Eglistrum Paharis    (Human Male Magic User)
Character Information   
Name: Eglistrum Paharis XP/Next lvl: 873 / 2500
Class: Magic User HP:curr/max 3 / 3
Alignment: Lawful Neutral AC:reg/rear/no shield 9 / 9 / 9
Race: Human Level: 1
Age: 22 Height: 5'5'
Weight: 117 Gender: Male
Encumbrance: 41 (not counting rations)/50 Movement: 120'
Languages: Common, Elven
Ability Scores   
STR: 12 ()
INT: 15 (+1 Language)
WIS: 11 ()
DEX: 12 ()
CON: 14 (+1 HP/ level)
CHR: 11 (-/ 4 Retainers/ 7 Retainer Morale)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 13 13 16 14

Notes: Paralysis is included with Petrification, Polymorph.

Description and Background   
Description:
 photo malemagestaff1_zpsxyvd5yye.jpg

Background:
Stornlander from Seapoint


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Staff 1 1d6/ n n 19
Dagger 1 1d4/ n n 19
Dagger (Thrown) 1 1/2/3 1d4/ n n 19 4 (3) In bandolier across chest, (1) dagger at back hidden behind back pack
Equipment
Qty Item Location
1 Robes Worn
1 Back Pack Worn
1 Bedroll BP, External
1 Spell Book BP
3 Ink (1 oz vial) BP
2 Quill Pen BP
6 Paper (sheet) BP
2 Parchment (sheet) BP
1 Flint and Steel Belt Pouch
10 Candle, Wax BP
1 Lantern BP, External
5 Rations, Preserved BP
0 Rations, Fresh BP
4 Oil Flasks BP
2 Belt Pouch, Small Belt
1 Rope, Silk (50') BP, External
3 Flask (empty) BP
1 Mirror, Small Steel BP
1 Wineskin (Full) Belt
2 Map/ Scroll Case BP


Wealth   Enter negative number to subtract
PP GP EP SP CP
13 222 12 84 11
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells

Spell Slots Available: 1/0

Level 1
Magic Missile


Spell Book


Level 1
Detect Magic
Light
Magic Missile

Level 2
Web


Notes
Detect Magic
Level: 1
Duration: 2 turns
Range: 60'

All enchanted items, creatures, places, or other things within
60' of the caster will glow for the duration of the spell. The
caster may move around to bring objects within the radius
during the duration of the spell.
Light
Level: 1
Duration: a number of turns equal to the caster's level +6 turns.
Range: 120'

This spell causes an object to glow as bright as a torch,
shedding light in a 15' radius. The effect is immobile, but it
can be cast on a movable object. This spell can be cast on a
monster's or character's eyes if the target fails a saving throw
versus spells. If the save fails, the target is blind for a number
of turns equal to the caster's level +6 turns.
Light taken into an area of magical darkness (reverse of light)
does not function, and vice versa. A light spell counters a
darkness spell. Darkness can also be cast on a target's eyes,
and a saving throw versus spell is allowed.
Magic Missile
Level: 1
Duration: 1 turn
Range: 150'

A missile of magical energy darts forth from the caster's
fingertip and strikes its target, dealing 1d6+1 points of
damage. The missile strikes unerringly, even if the target is in
melee combat or has less than total cover or total
concealment. Specific parts of a creature can't be singled out.
Magic Missile creates 1 missile at 1st, and another every 3rd level
(so 2 at 3rd, 3 at 6th, 4 at 9th, etc). If the caster can shoot
multiple missiles, they can be directed to strike a single creature
or several creatures. A single missile can strike only one creature.
Web
Level: 2
Duration: 48 turns
Range: 10'

Web creates a many-layered mass of strong, sticky strands.
Creatures caught within a web become entangled among the
gluey fibers. Entangled creatures can't move, but can break
loose depending on their strength. Any being with strength in
a human range can break free of the webs in 2d4 turns.
Creatures of higher strength or magically augmented strength
above 18 can break free in 4 rounds. The strands of a web
spell are flammable. All creatures within flaming webs take
1d6 points of fire damage from the flames for 2 rounds. After
this time surviving creatures are free of the webs.