Spelljammer
Lorcan Smythe
Player:Keith Player Email:keithwestrate@sbcglobal.net 
Experience Points
Name:Lorcan SmytheHome City/Region: Starting Points:20000
Race:HumanBirth Date:08/22/574 Earned EXP:496,180
Class:MarinerNative Language(s):Aerdi Total EXP:516,180
Class: Mage Religion: Characteristics:6,000
Sex:MaleFlaw:Tithe 10%Skills and Spells:497,972
Alignment:Neutral Flaw:OverconfidentTotal Cost:503,972
Description:reach 10' Available EXP:12,208
Overall Level:11
Money:3235 Silver Pieces
 
Characteristic
Start
Points Bought
EXP
Cost
Cost for
+1 to stat
Other Modifiers
GM
Modifiers
Value
Miscellaneous Information
STR
14
0
0
2000
0
0
14
Encum:
32 lbs
TMR:
55
DEX
17
0
0
2000
0
0
17
IM:
0
DEF:
20
CON
22
0
0
2000
0
0
22
Hit Points:
69
Heal Rate:
1/day
INT
21
1
2000
4000
1
1
24
Bend Bars:
2%
Open Doors:
28%
KNOW
22
1
2000
4000
0
3
26
Insight:
25 (1)
Attune:
95
WP
16
0
0
2000
0
1
17
Remember:
96
EveryLore:
42
MA
20
1
2000
4000
0
0
21
Service:
93
Info:
5
LUCK
19
0
0
4000
0
0
19
Luck Pts:
2
Fate Pts:
1
CHA
19
0
0
1000
0
0
19
Secret Door:
36/5
Subtle PER:
5
PER
18
0
0
1000
0
0
18
Saving Throws
TOTAL:
6000
Normal 81Magic 77
Weapon Specialization
Single Specialist: Musketry, Weapon Broadsword
Luck 71Mental 66
Disbelieve 67
 
Ranged Weapon
Applicable Skill
Strike Chance
Damage
Attacks Per Rnd
Initiative
Min Range
PB Range
Ranged
Master
Flintlock PistolMusketry
92 
2d8 + 3 
1 
0 
0 
10 ft 
-1 per ft 
 
Heavy Crossbow----------
82 
2d8 + 1 
0 
0 
0 
25 ft 
-1 per 4 ft 
 
RockBrawling
91 
 
3 
0 
0 
20 ft 
-1 per 2 ft 
 
----------
 
 
 
 
 
 
 
 
----------
 
 
 
 
 
 
 
 

Melee Weapon
Applicable Skill
Strike Chance
Damage
Attacks Per Rnd
Initiative
Master
BroadswordWeapon Broadsword
127 
2d4 + 3 
3 
0 
 
+2 BroadswordWeapon Broadsword
137 
2d4 + 5 
3 
0 
 
+2 DaggerBrawling
96 
1d6 + 4 
3 
0 
 
----------
 
 
 
 
 
----------
 
 
 
 
 

ComboArmorShieldHelm
Protection
LOW
Defense
DEX Mod
Current
No ArmorNo ShieldNo Helm
5
0
20
0
1
1 Bracers of Protection 7++5 Small Round Shield
10 
1 
30 
0 
2 Bracers of Protection 7+
10 
1 
20 
0 
3
7 
1 
20 
 
4
 
 
 
 
5 Bracers of Protection 7
10 
0 
20 
0 
 
General Skills
Area Lores, Cultural Lores & Languages
A to IJ to RS to ZAll
Alchemy (3):
--Alchemical Lore: 48%
--Harvest Potion Ingredients: 37%
--Identify Potion: 48%
--Make Familiar Potion: 40%
--Make Unfamiliar Potion: -10%
Artifact Lore (6):
--Lore Roll: 68%
Artillery (11):
--Ballista: SC: 112%, Dmg: 3d6+7
--Catapult: SC: 102%, Dmg: 3d8+7
Astral Lore (3):
--Lore Roll: 51%
Barter (1):
--Skill roll: 17%
Blacksmith (6):
--Blacksmith Lore Roll: 63%
--Construct Metal Item: 43%
--Repair Metal Item: 49%
Brawling (11):
--Attacks: 3 per round
--Damage: 1d8+2
--Strike Chance: 106%
Cantrips (3):
--Clean: Self only in 8 rounds
--Cool: 6 degrees for 3 minutes, self only
--Dry: Self only in 8 rounds
--Firefinger: 2 feet for 2 rounds
--Hair Growth: .75 inches
--Insect Repellent: 1 hours, self only
--Shout: 1.6x volume for 3 rounds, self only
--Soft Light: 8 ft dia. light lasting 60 mins
--Spice: 3 servings
--Warm: 6 degrees for 3 minutes, self only
Cartography (3):
--Create Map: 24%
--Judge Distance: 24%
--Read Map: 51%
--Recognize Map: 48%
Character Judgment (1):
--Character Judgment: 16%
--Determine Outlook: 7% chance
Climbing (1):
--Climb Cliff: 12%
--Climb Rope: 27%
--Climb Tree: 17%
--Climbing Techniques: 35%
Defense (1):
--Bonus: 3%
Demon/Devil Lore (3):
--Skill Roll: 51%
Diplomacy (2):
--Deceive: 29%
--Negotiate: 22%
--Understand Protocol: 34%
Diving (1):
--High Dive Height: 52 ft
--High Dive Roll: 11%
--Hold Breath: 1.7/2.5 minutes
--Max Safe Depth: 70 feet
--Stay Afloat: 23 hrs
--Subsurface TMR: 14
--Surface TMR: 18
Elemental Lore (6):
--Skill Roll: 66%
Endurance (4):
--Hitting Extra Hard: 8 points
Find Traps (2):
--Find Trap: 19%
--Knowledge of Traps: 43%
Fungus Lore (7):
--Skill Roll: 71%
Hit Points (5): (No tasks)
Interrogation (1):
--General Interrogation Knowledge: 38%
--Physical Pain: 11%
--Subtle Extraction: 17%
--Torture: 11%
--Verbal Sparring: 14%
Mage Water Magics General Knowledge (14): (No tasks)
Mage Water Magics Special Knowledge (14): (No tasks)
Magic Lore (6):
--Skill Roll: 66%
Magic Resistance (4):
--MR: 22%
Maneuver in Armor (1): (No tasks)
Master of Battle Magics (5):
--Avoid Backfire: 52%
--Initiative Bonus: +2 spell initiative
Memory (3):
--Remember: 48%
Mental Perception (2):
--Bonus: 17%
--Duration: 2 minutes
--Range: 6 feet
Military Scientist (11):
--Direct Force Size: 212 men
--Initiative Bonus: 2 (only if leading)
--Magic Save Bonus: 11 (only if leading)
--Personal Guard: 21 men
--Tactics: 84%
Mining (2):
--Detect Approximate Depth: 29%
--Detect Grade or Slope: 49%
--Detect New Construction: 49%
--Detect Sliding/Shifting Walls: 39%
--Detect Stonework Traps: 29%
--Find Mineral: 31%
--General Mining Knowledge: 43%
--Mine: 19%
--Mining Construction: 40%
Monster Lore (6):
--Common Monster: 78%
--Rare Monster: 58%
--Recognize Monster Noise: 42%
--Uncommon Monster: 68%
--Very Rare Monster: 48%
Musician (5):
--Knowledge of Music: 58%
--Play Instrument: 31%
Musketry (1): (No tasks)
Navigation (11):
--Determine Position: 73%
--General Knowledge: 88%
Open Locks (1):
--Lock Lore: 38%
--Open Lock: 11%
Plant and Herb Lore (2):
--Forage: 34%
--Gardening: 43%
--Plant & Herb Knowledge: 46%
--Recognize Magical Herb: 32%
--Recognize Mundane Plant: 34%
Poison Lore (2):
--Identify Poison: 46%
--Identify Poison Symptoms: 34%
--Make Antidote or Poison: 46%
--Poison Perception: 22%
--Recognize Poisonous Source: 34%
Power Perception (11):
--Assense Attunement: 73%
--Bonus: 68%
--Duration: 13 minutes
--Open Magical Lock: 41%
--Range: 36 feet
--Remove Magical Trap: 45%
--Understand Magical Trap: 39%
Psionic Combat (6): (No tasks)
Psionic Energy (3):
--Psionic Points: 6 points
Psionic Lore (3):
--Lore Roll: 51%
Public Speaking (3):
--Deliver Interesting Speech: 34%
--Incite Action: 21%
--Rouse Public Sentiment: 24%
Remove Traps (1):
--Disarm Trap: 11%
Research (3):
--Analyze Book: 36%
--Research: 42%
Rope Mastery (11):
--Climb Rope: 61%
--Lasso Strike Chance: 86%
--Make Rope: 88%
--Tie Knot: 85%
Rowing (1):
--Row Boat: 14%
--Row Canoe: 10%
--Tie Knot: 25%
Running (3):
--Bonus: 28%
--TMR Bonus: 3 bonus
Sailing (11):
--Emergency Repairs: 64%
--Operate Sailing Vessel: 85%
--Sailing Knowledge: 88%
--Tie Knot: 85%
Sea Lore (11):
--Lore Roll: 91%
Serpent Lore (2):
--Lore Roll: 46%
Shield Small (1): (No tasks)
Sorcery (6):
--Roll: 48%
--Sorcery Pool: 19 points
Speed Reading (2): (No tasks)
Spell Energy (7):
--Spell Points: 19 points
Spell Memory (8):
--Learn Spell: Spell Mult/65 hours to learn
--Learn Spell: 90% chance
--Max Spells in Memory: 26 spells
Storytelling (2):
--Recognize Legend: 41%
--Tell Interesting Tale: 24%
Undead Lore (3):
--Skill Roll: 51%
Underworld Lore (2):
--General Knowledge Roll: 46%
Weapon Broadsword (11): (No tasks)
Weather Lore (2):
--Bonus: 26%
--Hours: 2 hours into the future
--Weather Knowledge: 46%
Area Lore - Greyhawk City (3):
--Lore Roll: 51%
Area Lore - Greyhawk Region (4):
--Lore Roll: 56%
Area Lore - Hardby (3):
--Lore Roll: 51%
Area Lore - Wild Coast (7):
--Lore Roll: 71%
Cultural Lore - Greyhawk (6):
--Lore Roll: 66%
Cultural Lore - Wild Coast (4):
--Lore Roll: 56%
Language Brodignagian (5): (No tasks)
Language Keoish (3): (No tasks)
Language Passel Tongue (3): (No tasks)
Language Undercommon (3): (No tasks)
Magic Language - Elementia (14):
--Knowledge of Spells: 103%
--Read GK Scroll: 124%
--Read SK Scroll: 96%
--Recognize Spell: 93%
Magic Language - Sorcery (13):
--Knowledge of Spells: 98%
--Read GK Scroll: 117%
--Read SK Scroll: 91%
--Recognize Spell: 88%
Water Magics
General Knowledge SpellsSpecial Knowledge SpellsTalents, Rituals & Arcane Spells
Calm Waters (14)
--Effect: 14 foot wave reduction
--Range: 1400 feet
--Effect: 7 foot swell reduction
--Cast Chance: 78%
--Duration: 210 minutes
--Cast time: 4
--Spell Point Cost: 1
Deluge (14)
--Duration: 28 rounds
--Area of Effect: 140 ft radius
--Range: 1400 feet
--Cast Chance: 78%
--Cast time: 4
--Spell Point Cost: 1
Fireproofing (14)
--Duration: 140 minutes
--Cast Chance: 78%
--Cast time: 4
--Spell Point Cost: 1
Floatation (14)
--Cast Chance: 93%
--Duration: 140 minutes
--Range: 210 feet
--TMR Bonus: +28
--Cast time: 4
--Spell Point Cost: 1
Liquid Purification (14)
--Cast Chance: 78%
--Effect: 14 pints of liquid
--Cast time: 4
--Spell Point Cost: 1
Mage Wind (14)
--Effect: 14 knots
--Cast Chance: 78%
--Range: 140 feet
--Duration: 70 minutes
--Cast time: 4
--Spell Point Cost: 1
Navigation (14)
--Cast Chance: 78%
--Duration: 14 hours
--Effect: 19% mishap reduction
--Cast time: 4
--Spell Point Cost: 1
Ship Building (14)
--Cast Chance: 68%
--Range: 100 feet
--Cast time: 4
--Spell Point Cost: 1
Speak to Seabirds (14)
--Cast Chance: 73%
--Duration: 210 minutes
--Range: 210 feet
--Cast time: 4
--Spell Point Cost: 1
Speak with Aquatic Mammals (14)
--Cast Chance: 83%
--Range: 210 feet
--Duration: 140 minutes
--Cast time: 4
--Spell Point Cost: 1
Summon Aquatic Mammals (14)
--Range: 14 miles
--Cast Chance: 68%
--Effect: 2 aquatic mammals
--Cast time: 4
--Spell Point Cost: 1
Water Breathing (14)
--Cast Chance: 73%
--Duration: 14 hours
--Max Depth: +140 feet
--Cast time: 4
--Spell Point Cost: 1
Water Creation (14)
--Cast Chance: 83%
--Effect: 14 pints
--Cast time: 4
--Spell Point Cost: 1
Water Sight (14)
--Duration: 14 hours
--Cast Chance: 98%
--Effect: 70 feet vision
--Cast time: 4
--Spell Point Cost: 1
Wave Making (14)
--Range: 1400 feet
--Duration: 210 minutes
--Cast Chance: 73%
--Effect: 7 foot swell increase
--Effect: 14 foot wave increase
--Cast time: 4
--Spell Point Cost: 1
Bolt of Water (14)
--Effect: 14d4 damage
--Cast Chance: 78%
--Range: 210 feet
--Cast time: 5
--Spell Point Cost: 2
Counterspell Elemental (14)
--Range: 350 feet
--Duration: 2d10+14 rounds
--Cast Chance: 88%
--Magic Save Bonus: +62%
Maelstrom (14)
--Duration: 7 rounds
--Range: 700 feet
--Effect: 7d4 damage
--Cast Chance: 58%
--Cast time: 5
--Spell Point Cost: 2
Solid Fog (14)
--Duration: 28 rounds
--Area: 28000 cu.ft.
--Range: 210 feet
--Cast Chance: 83%
--Cast time: 5
--Spell Point Cost: 2
Sweet Water (14)
--Duration: 420 minutes
--Effect: 5 doses
--Cast Chance: 98%
--Cast time: 5
--Spell Point Cost: 2
Torrential Geyser (14)
--Cast Chance: 53%
--Range: 210 feet
--Effect: 5d6 damage
--Effect: 10 feet moved
--Duration: 14 rounds
--Cast time: 5
--Spell Point Cost: 2
Underwater Action (14)
--Cast Chance: 68%
--Duration: 14 hours
--Cast time: 5
--Spell Point Cost: 2
Wall of Water (14)
--Duration: 42 rounds
--Cast Chance: 78%
--Range: 70 feet
--Cast time: 5
--Spell Point Cost: 2
Water Walking (14)
--Duration: 14 hours
--Cast Chance: 88%
--Cast time: 5
--Spell Point Cost: 2
Waters of Vision (14)
--Cast Chance: 73%
--Duration: 14 minutes
--Range: 196 miles
--Cast time: 5
--Spell Point Cost: 2
Windsail (14)
--Cast Chance: 73%
--Range: 140 feet
--Effect: 16 tons
--Duration: 14 hours
--Cast time: 5
--Spell Point Cost: 2
Sense Water (14)
--Range: 14 miles
Ultravision (14)
--Range: 140 feet
Water Cantrips (14)
--(No details available)
Water Movement (14)
--Knee high: Normal TMR
--Waist High: Normal TMR
--Chest High: Normal TMR
--Head High: .75 TMR

Bind Water (14)
--Range: 140 feet
--Cast Chance: 68%
--Duration: 14 hours
--Spell Point Cost: 10
General Spells
General Knowledge SpellsSpecial Knowledge SpellsTalents, Rituals & Arcane Spells
GK - COP Animals (1)
--Spell Points: 1d6-0 points
--Casting Time: 4 rounds
--Duration: 11 minutes
--Diameter: 11 feet
--Protects: Mage + 6 targets max
GK - COP Holy Magics Minor (4)
--Spell Points: 1d6-1 points
--Casting Time: 4 rounds
--Duration: 14 minutes
--Diameter: 14 feet
--Protects: Mage + 7 targets max
GK - COP Missiles (1)
--Spell Points: 1d6-0 points
--Casting Time: 4 rounds
--Duration: 11 minutes
--Diameter: 11 feet
--Protects: Mage + 6 targets max
GK - COP Spells GK (1)
--Spell Points: 1d6-0 points
--Casting Time: 4 rounds
--Duration: 11 minutes
--Diameter: 11 feet
--Protects: Mage + 6 targets max
GK - Detect Magic (6)
--Cast Chance: 74%
--Duration: 60 minutes
--Range: 30 feet
--Cast time: 5
--Spell Point Cost: 1
GK - Light (1)
--Duration: 20 minutes
--Range: 5 feet
--Cast Chance: 59%
--Cast time: 6
--Spell Point Cost: 1
GK - Read Magic (2)
--Duration: 2 rounds
--Cast Chance: 42%
--Cast time: 6
--Spell Point Cost: 1
GK - Spell Store (2)
--Cast Chance: 42%
--Duration: 30 minutes
--Cast time: 6
--Spell Point Cost: 1
GK - Unseen Servant (1)
--Duration: 15 minutes
--Cast Chance: 39%
--Carry: 11 pounds
--Cast time: 6
--Spell Point Cost: 1
SK - COP Demons (1)
--Spell Points: 1d6-0 points
--Casting Time: 4 rounds
--Duration: 11 minutes
--Diameter: 11 feet
--Protects: Mage + 6 targets max
SK - COP Detection (4)
--Spell Points: 1d6-1 points
--Casting Time: 4 rounds
--Duration: 14 minutes
--Diameter: 14 feet
--Protects: Mage + 7 targets max
SK - COP Dragons (1)
--Spell Points: 1d6-0 points
--Casting Time: 4 rounds
--Duration: 11 minutes
--Diameter: 11 feet
--Protects: Mage + 6 targets max
SK - COP Greater Protection (1)
--Spell Points: 1d6-0 points
--Casting Time: 4 rounds
--Duration: 11 minutes
--Diameter: 11 feet
--Protects: Mage + 6 targets max
SK - COP Spells SK (1)
--Spell Points: 1d6-0 points
--Casting Time: 4 rounds
--Duration: 11 minutes
--Diameter: 11 feet
--Protects: Mage + 6 targets max
SK - COP Undead (1)
--Spell Points: 1d6-0 points
--Casting Time: 4 rounds
--Duration: 11 minutes
--Diameter: 11 feet
--Protects: Mage + 6 targets max
SK - Magic Missile (1)
--Cast Chance: 34%
--Range: 15 feet
--Effect: 1 missiles
--Cast time: 7
--Spell Point Cost: 2
SK - Rorys Mnemonic Enhancer (1)
--Cast Chance: 30%
--Cast time: 7
--Spell Point Cost: 2
SK - Spectral Hand (1)
--Range: 30 feet
--Cast Chance: 39%
--Duration: 0 rounds
--Cast time: 7
--Spell Point Cost: 2

GKR - Find Familiar (1)
--Cast Chance: 29%
--Spell Point Cost: 10
GKR - Identification (10)
--Cast Chance: 71%
--Effect: 4 properties learned
--Spell Point Cost: 10

SKR - Investment (3)
--Cast Chance: 20%
--Spell Point Cost: 20
SKR - Remove Curse (1)
--Detect Curse: 27%
--Spell Point Cost: 20
 
All Skills
Skill RankNext RankEXP Cost
Alchemy 316002400
Area Lore - Greyhawk City 3200300
Area Lore - Greyhawk Region 4375750
Area Lore - Hardby 3200300
Area Lore - Wild Coast 76002100
Artifact Lore 631509450
Artillery 11432023760
Astral Lore 37521128
Barter 1624312
Blacksmith 626257875
Brawling 1100
Cantrips 3400600
Cartography 311241686
Character Judgment 1500250
Climbing 1750375
Cultural Lore - Greyhawk 65251575
Cultural Lore - Wild Coast 4375750
Defense 11350675
Demon/Devil Lore 3400600
Diplomacy 2675675
Diving 1720360
Elemental Lore 67002100
Endurance 410002000
Find Traps 212001200
Fungus Lore 78002800
Hit Points 536009000
Interrogation 1500250
Language Brodignagian 515003750
Language Keoish 38001200
Language Passel Tongue 38001200
Language Undercommon 310001500
Mage Water Magics General Knowledge 141087576125
Mage Water Magics Special Knowledge 141425099750
Magic Language - Elementia 148255775
Magic Language - Sorcery 137004550
Magic Lore 615754725
Magic Resistance 422504500
Skill RankNext RankEXP Cost
Maneuver in Armor 11080540
Master of Battle Magics 521005250
Memory 39001350
Mental Perception 2750750
Military Scientist 11486026730
Mining 211251125
Monster Lore 621006300
Musician 515003750
Musketry 11100550
Navigation 11378020790
Open Locks 1700350
Plant and Herb Lore 2450450
Poison Lore 2450450
Power Perception 11270014850
Psionic Combat 6350010500
Psionic Energy 316002400
Psionic Lore 3400600
Public Speaking 312481872
Remove Traps 1650325
Research 38001200
Rope Mastery 11225612408
Rowing 1300150
Running 38001200
Sailing 11270014850
Sea Lore 1113447392
Serpent Lore 2225225
Shield Small 1650325
Sorcery 631509450
Speed Reading 2450450
Spell Energy 7360012600
Spell Memory 8270010800
Storytelling 2750750
Undead Lore 3600900
Underworld Lore 2750750
Weapon Broadsword 11550830294
Weather Lore 2375375
 479397
Water Magics  
General Spells
Skill RankNext RankEXP Cost
Mage Option Two  00
 0
 
Skill RankNext RankEXP Cost
GK - COP Animals 111055
GK - COP Holy Magics Minor 4275550
GK - COP Missiles 111055
GK - COP Spells GK 111055
GK - Detect Magic 67002100
GK - Light 115075
GK - Read Magic 2300300
GK - Spell Store 2210210
GK - Unseen Servant 1270135
GKR - Find Familiar 1400200
GKR - Identification 10247512375
SK - COP Demons 111055
SK - COP Detection 4275550
SK - COP Dragons 111055
SK - COP Greater Protection 111055
SK - COP Spells SK 111055
SK - COP Undead 111055
SK - Magic Missile 1380190
SK - Rorys Mnemonic Enhancer 1200100
SK - Spectral Hand 1420210
SKR - Investment 3660990
SKR - Remove Curse 1300150
 18575
 

Psionic Attack Mode
Initiative
# of Attacks
Psionic Strike Chance
Damage
Range
Notes
Ego Whip
3
2
122
2d6+4
300 ft
Id Insinuation
3
2
117
2d6+4
60 ft
Non-lethal Damage, Duration
Mind Thrust
3
2
107
2d6+4
150 ft
Non-lethal Damage, Armor Piercing
Psionic Blast
3
2
112
2d8+5
60 ft
Non-lethal Damage, Area Effect
Psychic Crush
3
2
112
2d6+4
180 ft
Lethal Damage

Psionic Defense Mode
Area
MDef
MProt
CostNotes
Intellect Fortress
11 ft radius
46
5
1 NL/END per round
Mental Barrier
Self
46
4
NoneHardened
Mind Blank
Self
58
2
NonePersistent
Thought Shield
1 target
52
3
1 NL/END per 3 rounds
Tower of Iron Will
10 ft diameter
40
7
2 NL/END per round

Magic Items With Bonuses
List of magic items and effects that provide bonuses to hit points, saving throws and DEF. Bonuses listed here will be reflected in the appropriate totals above. Let the GM know if you have items you need listed here (the GM must add them).
Bonus To:Item(s):Bonus:
Hit Points
TMR:
Normal Save+2 Ring of Protection10
Mental Save+2 Ring of Protection10
Magic Save+2 Ring of Protection10
Luck Save+2 Ring of Protection10
Disbelieve Illusions
Everything Lore
Attunement
Defense
Protection+2 Ring of Protection, +1 Cloak of Protection3
Melee Dmg
All Combat SC
All Combat Dmg
Unarmed Conbat SC
Unarmed Combat Dmg
Luck Points:
Fate Points:
Psionic SC:+2 Psionic Battle Charm10
Psionic Dmg:+2 Psionic Battle Charm2
Mental DEF:
Mental PROT:
Cast IdentificationTaliksman Wand10

Equipment
Worn or Carried
In Pouches
In Backpack
backpack
Crossed bandolier w/ holster and powderhorn
2 belt pouches
Flintlock pistol
quiver of normal bolts
rain cloak & clasp
Broadsword "Retribution, slayer of Mirax",
+3/+15, ..+4/+20 vs magic-using or
extraplanar creatures ..(Klax), +5/+25 vs
both magic-using & extra planar ..creatures
(Mirax), warning glow vs either, 100' vs
Klax, ..150' vs Mirax
Underwater (Sahuagin) crossbow
Ring of Magical Renewal (regen 1 sp/hour)
Academician's Cap (+1 Int/Know, +4 Int for
the purpose ..of learning spells, +1 LoW
with non armor)
Bracers of Protection 7+
Cloak of Protection +1
Broadsword +2, Undead Slayer (critical hit
bypasses LOW, grievous destroys instantly)
Ring of Protection +2
Psionic Battle Charm +2
Necklace of Adaption
Ioun Stone of Dimension Door (1/day, 84')
spell wand (7 spell points)
- Deluge, Solid Fog
- Torrential Geyser
Belt of Blood (sacrifice 1 CON temporarily to
gain 1d6+6 hp)
Potion of Invulnerability
Potion of Extra Healing
Murlynd's Spoon
Talisman of Zagy (grants 1d5 bonus to any
roll after the fact twice a week)
The Final Word broadsword (special attunement
required?)
2 large sacks
4 small sacks
10 shots of gunpowder/balls
Ring of Waters of Strength (rank 13 invested)
Ring of Torrential Geyser (rank 13 invested)
Ring of Counterspells (change once/day, use
once/hour) Psion, Necromancy, Slime,
Elemental, Sorcery, Natural, rank = overall
Ring of Defense +15
Visus Invisibili: A small, rare, clear trans-
parent mushroom with a milky substance
seen throughout the bowl. It grants the
person that eats the fungus the ability to
see invisible creatures/objects for 4
hours. You found enough for 8 doses, sold 4
7 days of field rations
fishing line and hooks
small tent
spellbook
Darkthorn's fishing line and hooks
3 candles
Tinderbox with flint and steel
4x Glass vials (for Sweet Water)
Recorder (Musician skill challenge)
Folding Boat
Elsewhere (ship)
Magical Tattoo (right arm)
Spells in memory
Lorcan can once per day trigger this tattoo to allow himself to unravel (in a single round) into a tremendously long coil of string 1" thick, which can then move and see normally, and reform into his full physical body in a single round at will. This lasts for 10 minutes and can be reused as many times as he likes within those 10 minutes. He can pass through any opening 1" across or more. Worn and carried equipment transform with him.WGK: Calm Waters, Deluge, Floatation, Liquid Purification, Mage Wind, Speak w/ Aquatic Mammals, Summon Aquatic Mammals, Water Breathing, Shipbuilding, Navigation

WSK: Bolt of Water, Solid Fog, Wall of Water, Torrential Geyser, Water Walking, Waters of Vision

GGK: COP: Demons, Detect Magic, Read Magic, Spell Store

GSK: COP: Detection, Undead, Greater, Dragons

GGKR: Identification

GSKR: Investment

Character Notes
Background Info
Family Info
Animals
Spell WandLorcan - Spell Wand
Holds 7 spell points worth of spells

Spell Absorption
--If the spell wand is in hand, and Lorcan has not yet acted in the round
(or has a held action), he may intercept and absorb spells cast at him.
There must be room in the wand to absorb the spell, and the spell must be
directed at Lorcan or someone within (MA x 1) feet of him and within line
of
sight. Only Sorcery spells (not Cleric or Psionic) can be absorbed. Once
absorbed, it can be used just like any other spell in the wand. When used,
it is cast at the same cast rank as it was when absorbed. If the absorbed
spell was a critical or grievous success, it is cast as normal success.
--Lorcan can also attempt to absorb an area effect spell but he must be
within the area of effect or within (MA x .5) feet of the area of effect to
absorb it and must make an MA x 2 roll or less. Failure indicates that the
spell is resolved normally. Success means that the spell is completely
absorbed.
--Lorcan can also attempt to absorb a multiple target spell (e.g.,
Hellfire). Lorcan must be one of the targets or there must be a target
within (MA x .5) feet of him and must make an MA x 2 roll. If successful,
the spell is nullified for the one target but takes full effect on all
other
targets. The absorbed spell can later be used but is cast at one quarter
(round up) of the original cast rank.
--Lorcan can attempt to absorb Sorcery-type abilities of creatures but he
must make an MA x 2 roll to succeed.

Spell Expansion - Once per day, the Spell Wand can be used for one of the
two functions below. He cannot use both functions in the same day.
--Multi-Spell - A spell from the wand can be "forked" to cause two such
spells. Thus a Bolt of Water becomes two Bolts of Water spells. The
forked
spells must travel in different directions so they cannot be targeted at
the
same target.
--Area-Effect - a spell from the wand becomes an area effect spell. If the
spell is already an area effect spell, the area is doubled. If it is
normally a single target spell, then it expands to cover a 10 foot diameter
circle. For game purposes, assume the spell comes from directly above.
Thus, a Bolt of Water will arc and expand to a 10 foot diameter and hit
where Lorcan wants it to hit.
Other
Other
Other
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