Created using PCGen 6.04.01 on Jun 7, 2017

Rylarion Fozzie Neutral Good 0 Fozzie
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Wizard13 Outsider1 118594 Tiefling Medium / 5 ft. 5' 3" 152 lbs. Darkvision (60 ft.)
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
14 120000 (1406.0) 21 Female Red Dark Red, Jaw Length
LEVEL NEXT LEVEL/NEEDS AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
15 +2    
DEX
Dexterity
14 +2    
CON
Constitution
20 +5    
INT
Intelligence
23 +6    
WIS
Wisdom
7 -2    
CHA
Charisma
9 -1    

LOCATION HITS

DAMAGE
REDUCTION

SPEED
HP
Hit Points
126
Head=18.9, Chest=100.8, Abdomen=75.6, Limb=31.5
  
Walk 40 ft.
AC
Armour Class
23 : 21 : 23 = 10 + 0 + 0 + 2 + 0 + 0 + 0 + 5 + 6
0% +0 0  
TOTAL FLAT TOUCH BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
INITIATIVE
Modifier
+8 = +2 + +6
TOTAL DEX MISC
BASE ATTACK
Bonus
+7/+2

SKILLS MAX
RANKS
17/8.5
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Appraise INT 7 = 6
+ 1.0
+ 0
  Balance DEX 3 = 2
+ 1.0
+ 0
  Bluff CHA 2 = -1
+ 1.0
+ 2
  Climb STR 2 = 2
+ 0.0
+ 0
  Concentration CON 13 = 5
+ 8.0
+ 0
  Craft (Untrained) INT 6 = 6
+ 0.0
+ 0
  Decipher Script INT 11 = 6
+ 5.0
+ 0
  Diplomacy CHA -1 = -1
+ 0.0
+ 0
  Disguise CHA -1 = -1
+ 0.0
+ 0
  Escape Artist DEX 2 = 2
+ 0.0
+ 0
  Forgery INT 6 = 6
+ 0.0
+ 0
  Gather Information CHA -1 = -1
+ 0.0
+ 0
  Heal WIS -2 = -2
+ 0.0
+ 0
  Hide DEX 5 = 2
+ 1.0
+ 2
  Intimidate CHA -1 = -1
+ 0.0
+ 0
  Jump STR 6 = 2
+ 0.0
+ 4
  Knowledge (Arcana) INT 20 = 6
+ 14.0
+ 0
  Knowledge (History) INT 8 = 6
+ 2.0
+ 0
  Knowledge (The Planes) INT 17 = 6
+ 11.0
+ 0
  Listen WIS 4 = -2
+ 4.0
+ 2
  Move Silently DEX 3 = 2
+ 1.0
+ 0
  Perform (Dance) CHA 4 = -1
+ 5.0
+ 0
  Perform (Untrained) CHA -1 = -1
+ 0.0
+ 0
  Ride DEX 2 = 2
+ 0.0
+ 0
  Search INT 7 = 6
+ 1.5
+ 0
  Sense Motive WIS 1 = -2
+ 3.0
+ 0
  Spellcraft INT 25 = 6
+ 17.0
+ 2
  Spot WIS 10 = -2
+ 7.0
+ 5
  Survival WIS -2 = -2
+ 0.0
+ 0
  Swim STR 2 = 2
+ 0.0
+ 0
  Tumble DEX 8 = 2
+ 1.0
+ 5
  Use Rope DEX 2 = 2
+ 0.0
+ 0
= Useable Untrained

+1 Caster Level, +2 with Fire

Golden Beholder - 10 gemmed eyestalk daggers, each can be detached and indetectably scried. 1 Lyrandar/Malachai, 2 Khundarak 3 Hudson

Eye of Horus - Tattoo, Detect Evil free action, Disguise, Misdirection, Protection from Evil 3/day

Luck Blade - 1 wish, 1/day re-roll any dice

Gauntlets of the Hellcat - 3 charges, +1d6/spell level to damaging spells

Mantle of 2nd Chances - 1/day reroll any dice before hearing the result

Greater Rod of Spell Sculpting - You can cast up to three area spells per day and change the shape of spell effects to 10'r x 30'h cylinder, 40' cone, 4x 10' cubes, 20'r ball, or 120' line. No need to use a higher slot

Runestaff of Fire - 3/day each sacrifice a spell slot to cast burning hands (1st) fireball (3rd) or wall of fire (4th) at 12th

Ring of Mystic Fire - 3 charges per day, add fire damage to spells. 1=+2d6, 2=+3d6, 3=+4d6. All Fire spells cast at +1 caster level

Get Energy Substitution!!

SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+12 = +6 + +5 + +1
+ +0
+ +0
+
Reflex
Dexterity
+9 = +6 + +2 + +1
+ +0
+ +0
+
Will
Wisdom
+9 = +10 + -2 + +1
+ +0
+ +0
+
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+9/+4 = +7/+2
+ +2 + +0
+ +0
+ +0
+
RANGED
ATTACK BONUS
+9/+4 = +7/+2
+ +2 + +0
+ +0
+ +0
+
GRAPPLE
ATTACK BONUS
+9/+4 = +7/+2
+ +2 + +0
+ +0
+ +0
+
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+9/+4
1d3+2
20/x2
5 ft.

*Luck Blade (1 wish)
HAND TYPE SIZE CRITICAL REACH
Primary
P
M
19-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +11/+6
+7/+2
+11/+6
+5/+0
+7/+2
+3
 Dam 1d6+4
1d6+3
1d6+4
1d6+4
1d6+4
1d6+3
 Special Properties  1/day re-roll any roll, +1 to saves, 1 wish

Dagger
HAND TYPE SIZE CRITICAL REACH
Carried
PS
M
19-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +9/+4
+5/+0
+9/+4
+3/-2
+5/+0
+1
 Dam 1d4+2
1d4+1
1d4+2
1d4+2
1d4+2
1d4+1
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +9/+4
+7/+2
+5/+0
+3/-2
+1/-4
 Dam 1d4+2 1d4+2 1d4+2 1d4+2 1d4+2
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. Foz v 18
 
Created using PCGen 6.04.01 on Jun 7, 2017
Player: Fozzie; Character Name: Rylarion

EQUIPMENT
ITEM LOCATION QTY WT. COST
 Rylarion's Amulet of Cogitation
((Amulet (INT +4)), Enhancement bonus to ability INT|+4)
Equipped
1
0
16000
 Eye of Horus
((Eye Lenses (Detect Evil/Cleric/13th, Disguise Self/Wizard/13th, Misdirection/Wizard/13th, Protection from Evil/Adept/13th)))
Equipped
1
0
208000
 Gauntlets of the Hellcat
(3 charges, +1d6/spell level to damaging spells)
Equipped
1
0
0
 Ring of Wizardry II
Equipped
1
0
40000
 Ring of Protection +5
Equipped
1
0
50000
 Luck Blade (1 wish)
(1/day re-roll any roll, +1 to saves, 1 wish)
Equipped
1
2
62360
 Outfit (Explorer's)
Equipped
1
8
0
 Mantle of Second Chances
(1/day reroll any dice before hearing the result, (Robe))
Equipped
1
0
0
 Slippers of Battle-Dancing
(+10' move, +5 Tumble. +2 Init if 5 ranks Dance. Cha bonus for attacks if moving)
Equipped
1
1
337500
 Backpack
Equipped
1
2
2
 Ink (1 Oz. Vial)
Backpack
1
0
8
 Inkpen
Backpack
1
0
0.1
 Paper (Sheet)
Backpack
20
0
0.4
 Horse (Light)
Equipped
1
0
75
ITEM LOCATION QTY WT. COST
 Saddlebags
Horse (Light)
1
8
4
 Tent
Saddlebags
1
20
10
 Case (Map or Scroll)
Equipped
5
0.5
1
 Pouch (Belt)
Equipped
2
0.5
1
 Rations (Trail/Per Day)
Pouch (Belt)
10
1
0.5
 Waterskin
Equipped
1
0
1
 Rod of Spell Sculpting Greater
(You can cast up to three area spells per day and change the shape of spell effects to 10'r x 30'h cylinder, 40' cone, 4x 10' cubes, 20'r ball, or 120' line. No need to use a higher slot, (Rod))
Equipped
1
0
0
 Rod (Wonder)
Equipped
1
5
12000
 Ioun Stone, Orange Prism
(+1 caster level)
Equipped
1
0
30000
 Dagger
Carried
10
1
2
 Dagger of Venom
(Inflict a poison spell effect 1/day, fortitude save (DC14))
Carried
1
1
8302
 Runestaff of Fire
(3/day each sacrifice a spell slot to cast burning hands (1st) fireball (3rd) or wall of fire (4th) at 12th, (Quarterstaff))
Carried
1
4
0
 Club +1 of Treant
(Summons a Treant 3/day, (Club +1))
Carried
1
3
2300
 Ring of Mystic Fire'
(3 charges per day, add fire damage to spells. 1=+2d6, 2=+3d6, 3=+4d6. All Fire spells cast at +1 caster level)
Carried
1
0
2500
TOTAL WEIGHT CARRIED/VALUE   41 lbs. 830173.1 gp
WEIGHT ALLOWANCE
Light 66 Medium 133 Heavy 200

MONEY
Mother was a human, father was a bastard Infernal Cambion named Stryggaldwyr. She does not respect nobles just because that's what they are, and is not at all polite. She hates fiends of all descriptions and has no mercy for those who sell themselves to them.

TEMPLATES
Base Race Type, Base Race Type ~ Outsider

MAGIC

+1 Caster Level, +2 with Fire

Golden Beholder - 10 gemmed eyestalk daggers, each can be detached and indetectably scried. 1 Lyrandar/Malachai, 2 Khundarak 3 Hudson

Eye of Horus - Tattoo, Detect Evil free action, Disguise, Misdirection, Protection from Evil 3/day

Luck Blade - 1 wish, 1/day re-roll any dice

Gauntlets of the Hellcat - 3 charges, +1d6/spell level to damaging spells

Mantle of 2nd Chances - 1/day reroll any dice before hearing the result

Greater Rod of Spell Sculpting - You can cast up to three area spells per day and change the shape of spell effects to 10'r x 30'h cylinder, 40' cone, 4x 10' cubes, 20'r ball, or 120' line. No need to use a higher slot

Runestaff of Fire - 3/day each sacrifice a spell slot to cast burning hands (1st) fireball (3rd) or wall of fire (4th) at 12th

Ring of Mystic Fire - 3 charges per day, add fire damage to spells. 1=+2d6, 2=+3d6, 3=+4d6. All Fire spells cast at +1 caster level

Get Energy Substitution!!


Dagger of Venom
HAND TYPE SIZE CRITICAL REACH
Carried
PS
M
19-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +10/+5
+6/+1
+10/+5
+4/-1
+6/+1
+2
 Dam 1d4+3
1d4+2
1d4+3
1d4+3
1d4+3
1d4+2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +10/+5
+8/+3
+6/+1
+4/-1
+2/-3
 Dam 1d4+3 1d4+3 1d4+3 1d4+3 1d4+3
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Inflict a poison spell effect 1/day, fortitude save (DC14)

Runestaff of Fire
TOTAL ATTACK BONUS DAMAGE CRITICAL
+9/+4
1d6+3
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Carried
0 ft.
B/B
M
 3/day each sacrifice a spell slot to cast burning hands (1st) fireball (3rd) or wall of fire (4th) at 12th, (Quarterstaff)

Club +1 of Treant
HAND TYPE SIZE CRITICAL REACH
Carried
B
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +10/+5
+6/+1
+10/+5
+4/-1
+6/+1
+0
 Dam 1d6+3
1d6+2
1d6+4
1d6+3
1d6+3
1d6+2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +10/+5
+8/+3
+6/+1
+4/-1
+2/-3
 Dam 1d6+3 1d6+3 1d6+3 1d6+3 1d6+3
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Summons a Treant 3/day, (Club +1)

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal
PROFICIENCIES
Axe (Throwing), Battleaxe, Boulder, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Kukri, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Morningstar, Pick (Heavy), Pick (Light), Quarterstaff, Ranseur, Rapier, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Sling, Spear, Spells (Ray), Spells (Touch), Spiked Armor, Sword (Bastard), Sword (Short), Trident, Unarmed Strike, Waraxe (Dwarven), Warhammer
SPECIAL ATTACKS
Darkness (Sp) A tiefling can use darkness once per day (caster level equal to class levels).
Skills A tiefling has a +2 racial bonus on Bluff and Hide checks.
SPECIAL QUALITIES
Bonus Feats At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Bonus Languages A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Familiar A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details.
Scribe Scroll At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Spellbooks A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to her own.
Spells A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Resistance To Cold (Ex) You may ignore 5 points of Cold damage each time you take Cold damage
Resistance To Electricity (Ex) You may ignore 5 points of Electricity damage each time you take Electricity damage
Resistance To Fire (Ex) You may ignore 5 points of Fire damage each time you take Fire damage
FEATS
NAME DESCRIPTION
Alertness You get a +2 bonus on all Listen checks and Spot checks.
Brew Potion You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures.
Combat Casting You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Craft Magic Arms and Armor You can create any magic weapon, armor, or shield whose prerequisites you meet.
Craft Wondrous Item You can create any wondrous item whose prerequisites you meet.
Empower Spell All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.
Improved Familiar This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
Improved Initiative You get a +4 bonus on initiative checks.
Scribe Scroll You can create a scroll of any spell that you know.
Created using PCGen 6.04.01 on Jun 7, 2017
Player: Fozzie; Character Name: Rylarion

Innate Spell-like Abilities
Darkness
Save: None
Time: 1 standard action, 1/Day
Duration: 140 minutes [D]
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
Effect:  20-ft. radius of supernatural shadow.
Source:  SpellsD-E
Target Area:   Object touched
Caster Level: 14

Created using PCGen 6.04.01 on Jun 7, 2017
Player: Fozzie; Character Name: Rylarion

Wizard Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 4 6 10 5 5 4 3 1 0 0
LEVEL 0
Acid Splash
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Orb deals 1d3 acid damage.
Source:  SpellsA-B
Target Area:   One missile of acid
Caster Level:   13
Arcane Mark
Save: None
Time: 1 standard action
Duration: Permanent
Rng: 0 ft.
Comp: V, S
SR: No
School: Universal
☐☐☐
Effect:  Inscribes a personal rune [visible or invisible].
Source:  SpellsA-B
Target Area:   One personal rune or mark, all of which must fit within 1 sq. ft.
Caster Level:   13
Dancing Lights
Save: None
Time: 1 standard action
Duration: 1 minute [D]
Rng: Medium (230 ft.)
Comp: V, S
SR: No
School: Evocation
☐☐☐
Effect:  Creates torches or other lights.
Source:  SpellsD-E
Target Area:   Up to four lights, all within a 10-ft.-radius area
Caster Level:   13
Daze
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (55 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  Humanoid creature of 4 HD or less loses next action.
Source:  SpellsD-E
Target Area:   One humanoid creature of 4 HD or less
Caster Level:   13
Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 13 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Detects spells and magic items within 60 ft.
Source:  SpellsD-E
Target Area:   Cone-shaped emanation
Caster Level:   13
Detect Poison
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Detects poison in one creature or small object.
Source:  SpellsD-E
Target Area:   One creature, one object, or a 5-ft. cube
Caster Level:   13
Disrupt Undead
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  Deals 1d6 damage to one undead.
Source:  SpellsD-E
Target Area:   Ray
Caster Level:   13
Flare
DC: 16
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V
SR: Yes
School: Evocation
☐☐☐
Effect:  Dazzles one creature [-1 on attack rolls].
Source:  SpellsF-G
Target Area:   Burst of light
Caster Level:   13
Ghost Sound
DC: 16
Save: Will disbelief (if interacted with)
Time: 1 standard action
Duration: 13 rounds [D]
Rng: Close (55 ft.)
Comp: V, S, M
SR: No
School: Illusion
☐☐☐
Effect:  Figment sounds.
Source:  SpellsF-G
Target Area:   Illusory sounds
Caster Level:   13
Light
Save: None
Time: 1 standard action
Duration: 130 minutes [D]
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  Object shines like a torch.
Source:  SpellsH-L
Target Area:   Object touched
Caster Level:   13
Mage Hand
Save: None
Time: 1 standard action
Duration: Concentration
Rng: Close (55 ft.)
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  5-pound telekinesis.
Source:  SpellsM-O
Target Area:   One nonmagical, unattended object weighing up to 5 lb.
Caster Level:   13
Mending
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Makes minor repairs on an object.
Source:  SpellsM-O
Target Area:   One object of up to 1 lb.
Caster Level:   13
Message
Save: None
Time: 1 standard action
Duration: 130 minutes
Rng: Medium (230 ft.)
Comp: V, S, F
SR: No
School: Transmutation
☐☐☐
Effect:  Whispered conversation at distance.
Source:  SpellsM-O
Target Area:   13 creatures
Caster Level:   13
Open/Close
DC: 16
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S, F
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Opens or closes small or light things.
Source:  SpellsM-O
Target Area:   Object weighing up to 30 lb. or portal that can be opened or closed
Caster Level:   13
Prestidigitation
DC: 16
Save: See text
Time: 1 standard action
Duration: 1 hour
Rng: 10 ft.
Comp: V, S
SR: No
School: Universal
☐☐☐
Effect:  Performs minor tricks.
Source:  SpellsP-R
Target Area:   See text
Caster Level:   13
Ray of Frost
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Ray deals 1d3 cold damage.
Source:  SpellsP-R
Target Area:   Ray
Caster Level:   13
Read Magic
Save: None
Time: 1 standard action
Duration: 130 minutes
Rng: Personal
Comp: V, S, F
SR: No
School: Divination
☐☐☐
Effect:  Read scrolls and spellbooks.
Source:  SpellsP-R
Target Area:   You
Caster Level:   13
Resistance
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Subject gains +1 on saving throws.
Source:  SpellsP-R
Target Area:   Creature touched
Caster Level:   13
Touch of Fatigue
DC: 16
Save: Fortitude negates
Time: 1 standard action
Duration: 13 rounds
Rng: Touch
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect:  Touch attack fatigues target.
Source:  SpellsT-Z
Target Area:   Creature touched
Caster Level:   13
LEVEL 1
Alarm
Save: None
Time: 1 standard action
Duration: 26 hours [D]
Rng: Close (55 ft.)
Comp: V, S, F/DF
SR: No
School: Abjuration
☐☐☐
Effect:  Wards an area for 26 hours.
Source:  SpellsA-B
Target Area:   20-ft.-radius emanation centered on a point in space
Caster Level:   13
Cause Fear
DC: 17
Save: Will partial
Time: 1 standard action
Duration: 1d4 rounds or 1 round; see text
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  One creature of 5 HD or less flees for 1d4 rounds.
Source:  SpellsC
Target Area:   One living creature with 5 or fewer HD
Caster Level:   13
Expeditious Retreat
Save: None
Time: 1 standard action
Duration: 13 minutes [D]
Rng: Personal
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  Your speed increases by 30 ft.
Source:  SpellsD-E
Target Area:   You
Caster Level:   13
Identify
Save: None
Time: 1 hour
Duration: Instantaneous
Rng: Touch
Comp: V, S, M/DF
SR: No
School: Divination
☐☐☐
Effect:  Determines properties of magic item.
Source:  SpellsH-L
Target Area:   One touched object
Caster Level:   13
Mage Armor
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 hours [D]
Rng: Touch
Comp: V, S, F
SR: No
School: Conjuration
☐☐☐
Effect:  Gives subject +4 armor bonus.
Source:  SpellsM-O
Target Area:   Creature touched
Caster Level:   13
Magic Missile
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (230 ft.)
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  5 missiles that do 1d4+1 damage each.
Source:  SpellsM-O
Target Area:   Up to five creatures, no two of which can be more than 15 ft. apart
Caster Level:   13
Protection from Evil
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Source:  SpellsP-R
Target Area:   Creature touched
Caster Level:   13
Ray of Enfeeblement
Save: None
Time: 1 standard action
Duration: 13 minutes
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  Ray deals 1d6 +5 Str damage.
Source:  SpellsP-R
Target Area:   Ray
Caster Level:   13
Shocking Grasp
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Touch delivers 5d6 electricity damage.
Source:  SpellsS
Target Area:   Creature or object touched
Caster Level:   13
Sleep
DC: 17
Save: Will negates
Time: 1 round
Duration: 13 minutes
Rng: Medium (230 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  Puts 4 HD of creatures into magical slumber.
Source:  SpellsS
Target Area:   One or more living creatures within a 10-ft.-radius burst
Caster Level:   13
True Strike
Save: None
Time: 1 standard action
Duration: See text
Rng: Personal
Comp: V, F
SR: No
School: Divination
☐☐☐
Effect:  +20 on your next attack roll.
Source:  SpellsT-Z
Target Area:   You
Caster Level:   13
LEVEL 2
Burning Sword
Save: None
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S
SR: No
School: Evocation
☐☐☐
Effect:  Blue flames deal +1d6 damage, plus 1d10 on a critical, 2d10 if x3. Illuminates 30' radius.
Source:  Spell Compendium
Target Area:   Weapon touched
Caster Level:   13
Cat's Grace
DC: 18
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  Subject gains +4 to Dex for 13 minutes.
Source:  SpellsC
Target Area:   Creature touched
Caster Level:   13
False Life
Save: None
Time: 1 standard action
Duration: 13 hours or until discharged; see text
Rng: Personal
Comp: V, S, M
SR: No
School: Necromancy
☐☐☐
Effect:  Gain 1d10+10 temporary hp
Source:  SpellsF-G
Target Area:   You
Caster Level:   13
Fox's Cunning
DC: 18
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Subject gains +4 Int for 13 minutes.
Source:  SpellsF-G
Target Area:   Creature touched
Caster Level:   13
Hurl
Save: None
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  The hurl spell enhances one melee weapon so that it returns to the thrower after being thrown. For the duration of the spell, when thrown, the weapon returns to its wielder at the beginning of the wielder's next action. The weapon returns whether it hit or missed its target. On its return, the thrown weapon hovers for 1 round next to the wielder and can then be seized and thrown again. After 1 round, the weapon falls to the ground. The weapon returns to its wielder only if thrown; it doesn't automatically fly back if dropped or seized by another creature. [An improvised weapon or a weapon not designed for throwing has a range increment of 10 feet.] Throwing a two-handed weapon is a full-round action.
Source:  Spell Compendium
Target Area:   Weapon touched
Caster Level:   13
Ray of Ice
DC: 18
Save: See Text
Time: 1 standard action
Duration: Instantaneous
Rng: Close 0
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  A cyan ray beams from your fingertips. You shudder with cold as the ray leaves your hand. You launch a ray of numbing cold at your enemy. You must succeed on a ranged touch attack with the ray to strike a target. If successful, the ray deals 1d6 points of cold damage per two caster levels [maximum 5d6]. The target must also make a Reflex save or be frozen to the ground with its feet encased in ice. A frozen creature cannot move, receives no Dexterity bonus to AC, and incurs a -2 penalty on attack rolls. A frozen creature can free itself with a DC 18 Strength check or by dealing 15 points of damage to the ice.
Source:  Spell Compendium
Target Area:   Ray
Caster Level:   13
Scorching Ray
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  3 rays, ranged touch attack deals 4d6 fire damage.
Source:  SpellsS
Target Area:   3 rays
Caster Level:   13
LEVEL 3
Fly
DC: 19
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, F/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Subject flies at speed of 60 ft.
Source:  SpellsF-G
Target Area:   Creature touched
Caster Level:   13
Greater Mage Armour
DC: 19
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 hours
Rng: Touch
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions like mage armor [PH 249], except that it requires no material component and its tangible field of force provides a +6 armor bonus to Armor Class.
Source:  Spell Compendium
Target Area:   Creature touched
Caster Level:   13
Icelance
DC: 19
Save: Fortitude partial
Time: 1 standard action
Duration: Instantaneous
Rng: 100'+10'/lvl
Comp: V, S, AF, DF
SR: Yes
School: Conjuration
☐☐☐
Effect:  You must succeed on a normal ranged attack to strike a target with an icelance. You gain a +4 bonus on your attack roll. If you hit, the icelance deals 6d6 points of damage to the target. Half of this damage is piercing damage; the rest is cold damage. In addition, the target must make a Fortitude save or be stunned for 1d4 rounds. Regardless of the result of the attack, the icelance shatters upon its first use.
Source:  Spell Compendium
Target Area:   One lance of ice
Caster Level:   13
Rainbow Blast
DC: 19
Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: 120'
Comp: V, S, AF
SR: Yes
School: Evocation
☐☐☐
Effect:  This spell is a wide-spectrum blast of radiant energy composed of all five energy types. Rainbow blast deals 1d6 points of damage from each of the five energy types [acid, cold, electricity, fire, and sonic], for a total of 5d6 points of damage. Creatures apply resistance to energy separately for each type of damage. As you gain in levels, the damage die increases in size. At 7th level the spell deals 5d8 points of damage, at 9th level it deals 5d10 points of damage, and at 11th level it deals 5d12 points of damage � one die for each of the five energy types.
Source:  Spell Compendium
Target Area:   120' line
Caster Level:   13
Slow
DC: 19
Save: Will negates
Time: 1 standard action
Duration: 13 rounds
Rng: Close (55 ft.)
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  13 subjects take only one action/round, -1 to AC, -1 on attack rolls, -1 on Reflex saves.
Source:  SpellsS
Target Area:   13 creatures, no two of which can be more than 30 ft. apart
Caster Level:   13
Steeldance
DC:
Save: No
Time: 1 standard action
Duration: 13 rounds
Rng: 100'+10'/lvl
Comp: V, S, AF
SR: No
School: Transmutation
☐☐☐
Effect:  The two daggers hover about you, attacking foes that come near. On your turn, each blade can make an attack at an adjacent opponent, with an attack bonus equal to your caster level + your relevant ability modifier. The damage they deal is equal to the normal weapon damage [1d4 for daggers] + your ability modifier [Intelligence for wizards and Charisma for sorcerers]. The weapons are treated as magic for the purpose of overcoming damage reduction.
Source:  Spell Compendium
Target Area:   Two daggers
Caster Level:   13
LEVEL 4
Confusion
DC: 20
Save: Will negates
Time: 1 standard action
Duration: 13 rounds
Rng: Medium (230 ft.)
Comp: V, S, M/DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  Subjects behave oddly for 13 rounds.
Source:  SpellsC
Target Area:   All creatures in a 15-ft. radius burst
Caster Level:   13
Force Chest
Save: None
Time: 1 standard action
Duration: 24 hrs/level [D]
Rng: 0'
Comp: V, S, M
SR: No SOURCEPAGE:Spell Compendium
School: Evocation
☐☐☐
Effect:  This spell brings into being a lidded box of force. The box appears in your hands, and you can choose to make it either invisible or merely translucent. The chest has no weight worth noting. Solid walls of force form the chest's five sides and lid. You and other creatures cannot open the lid except by first speaking the password [determined by you at the time of casting]. Both objects and Tiny and smaller creatures can fit in the box; it holds enough air to supply one Tiny, two Diminutive, or four Fine creatures for 1 hour. Like a wall of force spell, a force chest is immune to damage of all kinds and resists dispel magic, but it is susceptible to disintegrate and Mordenkainen's disjunction, and it can be destroyed by a sphere of annihilation or a rod of cancellation. The box is a spell effect, and Open Lock and Use Magic Device cannot open it.
Source:  null
Target Area:   Box of Force 2' to a side
Caster Level:   13
Force Missiles
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: 100'+10'/lvl
Comp: V, S
SR: Yes
School: Evocation (Force)
☐☐☐
Effect:  Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strike your foes and explode in sparkling bursts. You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects. You gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.
Source:  Spell Compendium
Target Area:   Up to 4 targets within 30'
Caster Level:   13
Greater Luminous Armour
Save: None
Time: 1 standard action
Duration: 1 hour/level [D]
Rng: Touch
Comp: Sacrifice
SR: No
School: Abjuration
☐☐☐
Effect:  This spell, favored among eladrins visiting the Material Plane, envelops the target in a protective, shimmering aura of light. The luminous armor resembles a suit of dazzling full plate, but it is weightless and does not restrict the target's movement or mobility in any way. In addition to imparting the benefits of full plate [+8 armor bonus to AC], the luminous armor has no maximum Dexterity restriction, no armor check penalty, and no chance for arcane spell failure. Luminous armor sheds light equivalent to a daylight spell and counters darkness spells of 2nd level or lower with which it comes into contact. In addition, the armor's brightness causes opponents to take a -4 to penalty on melee attacks made against the target. This penalty stacks with the attack penalty suffered by creatures sensitive to bright light [such as dark elves]. Sacrifice: 1d3 points of Strength damage.
Source:  Book of Exalted Deeds
Target Area:   One Good creature touched
Caster Level:   13
Orb of Fire
DC: 20
Save: Fortitude partial
Time: 1 standard action
Duration: Instantaneous
Rng: 25'+5'/2 lvls
Comp: V, S
SR: No
School: Conjuration (Creation)
☐☐☐
Effect:  An orb of fire about 3 inches across shoots from your palm at its target, dealing 1d6 points of fire damage per caster level [maximum 15d6]. You must succeed on a ranged touch attack to hit your target. A creature struck by the orb takes damage and becomes dazed for 1 round. A successful Fortitude save negates the dazed effect but does not reduce the damage.
Source:  Spell Compendium
Target Area:   One orb of fire
Caster Level:   13
Scrying
DC: 20
Save: Will negates
Time: 1 hour
Duration: 13 minutes
Rng: See text
Comp: V, S, M/DF, F
SR: Yes
School: Divination
☐☐☐
Effect:  Spies on subject from a distance.
Source:  SpellsS
Target Area:   Magical sensor
Caster Level:   13
Secure Shelter
Save: None
Time: 10 minutes
Duration: 26 hours [D]
Rng: Close (55 ft.)
Comp: V, S, M, F; see text
SR: No
School: Conjuration
☐☐☐
Effect:  Creates sturdy cottage.
Source:  SpellsS
Target Area:   20 ft. square structure
Caster Level:   13
Stoneskin
DC: 20
Save: Will negates (harmless)
Time: 1 standard action
Duration: 130 minutes or until discharged
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Ignore 10 points of damage per attack.
Source:  SpellsS
Target Area:   Creature touched
Caster Level:   13
LEVEL 5
Break Enchantment
DC: 21
Save: See text
Time: 1 minute
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S
SR: No
School: Abjuration
☐☐☐
Effect:  Frees subjects from enchantments, alterations, curses, and petrification.
Source:  SpellsA-B
Target Area:   Up to 13 creatures, all within 30 ft. of each other
Caster Level:   13
Passwall
Save: None
Time: 1 standard action
Duration: 13 hours [D]
Rng: Touch
Comp: V, S, M
SR: No
School: Transmutation
☐☐☐
Effect:  Creates passage through wood or stone wall.
Source:  SpellsP-R
Target Area:   5 ft. by 8 ft. opening, 31 ft. deep
Caster Level:   13
Teleport
Save: None and Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Personal and touch
Comp: V
SR: No and Yes (object)
School: Conjuration
☐☐☐
Effect:  Instantly transports you as far as 1300 miles.
Source:  SpellsT-Z
Target Area:   You and touched objects or other touched willing creatures
Caster Level:   13
LEVEL 6
Acid Storm
DC: 22
Save: Reflex Half
Time: 1 standard action
Duration: Instantanous
Rng: 100'+10'/level
Comp: V, S, M
SR: No
School: Conjuration (Creation)
☐☐☐
Effect:  
Source:  Spell Compendium
Target Area:   Cylinder 20' high and radius
Caster Level:   13
Cat's Grace, Mass
DC: 22
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Close (55 ft.)
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  As cat's grace, affects 13 subjects.
Source:  SpellsC
Target Area:   13 creatures, no two of which can be more than 30 ft. apart
Caster Level:   13
Chain Lightning
DC: 22
Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: Long (920 ft.)
Comp: V, S, F
SR: Yes
School: Evocation
☐☐☐
Effect:  13d6 damage; 13 secondary bolts each deal half damage.
Source:  SpellsC
Target Area:   One primary target, plus 13 secondary targets [each of which must be within 30 ft. of the primary target]
Caster Level:   13
Circle of Death
DC: 22
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (230 ft.)
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect:  Kills 13d4 HD of creatures.
Source:  SpellsC
Target Area:   Several living creatures within a 40-ft.-radius burst
Caster Level:   13
Flesh to Stone
DC: 22
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (230 ft.)
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  Turns subject creature into statue.
Source:  SpellsF-G
Target Area:   One creature
Caster Level:   13
True Seeing
DC: 22
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Divination
☐☐☐
Effect:  Lets you see all things as they really are.
Source:  SpellsT-Z
Target Area:   Creature touched
Caster Level:   13
LEVEL 7
IronGuard
DC: 23
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 rd/level
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  The subject of ironguard becomes immune to magical and nonmagical metal. Metal items [including metal weapons] simply pass through you, and you can walk through metal barriers such as iron bars. Spells, spell-like abilities, and supernatural effects affect you normally. Attacks delivered by metal items [such as poison on a dagger] affect you normally. If the spell expires while metal is inside you, the metal object is shunted out of your body [or you away from the metal, if it is an immovable object such as a set of iron bars]. You and the object each take 1d6 points of damage as a result [ignoring the object's hardness for determining damage to it]. Because you pass through metal, you can ignore armor bonuses from metal armor on opponents you attack with unarmed attacks.
Source:  Spell Compendium
Target Area:   Creature Touched
Caster Level:   13
Mage's Magnificent Mansion
Save: None
Time: 1 standard action
Duration: 26 hours [D]
Rng: Close (55 ft.)
Comp: V, S, F
SR: No
School: Conjuration
☐☐☐
Effect:  Door leads to extradimensional mansion.
Source:  SpellsM-O
Target Area:   Extradimensional mansion, up to 39 10-ft. cubes [S]
Caster Level:   13
* = Domain/Specialty Spell

Created using PCGen 6.04.01 on Jun 7, 2017
Player: Fozzie; Character Name: Rylarion

Racial Innate
Darkness (DC:)



 
Created using PCGen 6.04.01 on Jun 7, 2017
Player: Fozzie; Character Name: Rylarion

Spellbook (Wizard's/Blank)
Wizard
* = Domain/Specialty Spell
Created using PCGen 6.04.01 on Jun 7, 2017
Player: Fozzie; Character Name: Rylarion

Prepared Spells
Wizard
Level 0
Message (DC:)
Prestidigitation (DC:16)
☐☐ Read Magic (DC:)
Level 1
Alarm (DC:)
Expeditious Retreat (DC:)
☐☐ Magic Missile (DC:)
☐☐ Protection from Evil (DC:17)
Level 2
☐☐ Burning Sword (DC:)
Cat's Grace (DC:18)
☐☐ False Life (DC:)
Fox's Cunning (DC:18)
☐☐ Ray of Ice (DC:18)
☐☐ Scorching Ray (DC:)
Level 3
Fly (DC:19)
Greater Mage Armour (DC:19)
☐☐ Icelance (DC:19)
Steeldance (DC:)
Level 4
Greater Luminous Armour (DC:)
Orb of Fire (DC:20)
Scrying (DC:20)
☐☐ Stoneskin (DC:20)
Level 5
Break Enchantment (DC:21)
Passwall (DC:)
☐☐ Teleport (DC:21)
Level 6
Cat's Grace, Mass (DC:22)
Chain Lightning (DC:22)
True Seeing (DC:22)
Level 7
IronGuard (DC:23)
* = Domain/Specialty Spell
 
Created using PCGen 6.04.01 on Jun 7, 2017
Player: Fozzie; Character Name: Rylarion

Rylarion
Rylarion's portrait
Tiefling
RACE
21
AGE
5' 3"
HEIGHT
152 lbs.
WEIGHT
Red
EYE COLOR
Lightly tanned
SKIN COLOR
Dark Red
HAIR COLOR
Jaw Length
HAIR LENGTH

PHOBIAS
Good deeds whilst being rude to people
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE
Description
-
Home
,
Biography

Rylarion's mother was a young barmaid named Martja who lived on a village called Cracknell. Unfortunately for the village, and especially for Martja, local wisdom had quite forgotten why it was called Cracknell. Less than a mile away lay the Crack of Knell, a sometime portal to the infernal regions of the Nine Hells. Only occasionally did it open, but one sultry summer night it did and a band of fiends led by the cambion Stryggaldwyr breached the material plane.

 

Unprepared, Cracknell was wiped out, but poor Martja caught the especial attention of Stryggaldwyr and her ordeal for the next nine nights can only be imagined. Finally, the monster grew bored of her and, abandoning her bleeding and naked in the ashes of her village, led his band to wreak further havoc elsewhere before escaping back to the Hells.

 

Martja was very close to death when a party of tinkers and peddlars arrived at the scene. They took her with them and healed the hurts to her body; the damage to her soul was beyond them. A few weeks later they passed the Blue Wheel academy of magic and - having learned that Martja was pregnant - left her in the care of the kindly wizards there.

 

Nine months later Rylarion was born. The wizards, most of whom had become rather fond of their sad, quiet guest, had hoped that her child would give her something to live for - but when Martja laid eyes on her daughter's short horns, muscular tail and piercing clear red eyes, she withdrew utterly into herself. From that day forth she uttered no word and took no action for herself, simply sitting staring into space, her soul utterly crushed by the cruelty of her fate. The wizards managed to sustain her with magic until Rylarion was four years old. Then, without warning or any fuss, she died.

 

The tiefling girl grew rapidly, her dim memory of her mother and her growing awareness of her differentness a constant goad, making her abrupt and impatient and - as her mind developed - sarcastic. As she matured, her guardians realized that her mind was eminently suited for the arcane arts, and started her training in the Art Magic. Rylarion took to wizardry like a duck to water.

 

After three years' training, she had mastered her first basic spells and passed the initiation tests for the Blue Wheel. Traditionally, a young mage would go out into the world to experience the variety of its magics at that point, so one fine day Rylarion packed up her assorted possessions - including a most unWizardly sword, the use of which appeared to be a legacy from her father - and headed out into the World.

 

It was only three days later that she stopped for lunch and a refreshing ale at the inn in the small town of Water's Edge, only to have to take refuge in the cellar as a horde of orcs, ogres, giants and Gods only knew what all else descended on the town and began to take it to bits looking for some gems or a skull or something.

 

She was just contemplating making a break for it when a terrible battle erupted above and a party of the most incredibly mismatched individuals imaginable carved through the monsters with only a flattened bard to show for the experience.

 

Perhaps, thought Rylarion as she cautiously emerged and introduced herself, in a group like this I won't be such a misfit...