Siavel Nightwind    (Grey Elf M Magic User)
Character Information   
Name: Siavel Nightwind XP/Next lvl: 69900 / pipe dream
Class: Magic User HP:curr/max 20 / 20
Alignment: CG AC:reg/rear/no shield 3 / 5 / 3
Race: Grey Elf Level: 7
Age: 924 Height: 5'11''
Weight: 130 Gender: M
Encumbrance: Movement: 120'
Languages: Common, elvish, gnome, halfling, goblin, hobgoblin, orcish, gnoll, draconic, hill giant, stone giant, sylvan, undercommon, ogre
Ability Scores   
STR: 10 (Open Doors on 1-2; BB 2)
INT: 18 (7 Additional Languages; 85 chance to know spell)
WIS: 9 ()
DEX: 16 (+2 defensive adj; +1 attacking adj)
CON: 10 (SSS 70; RS 75)
CHR: 13 (5 henchmen; +5 reaction adjustment)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 9 11 13 10

Notes: +2 dex adjustment; 90 resistant to sleep and charm

Description and Background   
Description:
To an educated observer, Siavel's long silver hair, ivory skin and deep violet eyes belie his remarkable heritage upon even the quickest of glances. However, his curious expression and easy smile run contrary to cool and distant ways of his kin. Lithe and quick, Siavel is nearly as tall as an average human.

Background:
Siavel is the son of a Elven Noble House so old that it precedes the age of humankind and the lifetime of some Gods. Within the lore and learning of his house lies a vast font of arcane secrets, history and wisdom renowned amongst even the Elves, and kept secret from all but the wisest and most learned of the younger races. Siavel spent the first hundred or so years of his life in a literal ivory tower, learning, theorizing, contemplating, but never putting his knowledge into practice. He was warned repeatedly of the savage ways of the younger races, and the evil nature of the beings beyond. However, the many years spent in study and repeated warnings only encouraged And so it was that he left the quiet glades for a life of discovery and adventure. His impulsiveness and curiosity would get him into many predicaments, His thirst for learning would bring him here...


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Dagger +2/+3 vs. good 1 1d4/1d3 n n 19 Detect magic/ Detect good
Staff 1 1d6/1d6 n n 19
Equipment
Qty Item Location
1 Material Components Pouch Belt
1 Belt Pouch Belt
1 Backpack Worn
1 Bandolier Worn
3 Vials of Holy Water Bandolier
2 Acid Flasks Bandoiler
1 spellbook (traveling) backpack
3 Quills Backpack
1 Ink Vial Backpack
1 Chalk Backpack
1 String (200') Backpack
1 Caltrops Backpack (special case)
1 Adventurer's Outfit (per picture) Worn
5 Iron Rations Backpack
1 Wineskin (full) Backpack
20 Marbles Backpack
2 Hankerchief (thick) Backpack
1 Continual Light Stone Neckpouch
1 Silver mirror Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
32 0 0 0 0
Magic Items
Qty Item Location
1 Belt of Protection Belt
1 Sack of Surprises Belt
6 Vision-Balls of Infernal Design Belt Pouch
1 Scroll of Orando's Awful Orifice Knit
1 Ornate Mystical Dagger +2/+3 Hand


Gems and Jewelry
Qty Item Location
20 Turquoise Chips (1 gp value each) Belt Pouch
Memorized Spells


Level 1
Grease
Magic Missile
Magic Missile
Panguine's Loyal Porter

Level 2
Melf's Acid Arrow
Protection from Evil 10' r.
Web

Level 3
Dr Who's Time Hiccup
Lightning Bolt

Level 4
Wall of Fire


Spell Book


Level 1
Charm Person
Detect Magic
Grease
Magic Missile
Panguine's Loyal Porter
Read Magic
Thasdrubal's Terrific Translator

Level 2
Flaming Sphere
Invisibility
Knock
Melf's Acid Arrow
Protection from Evil 10' r.
Rope Trick
The Charm of Vibrant Physique
Web

Level 3
Dr Who's Time Hiccup
Fly
Lightning Bolt
Reign of the Long Nerves
Slow
Wind Wall

Level 4
Wall of Fire


Notes
Stuff


Magic items:

1. Belt of Protection. A stone allegedly chipped from the earth elemental god Grome, inset in the buckle of a great belt (weighting 10 pounds) that while worn confers stony hardness to the skin (AC 5). Taken from a vanquished cleric of Grome.

2-A. Sack of Surprises. Won in a spell duel with Orando the Awful, perverse trickster mage. It has in the past produced animals, bursts of flatuous gas, laughter, damaging icicle blasts, dancing weapons, a rainbow, a giant licking tongue dripping acid, and dancing leprechauns. The effect can't be predicted and is always different.

2-B. A scroll that fell out of the Sack of Surprises. The spell:
Orando's Awful Orifice Knit: This second level spell, invented by the perverse trickster mage Orando the Awful, closes up one orifice of the recipient. The skin and tissue grows over the orifice. The choice of orifice (defined as any bodily opening) is up to the caster. A save is permitted and if made, there is no effect other than an uncomfortable tingling sensation around said orifice. Effects of the closed orifice are not deadly per se, as the victim could breath through the nose, or cut open the flesh over the orifice. However, imaginative uses of the spell make this more than a practical joke enchantment. This spell is particularly effective when used in conjunction with Orando’s other legendary spells such the Awful Anal Explosion, Beautiful Bile Backup, and Viagra’s Endless Growth. The Awful Orifice Knit requires 3 segments to cast, with Verbal, Somatic (puckered lip smacking) and Material components (six inches of knitting thread.) A Dispel Magic, Remove Curse or Cure Serious Wounds will all reverse the spell.

3. Vision-Balls of Infernal Design. A collection of dessicated eyeballs, purportedly of demons. When ingested, they grant a variety of vision types depending on the eyeball eaten. Six are left. In the past, you've experienced x-ray vision, magical detection vision, heat-beam vision, and bad indigestion. You don't know what type of vision you'll get.

Extra spells in spell book:

1st level
- Panguine's Loyal Porter. A variation of the Unseen Servant spell; it can fly. 2 segment cast time, VS component.
- Thasdrubal's Terrific Translator. Comprehend Languages-like spell that translates aloud in Common the unknown speech of those within 10' range. Lasts one turn, plus one level per caster. 2 segment cast time, VS component.
- Grease.

2nd level
- The Charm of Vibrant Physique. Grants 3 ability points to any physical related attribute score (Str., Dex., Con., Chr. [looks]). Lasts one round per level. 2 segments cast time. VS components.
- Melf's Acid Arrow.
- Flaming Sphere.

3rd level
- Reign of the Long Nerves. Damage done upon you is turned back upon the attacker, leaving the caster unharmed. Lasts one round per 2 levels. 3 segment cast time, VSM components.
- The Doctor's Time Hiccup. See 1d3 rounds into the future. 2 segment cast time, VSM components.
New Dagger
+2/+3 vs. Good

Detect magic
Detect good
Psychic Communication
Hungers to stab hearts and absorb blood

and.....