Phlunk Sludge Dipperthong    (Gully Dwarf M Magic User)
Character Information   
Name: Phlunk Sludge Dipperthong XP/Next lvl: 2600 / 3600
Class: Magic User HP:curr/max 18 / 18
Alignment: AC:reg/rear/no shield 7 / 0 / 0
Race: Gully Dwarf Level: 2
Age: 732 Height: 3' 4'
Weight: 109 Gender: M
Encumbrance: SP: 20 Movement: 1.5
Languages: Common, Dwarvish, Gnomish, Hafling, Archaic, Elvish, Druidic, Draconic
Ability Scores   
STR: 9 (-2 Melee damage, Melee to-­hit, Hurled weapon damage)
INT: 18 (+3 additional Languages)
WIS: 13 (0 Spell saving throw bonus, Bonus spells per level)
DEX: 9 (-2 AC Bonus, Missile to-hit)
CON: 12 (0 HP bonus per Lvl)
CHR: 17 (+2 of Hirelings)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Ball Peen Hammer (S) 1 1d3/ n n
Knife, Common (1) 1 1/ n n
Wand of Color Spray 1 / n n 29
Wand of Cat's Grace 1 / n n 47
Equipment
Qty Item Location
1 Spell Book Backpack
1 Backpack, large Wearing
1 Bell, on string Wearing
3 Wax Candles (1) black, (2) white Backpack
1 Belt Pouch, large Wearing
3 Pieces of Chalk Belt Pouch
1 Earplugs Belt Pouch
1 Quill Pen Belt Pouch
1 Ink (1 oz. vial) Belt Pouch
1 Knife, Common Wearing
1 Locksmith Set Belt Pouch
10 Marbles Belt Pouch
1 Leather Scroll Case Backpack
5 Sheets Rice Paper Scroll Case
1 Silk Rope (10') Backpack
1 Sewing Needle Belt Pouch
1 Spool Thread (wool) Belt Pouch
1 Signal Whistle Belt Pouch
1 Spool Hemp Twine (10') Belt Pouch
1 Belt Pouch, small Wearing
2 Wineskin (full) Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 25 0 9 2
Magic Items
Qty Item Location
1 Wand of Color Spray Belt Pouch
1 Wand of Cat's Grace Belt Pouch


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book


Level 0
Acid Splash
Arcane Mark
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Touch of Fatigue

Level 1
Alarm
Chill Touch
Protection from Chaos/Evil/Good/Law
Ray of Enfeeblement
Reduce Person
True Strike

Level 2
Hideous Laughter
Misdirection

Level 3
Clairaudience/Clairvoyance

Level 99
Continual Light
Detect/Determine Magic
Phantom Force


Notes
NOTES:
SKILLS/ABILITIES
- 30’ Darkvision
- Read/write skills
- Scroll Use/creation
- Continual light skill
- Phantom Force skill
- Detect/determine magic skill

Read/Write Skills
Archaic languages, +1 additional language every level

Scroll Use/Creation
Scrolls require the same verbal, somatic, or material components to implement. Spells cast via scroll are not subject to spell points and thus have no limit per day. Once a scroll has been used, though, it is no longer viable, as the scroll itself is part of the required material components. Only spells known to the magic-user can be cast via scroll. Scroll creation requires the purchase of ink, quill, paper/parchment, and carrying case. Scrolls can be created at the rate of 1 per day, with spells 2 levels or lower than the magic-user.

Continual Light Skills
Magic-users, due to their intense research and training, have learned the finer art of the continual light spell. They can use this spell like a skill, without bothering with the typical verbal, somatic, or material components; they need only to concentrate for a moment to perform this skill. The area of affect is limited to a point on any object in physical contact with the magic-user. Once the item is dropped/released the effect dissipates.

Phantom Force Spell
This spell, or ability, requires the use of a magical item. The spell caster focuses their spell casting abilities on the magical item. This overloads the powers of the magical item, thus causing it to release the excess energy in the form of a wave of force. The spell caster has the ability to control this wave in any direction they desire, including a full 360 degree circle of force. The force does no damage itself, but rather pushes objects, including creatures, up to 300 lbs, with a force sufficient to carry them 2’ per level of sorcerer. The use of this ability requires two (2) SP slots to use. This ability does not do physical damage

Detect/Determine Magic Skill
Because magic-users spend their lifetime researching spells and magic, and have become attuned to the energies of magical properties, they have acquired the unique skill of being able to detect and determine the presence and magical properties in any object. The skill is laborious for the magic-user and requires 4 full rounds to decipher and one object. Only objects with magical properties at or below that of the magic-user can be deciphered. Attempting to descry magical properties above that of the character will result in a possible misinterpretation, or nothing more than the item has magical properties.

MAGIC ITEMS

Wand of Color Spray
Level: Sor/Wiz 1
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Will negates
Spell Resistance: Yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice.

2 HD or less
The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD
The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD
The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Wand of Cat’s Grace
Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.


SPELLS

Arcane Mark (0)
Range: 0 ft.
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Disrupt Undead (0)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a ray of positive energy. You must make a ranged to