Belloc    (Greek M Magician)
Character Information   
Name: Belloc XP/Next lvl: 4187 / 5000
Class: Magician HP:curr/max 14 / 14 (familiar)
Alignment: AC:reg/rear/no shield 6 / Sorcerer / Armor
Race: Greek Level: 2
Age: 19 Height: 5'11
Weight: 175 Gender: M
Encumbrance: Movement: 40
Languages: Common, HELLENIC (Greek dialect), Esquimaux-Ixian, Latin, Lemurian, Old Norse
Ability Scores   
STR: 14 (+0/+1)
INT: 18 (+3+4)
WIS: 12 (-)
DEX: 16 (+1/+1)
CON: 14 (+1/+1)
CHR: 12 (-)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
15 16 14 16 14

Notes:

Description and Background   
Description:
His general appearance wasn't special, only his intense and inquisitive eyes would tell there was more to him than it appeared He was a compact, clear-cut man, with precise features, a lot of very soft black hair and trimmed beard, thoughtful dark brown eyes. He had a look of wariness, which could change when he felt relaxed, which was not often but sometimes when feeding a small owl companion

Background:
Crestos Belloc Crestos was born in the city of Khromariumthe, the child of a greek merchant family with a long scholar tradition he was exposed to many arcane and philosophical theories from childhood, very early he developed an affinity for the arcane arts and discovered he had a unique talent for it and was eager to learn more as he advanced in his theoretical knowledge he found that empirical and direct knowledge was essential to understanding and decided he needed to experience himself; although the metropolis where his family had settled and mercantile contacts insured newest theories information and the best materials from the real came to him he was sure the details that mattered could be lost in the process, he needed to make sure every detail was understood there were many arcane working arcane theories it seemed a different one for avery tradition but there were contradictions that needed to be amended, the world seemed disjointed but he was sure a deeper truth would come with understanding before he left the city of Khromarium he consulted with his family who agreed that exploration was a noble and strong tradition, after all his family had stories of how they migrated from another realm to this current one, old books in his family libraries spoke of sceneries that did not conform to any known nations and of ancient knowledge, these old stories were thought of as myth but the elders of his family thought it was worth the investment in the young member, if anything the experience and would only help the family, he was given leave and support with the commitment that he would report on his findings all was set but Belloc knew that although his intentions and reasoning were true, there was also a need that was growing within him that could go astray, his tradition taught temperance and the virtues if a stoic life but he was torn, the power of wielding arcane energies, of gathering patterns and coming to release with such force that pierced reality that bending reality itself in to your will w


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Silver Dagger 1 10/20/30 1d4+1/ n n 19 +1 str
Sling 1/1 50/100/150 1d4+1/1d4+1 n n 19 20 +1 str
Quarterstaff 1d6+1/1d6+1 n n 19 +1 str
Dart 2/1 15/30/45 1d3+1/1d3+1 n n 19 6 +1 str
Equipment
Qty Item Location
1 Spell Book
0 bandages, winter blanket, rations (1 week), backpack
0 chalk , ink and quill, parchment ×2, writing stick, pouch
0 silk rope (50-ft.), small sack, wineskin (full) backpack
4 iron spikes, pry barX1 backpack
3 torches and tinderboxX1 backpack
0 incendiary oil (Greek fire) pouch
1 book (writing)
3 candle wax
0 Spellbook: Burning Hands: Belloc (copying this into your existing book will require a successful Chance to Learn Spell roll, 10gp, and three days of time)
0 Spell Book: Frog matron- Belloc hits the jackpot with Charm Person, Sleep, Ventriloquism, and Levitate,Darkness-Darkness spell, and several others he cannot. Passing the book around, Ceana sees Befriend Animals, Kain locates the Bless prayer,-
4 Potions (Frog Matron)


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 12 0 0 0
Magic Items
Qty Item Location
1 Staff of Stygian Purpose
0 scroll of Charm person


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Enlargement
Enlargement
Sleep
Sleep


Spell Book


Level 1
Detect Magic
Enlargement
Identify
Sleep
Sorcerers Armor


Notes
Familiar small Owl (Crestos Scipio)
FAMILIAR (small owl)

Neutral / Move:10 walk/80 fly / DEX:15 / AC:7 / HD:1/2 (4 hit points) / C/C/B (dam:1/1/1) / Save:17

Surprise: 50% of the time when flying silently at night.

Dive Bomb: (claws only) attacks and damage are +2 when diving from 50’+ (-1 to AC)

To summon a small animal (bat, cat, owl, rat, raven, snake, etc.) of 1d3+1 hp to function as a familiar (singular creature with uncanny connexion to the sorcerer).
Retaining a familiar provides the following benefits:
 Within range 120 (feet indoors, yards outdoors), the magician can see and hear through the animal; sight is narrowly focused, sounds reverberate metallically.
 The hit point total of the familiar is added to the magician’s total.
 The magician can memorize one extra spell of each available spell level per day (e.g., a 5th-level magician gains bonus level 1, 2, and 3 spells).
These benefits are lost if the familiar is rendered dead, unconscious, or out of range. The familiar is an extraordinary example of the species, has a perfect morale score (ML 12), and always attends and abides the will of its master. To summon a familiar, the magician must perform a series of rites and rituals for 24 hours. To determine result, roll 2d8 on Table 10 below.
Enlargement (lvl1 spell)
Enlargement (reversible)
Lvl: mag 1, wch 1 | Rng: 5 feet per CA level | Dur: 1 turn

Induces unnatural growth in a single object or creature, augmenting ×1.5 the size and mass of organic matter, or augmenting ×2 the size and mass of inorganic matter. Enlarged creatures gain a +50% damage bonus to all attacks (attack damage totalled and then multiplied ×1.5). For objects, the area of effect is limited to 10 cubic feet per CA level; e.g., a CA 10 caster can double the size of an earthen mound not exceeding 100 cubic feet in initial volume. This spell will not increase the magical nature of any object: A portcullis can be swollen shut, a dagger can be doubled to a short sword, but an enlarged potion of healing does not become the equivalent of two potions. The reverse of this spell, reduction, halves the size and mass of a creature or object (no more than 10 cubic feet per CA level). Affected creatures suffer a −50% damage penalty on all attacks (attack damage totalled and then halved). Unwilling creatures are allowed transformation saving throws to resist enlargement or reduction.
Sleep (lvl1 spell)
Sleep
Lvl: mag 1, wch 1 | Rng: 120 feet | Dur: 2d8 turns

Induces victims of 4 HD or fewer to slumber, with no saving throws possible. This enchantment encompasses a 30-foot-diameter area and affects 2d8 HD of creatures, starting with the lowest HD creatures first. Note that any “+” to hit dice should be ignored when determining the HD value of affected targets (e.g., a 3+1 HD creature counts as 3 HD, though a 3 HD creature will be ensorcelled before a 3+1 HD creature). Alternatively, this spell can be targeted at a single creature of 5 HD or fewer. Sleeping victims will not awaken from normal noise, though they will rouse if shaken or slapped. Undead and constructs are unaffected by this spell.
MAGICIAN
MAGICIAN
secondary skill: Navigator & map making

The magician is the archetypal sorcerer—conjurer, dweomercræfter, enchanter, evoker, and thaumaturge.
An apprentice magician may be trained in a guild by masters of sorcery, or perhaps from a hedge wizard who dwells beyond the outskirts of civilization. Magicians learn to harness and manipulate eldritch forces from other dimensions. They accomplish these marvels through the memorization of strange and
oft-forbidden incantations and formulæ, accompanied by verbal recitations, weird gestures, and peculiar components. The magician is the most powerful and versatile
of sorcerers in Hyperborea, rightly feared and renowned by even the mightiest of heroes and monsters.

 Attribute Requirements: Intelligence 9
 Prime Attribute: Intelligence (10% XP bonus if 16+)
 Hit Die Type: d4
 Alignment: Any
 Armour Allowed: None
 Shields Allowed: None
 Favoured Weapons: Dagger, dart, sling, quarterstaff,
 Saving Throw Modifiers: Device +2, Sorcery +2
 Starting Money: 3d6×10 gp

CLASS ABILITIES

ALCHEMY
To practice the sorcery-science of alchemy. Apprentice magicians learn how to identify potions by taste alone; albeit the practice is not always safe. At 7th level, a magician
may concoct potions with the assistance of an alchemist. By 11th level, the assistance of an alchemist is no longer required. For more information, refer to Chapter 7: Sorcery, alchemy.

FAMILIAR
To summon a small animal (bat, cat, owl, rat, raven, snake, etc.) of 1d3+1 hp to function as a familiar (singular creature with uncanny connexion to the sorcerer).
Retaining a familiar provides the following benefits:
 Within range 120 (feet indoors, yards outdoors), the magician can see and hear through the animal; sight is narrowly focused, sounds reverberate metallically.
 The hit point total of the familiar is added to the magician’s total.
 The magician can memorize one extra spell of each available spell level per day (e.g., a 5th-level magician gains bonus level 1, 2, and 3 spells).
These benefits are lost if the familiar is rendered dead, unconscious, or out of range. The familiar is an extraordinary example of the species, has a perfect morale score (ML 12), and always attends and abides the will of its master. To summon a familiar, the magician must perform a series of rites and rituals for 24 hours. To determine result, roll 2d8 on Table 10 below.

READ MAGIC
The ability to decipher otherwise unintelligible magical inscriptions or symbols placed on weapons, armour, items, doors, walls, and other media by means of the sorcerer mark spell or other like methods.

SCROLL USE
To decipher and invoke scrolls with spells from the Magician Spell List (see Chapter 7: Sorcery, Table 93), unless the scroll was created by an ecclesiastical sorcerer (one who casts cleric or druid spells).

SCROLL WRITING
To scribe a known spell onto a scroll, creating a
single-use magical device at a cost of 500 gp + 100 gp per spell level. Materials may include the finest vellum, paper, or papyrus; a fresh quill; and sorcerer’s ink, such as sepia. This involved process requires one week per spell level.

SORCERY
Magicians cast spells that they memorize from arcane tomes. The number and levels of spells cast per day are charted above (see Table 9), though magicians of high intelligence gain bonus spells cast per day (see Chapter 3: Statistics, intelligence); also, magicians who retain a familiar (see above) gain bonus spells
cast per day. For example, a 4th-level magician with 13 intelligence can cast four level 1 spells and two level 2 spells per day. If the same magician also keeps a familiar, spells cast per day improve to five level 1 spells and three level 2 spells.
A magician begins with a spell book that contains three level 1 spells drawn from the Magician Spell List (see Chapter 7: Sorcery, Table 93). Through personal research, magicians develop one new spell at each level gain; this spell is learnt automatically, with no need of a qualification roll, but it must be of a castable level (see Table 9 above).

 Initial no. of spells known: ×3
 No. of spells gained per level: ×1

Additional spells may be learnt outside of level training, but the process is more arduous (see Chapter 7: Sorcery, acquiring new spells).

NEW WEAPON SKILL
At 4th, 8th, and 12th levels, become skilled in a new weapon that is not included in the favoured weapons list (noted above). This new proficiency is dependent upon training and practice (see Chapter 9: Combat, weapon skill).

ENLIST HENCHMEN
At 6th level, a magician may seek or be sought
out by one or more henchmen, classed individuals (typically of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8: Adventure, hirelings and henchmen.

LORDSHIP
At 9th level, a magician who builds or assumes control of a stronghold becomes a lord and is eligible to attract troops. More information is presented in Appendix B.
Sorcererous Armor (lvl 1 spell)
Sorcerous Armour
Lvl: mag 1, pyr 1 | Rng: touch | Dur: special

A sorcerous force field equivalent to leather armour (AC 7) surrounds the beneficiary of this enchantment. The spell has no effect on an armoured recipient, but a creature with natural AC 7 or better gains a +1 AC bonus. This spell persists until dispelled, or until the recipient sustains cumulative damage totalling 10 hp, +1 hp per CA level.
Staff of Stygian Purpose

Staff of Stygian Purpose
This staff is crafted from a perplexing, glistening black stone, always cold to the touch, even in oppressive heat. Nauseous to behold, the staff has a perturbing, unearthly geometry. Eerily, those in the same room oft feel scrutinized by an unseen watcher, inducing mild paranoia.

If the owner of the staff is a magician or cleric (or one of their respective subclasses) they can wield the following powers at CA 6 capacity once each per day.

Darkness (1 charge)
Detect undead (1 charge)
Levitate (2 charges)
Ray of enfeeblement (2 charges)
Vampiric touch (3 charges)

The staff emanates an overwhelmingly hateful and repellent presence to any characters not of Neutral or Evil alignment. The staff also is cursed, and anyone who claims it never will wish to part with it.

The powers are as the book spells.
secondary skill- Navigator
secondary skill: Navigator & map making
spell
MAGICIAN’S STARTING PACK
MAGICIAN’S STARTING PACK
To expedite the character creation process, your magician may begin with the following gear in lieu of rolling
for starting gold and shopping for gear. Regardless, refer to Chapter 6: Equipment for more information on
weapons and gear.
Silver dagger, quarterstaff, sling, bullets ×20, backpack, bandages, winter blanket, chalk (piece),
ink and quill, incendiary oil, parchment ×2, soft leather pouch, standard rations (1 week), silk rope
(50-ft.), small sack, tinderbox, torches ×3, wineskin (full), writing stick, spell book, and 1d4+1 gold pieces. 3d6x10 gp