Class Abilities Mage
Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy
Disadvantages Greed - The character will either be overcome with want for money or power. In either case, the character will stop at nothing to gain it.
Inventory
Items Carried
Candle of Invocation (Lawful-Evil) x2
Horn of Evil
Manual of Golems (Flesh)
Manual of Quickness in Action
Tome of Understanding
Items Readied
Knife, Buckle +4
Sling
Items Stored
Alexandrite (1000 gp)
Black Opal (5000 gp)
Cloak of Poisonousness
Disintegration Chamber
Spellbook
Read Magic (5)
Identify (1)
Detect Undead (1)
Jump (3)
Protection from Good (1)
Confuse Languages (1)
Chill Touch (2)
Protection From Evil (3)
Friends (3)
Cantrip (3)
Tenser's Floating Disc (1)
Dancing Lights (2)
Ray of Fatigue (1)
Charm Person (3)
Phantasmal Force (4)
Affect Normal Fires (2)
Wizard Mark (2)
Obscure Object (6)
Darkness, 15' Radius (6)
Displace Self (4)
Rope Trick (7)
Locate Object (3)
Shatter (4)
Blindness (6)
Forget (5)
Maximilian's Earthen Grasp (6)
Know Alignment (2)
Ride the Wind (5)
Detect Evil (5)
Bind (2)
Spellbook
Wall of Gloom (6)
Stinking Cloud (6)
Deafness (7)
Far Reaching I (4)
Fireball (7)
Lorloveim's Creeping Shadow (5)
Secret Page (3)
Dispel Magic (4)
Babble (3)
Slow (6)
Lesser Sign of Sealing (4)
Suggestion (3)
Squaring the Circle (3)
Invisibility, 10' Radius (7)
Hold Person (7)
Lance of Disruption (6)
Melf's Minute Meteors (8)
Hold Undead (7)
Spellbook
Mask of Death (6)
Shout (4)
Ultravision (7)
Stoneskin (5)
Turn Boulder to Pebble (6)
Rainbow Pattern (4)
Fire Charm (9)
Solid Fog (7)
Improved Strength (6)
Greater Malison (8)
Hallucinatory Terrain (4)
Seeming (9)
Demi-shadow Monsters (8)
Transmute Mud to Rock (8)
Bigby's Interposing Hand (9)
Spellbook
Magic Staff (7)
Conjure Fire Elemental (9)
Transmute Rock to Mud (8)
Magic Jar (7)
Invulnerability to Normal Weapons (7)
Leomund's Hidden Lodge (7)
Shadow Door (10)
Khazid's Procurement (10)
Fabricate (8)
Invulnerability to Magical Weapons (8)
Lower Water (10)
Spellbook
Death Fog (11)
Reincarnation (9)
Conjure Animals (9)
Eyebite (7)
Project Image (7)
Shades (7)
Augmentation II (10)
Flesh to Stone (10)
Invisible Stalker (9)
Repulsion (11)
Items Worn
Amulet of Magic Resistance
Backpack
Cursed Scroll
Dry rations (1 week)
Fishhook
Fishing net (10 ft sq)
Flint and steel
Paper (per sheet)
Sextant
Sling, sling bullet +1 x11
Torch
Wineskin
Writing ink (per vial)
Belt pouch, large
Bracers of Defense AC 4
Breeches
Girdle of Many Pouches
Good cloth cloak
Ioun Stone, incandescent blue sphere
Knife sheath
Ring of Protection +2, 5-foot radius
Shirt
Spending Money
* Copper Pieces
* Gold Pieces x1,980
* Silver Pieces x8
Movement and Encumbrance
Encumbrance:
Unencumbered
Light
Moderate
Heavy
Severe
Weight (lbs):
0-45
46-69
70-93
94-117
118-140
Movement:
14
10
7
3
1
THAC0:
-1
-2
-4
AC:
+1
+3
Currently carrying 61.02 pounds (Light Encumbrance, 10 Movement)