single school (abjuration, alteration, necromancy, etc.). This school is determined when the first wizard spell is requested from Azuth. From that point on, all wizard spells prayed for by that magistrata must be from that school and cannot be from any other, with the exception of read magic, which is always available.
Wizard Spells
Affect Normal Fires
Burning Hands
Cantrip
Color Spray
Comprehend/Confuse Languages
Dancing Lights
Enlarge/Reduce
Erase
Feather Fall
Fire Burst
Fist of Stone
Gaze Reflection
Hold Portal
Jump
Lasting Breath
Light
Mending
Message
Metamorphose Liquids
Murdock's Feathery Flyer
Read Magic
Shocking Grasp
Spider Climb
Wizard Mark
Staff
Staff of Healing (as identified by Reggie)
This device can cure disease, cure blindness, cure wounds (3d6+3 hit points), or cure insanity. Each function drains one charge. The device can be used once per day on any person (dwarf,elf,gnome,half-elf,halfling included), and no function may be employed more than twice per day(i.e., the staff can function only eight times during a 24-hour period). It can be recharged. Currently has 9 of 12 charges or so it would appear.