Spelljammer
Benick Tallwood
Player:Dennis Player Email:dntimm@gmail.com 
Experience Points
Name:Benick TallwoodHome City/Region: Starting Points:34000
Race:High ElfBirth Date: Earned EXP:165,350
Class:MageNative Language(s):Elvish, Aerdi Total EXP:199,350
Religion: Characteristics:00
Sex:MaleFlaw:Skills and Spells:195,685
Alignment:Chaotic Good Flaw:Total Cost:195,685
Description:A Coward think Beni from the Mummy movie.  Available EXP:3,665
Overall Level:8
Money:1884 Silver Pieces
 
Characteristic
Start
Points Bought
EXP
Cost
Cost for
+1 to stat
Other Modifiers
GM
Modifiers
Value
Miscellaneous Information
STR
13
0
0
4000
0
2
15
Encum:
35 lbs
TMR:
64
DEX
20
0
0
3000
0
0
20
IM:
1
DEF:
40
CON
15
0
0
4000
0
3
18
Hit Points:
61
Heal Rate:
1/day
INT
20
0
0
2000
0
0
20
Bend Bars:
2%
Open Doors:
30%
KNOW
17
0
0
2000
0
1
18
Insight:
10
Attune:
96
WP
17
0
0
2000
0
0
17
Remember:
60
EveryLore:
1
MA
23
0
0
2000
0
0
23
Service:
85
Info:
0
LUCK
19
0
0
4000
0
0
19
Luck Pts:
2
Fate Pts:
1
CHA
15
0
0
1000
0
0
15
Secret Door:
32/1
Subtle PER:
0
PER
16
0
0
1000
0
0
16
Saving Throws
TOTAL:
0
Normal 53Magic 67
Weapon Specialization
None
Luck 55Mental 50
Disbelieve 53
 
Ranged Weapon
Applicable Skill
Strike Chance
Damage
Attacks Per Rnd
Initiative
Min Range
PB Range
Ranged
Master
DaggerWeapon Dagger
68 
1d6 + 0 
1 
1 
0 
20 ft 
-1 per ft 
 
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Melee Weapon
Applicable Skill
Strike Chance
Damage
Attacks Per Rnd
Initiative
Master
DaggerWeapon Dagger
68 
1d6 + 0 
1 
1 
 
+2 QuarterstaffWeapon Quarterstaff
101 
1d8 + 4 
1 
1 
 
+1 DaggerWeapon Dagger
73 
1d6 + 1 
1 
1 
 
----------
 
 
 
 
 
----------
 
 
 
 
 

ComboArmorShieldHelm
Protection
LOW
Defense
DEX Mod
Current
No ArmorNo ShieldNo Helm
4
0
40
0
2
1 Mage Armor Spell (PROT 4)
6 
0 
40 
0 
2 Bracers of Protection 5
7 
0 
40 
0 
3
 
 
 
 
4
 
 
 
 
5
 
 
 
 
 
General Skills
Area Lores, Cultural Lores & Languages
A to IJ to RS to ZAll
Alchemy (1):
--Alchemical Lore: 14%
--Harvest Potion Ingredients: 18%
--Identify Potion: 14%
--Make Familiar Potion: 21%
--Make Unfamiliar Potion: -29%
Artifact Lore (4):
--Lore Roll: 39%
Body Speak (1):
--Skill Bonus: 17%
Bound Relic (8): (No tasks)
Cantrips (4):
--Clean: Self only in 7 rounds
--Cool: 8 degrees for 4 minutes, self only
--Dry: Self only in 7 rounds
--Firefinger: 2.5 feet for 2.5 rounds
--Hair Growth: 1 inches
--Insect Repellent: 1.3 hours, self only
--Shout: 1.8x volume for 4 rounds, self only
--Soft Light: 9 ft dia. light lasting 80 mins
--Spice: 4 servings
--Warm: 8 degrees for 4 minutes, self only
Character Judgment (1):
--Character Judgment: 7%
--Determine Outlook: 3% chance
Defense (4):
--Bonus: 12%
Elemental Lore (6):
--Skill Roll: 49%
Endurance (2):
--Hitting Extra Hard: 4 points
Find Traps (1):
--Find Trap: 8%
--Knowledge of Traps: 14%
Hit Points (5): (No tasks)
Infravision (1):
--Classify: 8%
--Range: 62 ft
Mage E&E General Knowledge (8): (No tasks)
Mage E&E Special Knowledge (9): (No tasks)
Magic Lore (8):
--Skill Roll: 59%
Master of Battle Magics (5):
--Avoid Backfire: 56%
--Initiative Bonus: +2 spell initiative
Memory (5):
--Memory Recall: 34%
--Pattern Recognition: Error (GM Notified)
Monster Lore (3):
--Common Monster: 44%
--Rare Monster: 24%
--Recognize Monster Noise: 23%
--Uncommon Monster: 34%
--Very Rare Monster: 14%
Move Silently (1):
--Skill Roll: 15%
Poison Resistance (2):
--Bonus to Normal Save vs Poison: 6%
Power Perception (10):
--Assense Attunement: 74%
--Bonus: 63%
--Duration: 10 minutes
--Open Magical Lock: 10%
--Range: 30 feet
--Remove Magical Trap: 40%
--Understand Magical Trap: 34%
Remove Traps (1):
--Disarm Trap: 20%
Rope Mastery (1):
--Climb Rope: 20%
--Lasso Strike Chance: 49%
--Make Rope: 14%
--Tie Knot: 18%
Running (4):
--Bonus: 32%
--TMR Bonus: 4 bonus
Sailing (1):
--Emergency Repairs: 9%
--Operate Sailing Vessel: 17%
--Sailing Knowledge: 14%
--Tie Knot: 18%
Sleep and Charm Resistance (1):
--Immunity Roll: 76%
Sorcery (5):
--Roll: 49%
--Sorcery Pool: 21 points
Spell Energy (10):
--Spell Points: 21 points
Spell Memory (9):
--Learn Spell: Spell Mult/45 hours to learn
--Learn Spell: 70% chance
--Max Spells in Memory: 19 spells
Staff Defense (1):
--Defense: 42%
Swimming (1):
--Endurance Swimming: 19 rounds
--Hold Breath: 34/67 seconds
--Max Safe Depth: 54 feet
--Stay Afloat: 19 hours
--Subsurface TMR: 14
--Surface TMR: 18
--Swimming Roll: 28%
--Water Combat: No water combat
Undead Lore (2):
--Skill Roll: 29%
Weapon Dagger (2): (No tasks)
Weapon Quarterstaff (4):
--Make Staff: 45%
Language Canine (5): (No tasks)
Magic Language - Elementia (3):
--Knowledge of Spells: 24%
--Read GK Scroll: 37%
--Read SK Scroll: 31%
--Recognize Spell: 24%
Magic Language - Sorcery (10):
--Knowledge of Spells: 59%
--Read GK Scroll: 86%
--Read SK Scroll: 66%
--Recognize Spell: 59%
E&E
General Knowledge SpellsSpecial Knowledge SpellsTalents, Rituals & Arcane Spells
Armor (8)
--Duration: 4 days
--Effect: 4 protection
--Cast Chance: 75%
--Effect: 1d4+8 hits
--Cast time: 5
--Spell Point Cost: 1
Charm (8)
--Range: 120 feet
--Duration: 40 minutes
--Cast Chance: 50%
--Cast time: 5
--Spell Point Cost: 1
Enchanted Sleep (8)
--Range: 120 feet
--Effect: 40 max HP
--Cast Chance: 70%
--Duration: 8 hours
--Effect: 4 targets
--Effect: 26 ft diameter
--Cast time: 5
--Spell Point Cost: 1
Evil Eye (8)
--Cast Chance: 55%
--Duration: 8 days
--Range: 120 feet
--Effect: 8 penalty to SC and saves
--Cast time: 5
--Spell Point Cost: 1
Invisibility (8)
--Duration: 5 minutes
--Cast Chance: 80%
--Cast time: 5
--Spell Point Cost: 1
Lesser Enchantment (8)
--Cast Chance: 75%
--Duration: 32 hours
--Cast time: 5
--Spell Point Cost: 1
Location (8)
--Duration: 8 hours
--Cast Chance: 60%
--Range: 32 miles
--Cast time: 5
--Spell Point Cost: 1
Lock (8)
--Range: 120 feet
--Cast Chance: 75%
--Effect: 1 lock
--Cast time: 5
--Spell Point Cost: 1
Mass Charm (8)
--Effect: 16 targets max
--Cast Chance: 55%
--Range: 40 feet
--Duration: 80 minutes
--Cast time: 5
--Spell Point Cost: 1
Mending (8)
--Cast Chance: 60%
--Range: 40 feet
--Cast time: 5
--Spell Point Cost: 1
Shield (8)
--Cast Chance: 50%
--DEF: +32 bonus vs weapons
--Duration: 40 rounds
--Magic Save: +8 bonus to saves
--Range: 40 feet
--Cast time: 5
--Spell Point Cost: 1
Speak With Enchanted Creature (8)
--Cast Chance: 75%
--Effect: 4 language level
--Duration: 80 minutes
--Cast time: 5
--Spell Point Cost: 1
Telekinesis (8)
--Effect: 80 lbs max
--Cast Chance: 55%
--Range: 40 feet
--Effect: 4 TMR
--Duration: 8 rounds
--Cast time: 5
--Spell Point Cost: 1
Ventriloquism (8)
--Cast Chance: 95%
--Duration: 40 minutes
--Range: 160 feet
--Cast time: 5
--Spell Point Cost: 1
Walking Unseen (8)
--Cast Chance: 75%
--Duration: 8 hours
--Range: 8 feet
--Cast time: 5
--Spell Point Cost: 1
Bolt of Energy (9)
--Range: 90 feet
--Cast Chance: 88%
--Effect: 9d6 damage
--Cast time: 6
--Spell Point Cost: 2
Counterspell Sorcery (9)
--Range: 225 feet
--Duration: 2d10+9 rounds
--Cast Chance: 75%
--Magic Save Bonus: +47%
Enhance Enchantment (9)
--Cast Chance: 63%
--Range: 45 feet
--Cast time: 6
--Spell Point Cost: 2
Levitation (9)
--Range: 135 feet
--Cast Chance: 63%
--Duration: 90 minutes
--Cast time: 6
--Spell Point Cost: 2
Mage Lock (9)
--Cast Chance: 68%
--Effect: 68%
--Cast time: 6
--Spell Point Cost: 2
Magic Missile (9)
--Effect: 5 missiles
--Cast Chance: 78%
--Range: 135 feet
--Cast time: 6
--Spell Point Cost: 2
Opening (9)
--Effect: 78% to open mundane lock/door
--Range: 45 feet
--Cast Chance: 83%
--Effect: 51% to open magical lock/door
--Cast time: 6
--Spell Point Cost: 2
Passwall (9)
--Duration: 90 minutes
--Range: 45 feet
--Cast Chance: 58%
--Cast time: 6
--Spell Point Cost: 2
Quickness (9)
--Cast Chance: 58%
--Effect: 1 bonus to initiative
--Effect: 4 targets
--Range: 30 feet
--Effect: 27 bonus to TMR
--Duration: 5 rounds
--Cast time: 6
--Spell Point Cost: 2
Slow (9)
--Effect: 4 targets
--Duration: 9 rounds
--Range: 135 feet
--Cast Chance: 58%
--Cast time: 6
--Spell Point Cost: 2
Web of Entanglement (9)
--Cast Chance: 73%
--Duration: 18 rounds
--Range: 135 feet
--Cast time: 6
--Spell Point Cost: 2
Wizard Eye (9)
--Range: 135 feet
--Cast Chance: 58%
--Duration: 18 minutes
--Max Range: 1350 ft
--Cast time: 6
--Spell Point Cost: 2
Sleep Resistance (8)
--Save Bonus: 48%
--Duration: 8 rounds
--Sleep Duration: -32%
Witchlight (8)
--Illumination: 26 ft radius maximum
--Range: 120 feet
--Duration: 80 minutes
Witchsight (8)
--See Invisible: 43%
--Range: 50 feet

Create Poison Dust (8)
--Cast Chance: 85%
--Duration: 8 months
--Effect: 8 rounds of poison
--Spell Point Cost: 10
Create Sleep Dust (8)
--Duration: 8 months
--Cast Chance: 85%
--Spell Point Cost: 10
Crystal of Vision (8)
--Duration: 8 minutes
--Spell Point Cost: 10
Enchantment (8)
--Duration: 4 days
--Effect: 2% bonus to all actions
--Spell Point Cost: 10
Magic Mirror (8)
--Duration: 8 minutes
--Cast Chance: 65%
--Spell Point Cost: 10
General Spells
General Knowledge SpellsSpecial Knowledge SpellsTalents, Rituals & Arcane Spells
GK - Invisibility to Undead (4)
--Cast Chance: 63%
--Duration: 120 minutes
--Cast time: 6
--Spell Point Cost: 1
SK - Counterspell Elemental (3)
--Range: 75 feet
--Duration: 2d10+3 rounds
--Cast Chance: 57%
--Magic Save Bonus: +14%
SK - Counterspell Necromancy (2)
--Range: 50 feet
--Duration: 2d10+2 rounds
--Cast Chance: 54%
--Magic Save Bonus: +11%
SK - COP Undead (6)
--Spell Points: 1d6-1 points
--Casting Time: 4 rounds
--Duration: 16 minutes
--Diameter: 16 feet
--Protects: Mage + 8 targets max

GKR - Identification (6)
--Cast Chance: 54%
--Effect: 2 properties learned
--Spell Point Cost: 10

SKR - Purification (3)
--Cast Chance: 100%
--Duration: (3 + 1d10) x 1, 2 or 3 hours
--Spell Point Cost: 20
SKR - Remove Curse (2)
--Detect Curse: 38%
--Spell Point Cost: 20
 
All Skills
Skill RankNext RankEXP Cost
Alchemy 1800400
Artifact Lore 422504500
Body Speak 115075
Bound Relic 818007200
Cantrips 45001000
Character Judgment 1400200
Defense 437507500
Elemental Lore 67002100
Endurance 2600600
Find Traps 11200600
Hit Points 536009000
Infravision 1400200
Language Canine 515003750
Mage E&E General Knowledge 8652526100
Mage E&E Special Knowledge 9950042750
Magic Language - Elementia 3220330
Magic Language - Sorcery 105502750
Magic Lore 820258100
Master of Battle Magics 521005250
Skill RankNext RankEXP Cost
Memory 513503375
Monster Lore 312001800
Move Silently 1824412
Poison Resistance 2750750
Power Perception 10247512375
Remove Traps 1976488
Rope Mastery 1500250
Running 410002000
Sailing 1600300
Sleep and Charm Resistance 1200100
Sorcery 520285070
Spell Energy 10371818590
Spell Memory 9225010125
Staff Defense 1900450
Swimming 1500250
Undead Lore 2450450
Weapon Dagger 212301230
Weapon Quarterstaff 423004600
 185020
E&E  
General Spells
Skill RankNext RankEXP Cost
Mage Option Two  00
 0
 
Skill RankNext RankEXP Cost
GK - Invisibility to Undead 46001200
GKR - Identification 615754725
SK - Counterspell Elemental 311001650
SK - Counterspell Necromancy 2825825
SK - COP Undead 63851155
SKR - Purification 3440660
SKR - Remove Curse 2450450
 10665
 

Psionic Attack Mode
Initiative
# of Attacks
Psionic Strike Chance
Damage
Range
Notes
Ego Whip
2d6+
ft
Id Insinuation
2d6+
ft
Non-lethal Damage, Duration
Mind Thrust
2d6+
ft
Non-lethal Damage, Armor Piercing
Psionic Blast
2d8+
ft
Non-lethal Damage, Area Effect
Psychic Crush
2d6+
ft
Lethal Damage

Psionic Defense Mode
Area
MDef
MProt
CostNotes
Intellect Fortress
ft radius
1 NL/END per round
Mental Barrier
Self
NoneHardened
Mind Blank
Self
NonePersistent
Thought Shield
1 target
1 NL/END per 3 rounds
Tower of Iron Will
ft diameter
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
Mental Save
Magic Save
Luck Save
Disbelieve Illusions
Everything Lore
Attunement
DefenseRing of Defense5
ProtectionRing of Protectioin +22
Melee Dmg
All Combat SC
All Combat Dmg
Unarmed Conbat SC
Unarmed Combat Dmg
Luck Points:
Fate Points:
Psionic SC:
Psionic Dmg:
Mental DEF:
Mental PROT:
All Cast Chances2+2 Mage Staff
Spell Energy6+2 Mage Staff, Pendant of Power

Equipment
Worn or Carried
In Pouches
In Backpack
Adventuring Pack Bedroll
Flint & steel
Hooded lantern
Lamp Oil
Mess kit
Change of clothes
Field rations for 5 days
50 feet of rope
50 feet of twine
Large sack
Toilet kit
Whetstone
Elsewhere
Elsewhere
Elsewhere

Character Notes
mr
mrAnkh of Protection - Wearer gains a Normal save for each point of energy drain (CON, STR, etc.). If made, the point is not lost.
Tree of Life - Wearer can invoke one Cure Serious Wounds once per day. This uses one attack action.
Grave Flower - The attuned owner gains a bonus of +20 to Undead Lore.
Jade Stone - Can only be used by a cleric. Each of the following spells can be cast once per day: Invisibility to Undead. Invisibility to Undead 10' radius, Negative Plane Protection.
Zircon of the Phoenix - This reddish gem is shaped like the legendary bird of the same name. The wearer will regain one point of drain every 6 hours. If drain normally comes back faster (e.g., STR drain from Shadows), it come back 4 times faster. No System Shock roll is needed to recover the drain.
Water Charm - Once per day, the attuned wearer can invoke the charm to have water pour from the charm. A total of one gallon will so pour.
Sun Barrier - Can only be used by a mage with knowledge of the Circle of Protection vs Undead. The circle may be cast with a savings of 1 spell point (minimum cost of 1 spell point). The circle's duration is increased by 25%. Damage to creatures who attempt to enter the circle and fail is increased by 2d4. Undead who successfully enter the circle suffer 3d4 damage.
Seeds of Strength - This talisman gives the wearer a +2 to all damage rolls with any weapon used against undead. This applies to all melee and ranged weapons. It also applies to fists.
mr
mrArmor
Invisibility
Energy Bolt (sk)
Levitation (sk)
Location
Telekinesis
Lesser Enchantment
Evil Eye
Wizard Eye (sk)
Passwall (sk)
Mage Lock (sk)
Magic Missile (sk)
Opening (sk)
mrA Master of Battle Magics is skilled at casting spells in combat. The master skill cannot exceed the lower of the mage's Spell Energy and Spell Memory skills (i.e., if the mage is rank 8 with Spell Energy and rank 12 with Spell Memory, they are limited to rank 8 in this skill).

Bonus to Initiative
Starting at rank 2, the master gains a +1 to their initiative every 3 ranks (ranks 2, 5, 8, etc.) when casting spells in combat(s).

Concentration
Spell casting comes easier to a Master of Battle Magics in that they do not need to concentrate as hard when they are casting spells. This allows them to get one half normal defense vs ranged attacks when casting spells (all other spell casters have a 0 DEF when casting spells). If hit with a ranged weapon while casting, there is a chance that the hit does not disrupt their spell casting. This chance is equal to ((Rank / 2) + WP - damage) x 4. Damage is the damage that penetrates PROT. Thus, if a mage with a 15 WP and rank of 11 gets hit for 6 damage (after PROT), there is a 60% chance that their spell was not disrupted (15 WP + (rank / 2) - 6 Dmg = 15, 15 x 4 = 60). This roll must be made for each hit. Wound penalties also apply. Note that if the mage is hit but no damage penetrates protection, he must still make a roll of to get the spell off.

This ability is virrtually identical to the single-classed mage ability. If the Master of Battle Magics is also a single-classed mage, their chance to maintain concentration is increased by their rank with this skill.

Overcasting
Overcasting allows the mage to increase the effective rank of the spell by spending endurance and suffering a penalty to cast chance and initiative. Masters of Battle Magics gain some bonuses when overcasting.
Single Class Mage - Endurance cost is only 2 per overcast rank instead of 3. Cast chance penalty is -2 per overcast rank instead of -3. Fast cast initiative is -0 for 1 rank of overcasting and -1 for 2 ranks of overcasting. Slow cast initiative is 15 seconds per overcast rank instead of 30.
Dual Class Mage - Endurance cost is reduced by 1 (i.e., 2 endurance to overcast 1 rank and 5 endurance to overcast 2 ranks). Cast chance penalty is reduced by 1 (i.e., -2 to overcast 1 rank and -5 to overcast 2 ranks). Slow cast initiative is 15 seconds per overcast rank instead of 30.

Reduced Chance of Backfire
If a backfire is indicated while fast-casting a spell in combat, and the result would not have been a backfire if it had been slow cast, the mage is allowed a second roll to avoid the backfire. If they roll less than ((Rank + MA) x 2), no backfire occurs and the spell simply fails. The roll can be made before deciding whether to use a Luck point to reroll the cast attempt.

Reduced Spell Point Cost on Failed Spells
A mage who is rank 5 in this skill spends 1 less spell point on failed spells. Thus, if they fail a GK spell, they do not use any spell points in the attempt. If they fail an SK spell, they use only 1 spell point in the failed attempt.

A mage who is rank 10 in this skill spends 2 less spell points on failed spells.
mr
mr
mr