Tychon the Blue, Thaumaturge
Mage
5th
Neutral
20,000 / 40,000
5% bonus to xp
Tychon "volunteered" to search new lands for a location where his guild can expand with a new tower/outpost.
While other mages of his guild are more intelligent, none are as ambitious.
His henchman Adtas, an explorer, had some personal issues with ranking officers and needed to get away.
Tychon typically does not dress in his mage's cassock, but rather in more ordinary merchant type clothing.
STR 10
INT 13 (+1)
WIS 10
DEX 9
CON 11
CHA 14 (+1)
HP 16
AC 10
Initiative 0
Surprise 0
Movement:
Base: 120' per turn
Combat: 40' per round
Charge/Run: 120' per round
Climb:
Stealth:
Flying: Base: 360' per turn; Combat: 120' per round
Daily: 24 miles per day on foot, 48 miles per day mounted
Total Encumbrance: 3.4 stones
Saving Throws (+1 bonus if familiar within 30 ft)
Petrification & Paralysis: 12
Poison & Death: 12
Blast & Breath: 14
Staffs & Wands: 10
Spells:11
Missile Attack: 9+ / 11+ / 14+
- Dart: range 15/30/45 - - - damage 1d4
- Dagger: range 10/20/30 - - - damage 1d4
- Holy Water: range 10/30/50
- Oil: range 10/30/50
Melee Attack: 9
- Dagger: to hit: 9 | damage: 1d4
- +1 Staff: to hit: 8 | damage 1d4+1 / 1d6+1
Languages: Common, Primalingua
Proficiencies:
- Familiar
- Intimidation
- Seduction
- Diplomacy
Class Abilities:
- Research spells
- Scribe scrolls
- Brew potions
- - - Formulas Known:
- - - - - - clairaudience cost: 750 gp | time: 1½ week | success: 12+ 1½ -1 (int bonus)= 12 ½
- - - - - - animal control cost: 1,000 gp | time: 2 weeks | success: 12+ 2 -1 (int bonus)= 13
Spells:
1st level: Light, Read Languages, Shield
2nd level: Detect Evil, Knock, Levitate
3rd level: Fireball, Fly
Magic Items: Quarterstaff, +1; potion of healing (1d6+1)
Light warhorse (20 stone, 240’)
- Chain barding (3 stones)
- Saddle & tack, war
- Saddlebags, leather (43 items, 7.2 stones)
- - 50’ rope
- - Grappling hook
- - 3 weeks iron rations
- - Cloak, winter
- - Dried fruit, 2 lbs
- - Spices, various 1 lb
- - Oil flask, military, 3
- - Holy Water, vial, 3
- - Birthwort, 1 lb.
- - Comfrey, 1 lb.
- - Woundwart, 1 lb.
- - Tent
- - Torches, 5
- - 2 large sacks (6 stone capacity)
- - Waterskins, 2
- - Wineskins, 2
- - Iron spikes, 12
- - Hammer, small
- - Cassock, blue
- - Cassock, grey
- - Darts, 20
- - Oil, flask, 6
Clothing
- Tunic & pants, armiger
- Boots, high
- Cloak, hooded
- Gloves
- Belt (1/2 stone)
- - dagger
- - silver dagger
Belt quiver (1/2 stone)
- 10 darts
- 5 silver darts
Backpack (1.4 stones)
- Garlic
- spellbook (100 p., 15 used)
- Lantern
- Belladonna, 1 lb.
- Oil flask, military, 2
- Holy Water, vial, 1
- Wolfsbane
- Lock
- Torch, 1
- Small sack (2 stone capacity)
Right belt pouch (½ stone)
- Dice
- Ink
- Journal
Left belt pouch (½ stone)
- Flint & steel, t box
- Candle, wax
- Mirror, steel
Coinage
CP 50
SP 100
EP
GP 89
PP 20
Treasure
Gems: coral (100 gp); jade (100 gp); bloodstone (50 gp); onyx (50 gp)
Jewelry:
Spell Details and Signatures
1st level: (1d12=9, 1d12=10, 1d12=5) Light, Read Languages, Shield
2nd level: (1d12=2, 1d12=7, 1d12=6) Detect Evil, Knock, Levitate
3rd level: (1d12=4, 1d12=3) Fireball, Fly
Light* | Range: 120' | Divine 1, Arcane 1 | Duration: 6 turns plus 1 turn per level
Signature: A burst of fine blue sand hits the target area.
Prima Lingua: candidus lumen
This spell creates a light equal to torchlight which illuminates a 30' radius area (and provides dim light for an additional 20') around the target location or object. The effect is immobile if cast into an area, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
Reversed, light becomes darkness, creating an area of darkness just as described above. This darkness blocks out infravision and negates mundane light sources.
A light spell may be cast to counter and dispel the darkness spell of an equal or lower level caster (and vice versa). Doing so causes both spells to instantly cease, restoring the existing ambient light level.
Either version of this spell may be used to blind an opponent by means of casting it on the target’s ocular organs. The target is allowed a saving throw versus Spells to avoid the effect, and if the save is made, the spell does not take effect at all. A light or darkness spell cast to blind does not have the given area of effect (that is, no light or darkness is shed around the victim).
Read Languages | Range: self | Arcane 1 | Duration: 2 turns
Signature: The whites of Tychon’s eyes take on a pale blue tinge for the duration
Prima Lingua: ostendo lingua
This spell grants the caster the ability to read almost any written language, including treasure maps, secret symbols, and other codes. For this spell to function, there must be at least one living creature that can naturally read the given language or code somewhere on the same plane. Truly unknown or dead languages or codes cannot be comprehended.
Shield | Range: self | Arcane 1 | Duration: 3 turns
Signature: Three pebbles spin around Tychon for a few seconds and then vanish.
Prima Lingua: indispectus scutum
Shield creates an invisible, shield-like mobile disk of force that hovers in front of the caster. It negates magic missile attacks directed at the caster, and grants the caster an Armor Class of 7 against missile attacks and 5 against melee attacks. The Armor Class benefits do not apply to attacks originating from behind the caster, but magic missiles are warded off from all directions.
Detect Evil* | Range: 60' | Divine 1, Arcane 2 | Duration: 6 turns
Signature: Tychon's index finger turns pale blue with a deep blue fingernail.
Prima Lingua: ostento malum
This spell allows the caster to detect evil; specifically, the caster can detect creatures with evil intentions, magic items with evil enchantments, undead, sinkholes of evil, and summoned creatures of Chaotic alignment. Note that normal characters, even if Chaotic, are not detected by this spell unless they have actively evil intentions against the caster. Poisons, physical traps, and natural animals are neither good nor evil, so they are not detected by this spell. The caster sees the evil creatures or objects with a definite red glow around them, but the glow cannot be seen by anyone else.
Reversed, this spell becomes detect good, which works just as described above with respect to detecting good enchantments, summoned creatures of Lawful alignment, and good intentions.
Knock | Range: 60' | Arcane 2 | Duration: special
Signature: The lock mechanism or door itself, is covered with a rocky grey-blue film for a moment.
Prima Lingua: resero tu ipse
The knock spell opens stuck, barred, locked, held, or wizard locked doors. It opens known secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains, provided they serve to hold shut something which can be opened. If used to open a wizard locked door, the spell does not remove the wizard lock but simply suspends its functioning for one turn. In all other cases, the door does not relock itself or become stuck again on its own. Knock will not raise a portcullis or operate any other similar mechanism, nor will it affect ropes, vines, and the like. Each spell can undo a single means of preventing access.
Levitate | Range: touch | Arcane 2 | Duration: 6 turns plus 1 turn per level
Signature: Target's feet or footwear turn deep blue for duration of spell.
Prima Lingua: subvolo excelsus
Levitate allows the caster to move himself, another creature, or an object up and down as desired. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. The caster can mentally direct the subject to move up or down as much as 20' each round, by concentration. The caster cannot move the subject horizontally, but the subject could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its normal land speed). A creature can carry its normal amount of weight when levitating (possibly including another creature).
A levitating creature that attacks with a weapon finds itself increasingly unstable; the first attack throw has a -1 attack penalty, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.
Fireball | Range: 240' | Arcane 3 | Duration: instantaneous
Signature: The fireball itself is blue, although whatever it sets on fire burn with normal color flames.
Prima Lingua: reicio peruro
This spell creates an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level to every creature within a spherical volume having a 20' diameter. A saving throw versus Blast for half damage is allowed. The explosion creates almost no pressure.
The caster points a finger and determines the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If the caster attempts to send the bead through a narrow passage, such as through an arrow slit, he or she must roll a missile attack throw (without range adjustments) to hit the opening, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier in order to attain its full volume.
Fly | Range: touch | Arcane 3 | Duration: 1 turn per level
Signature: Target leaves a blue trail as it moves.
Prima Lingua: praevolo avis
The subject of this spell can fly in any direction at a speed of up to 120' per round (360' per turn). Flying under the effect of this spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell cannot carry aloft more weight than his maximum load. If a fly spell is dispelled, the subject will plummet from the air.