Elorie Silverstorm
12th sorceress, sylvan elf female, age 118, height 5'3",
weight 87 lbs, AL CG, xp 1,121,860, next level 1,125,000.
Str 8
Dex 15 (aim 14, balance 16)
Con 14 (health 13, fitness 15)
Int 17
Wis 8
Cha 10 (leadership 9, appearance 11)
HP 46 Base thac0 15
AC 0 - robe ac 4, dex -2, cloak -2.
Racial abilities:
90% MR to sleep and charm
Detect secret doors
Infravision
Less sleep
Class abilities:
The schools of magic
Rogue Thac0
With Lightbrand Melee: thac0 11 noa 3 speed -1 dmg d4/d3+4 - damage vs.
lower planar creatures and undead is 2d4/2d3+6.
Throwing blades: thac0 14 noa 3 speed 2 dmg d4+4 range 50/70/90 - +2 points
to divide between dmg and thac0, usually thac0 12.
NWP:
Spellcraft, ancient history (magic), read/write (common, elven), dancing,
swimming, harp-play, gaming, herbalism, throwing (+4)
Traits:
Allure
Precise memory
Fast healer
Disadvantages:
Easily bruised
WP:
Staff, dagger (specialized),
Knife fighting style:
When an adventurer uses the knifefighting style they rely on speed and skill
to defeat their opponent. Although most warriors use large, high-damage
weapons the knifefighter uses either a knife or dagger. A skilled
knifefighter can often defeat a seemingly better armed warrior.
A knifefighter gets a +1 to hit, +1 to their initiative, and if they win
initiative fighting another warrior using a small weapon they gain a +2
bonus to their armor class. Furthermore, if the knifefighter is using only
one knife they gain two attacks per round.
The most important bonus for someone using the knifefighting style is the
coup-de-grace. The coup-de-grace is a quick attack that slices through your
opponent's defense. When a knifefighter rolls a natural 20 for their attack
roll that attack is made at a x3 (weapon damage only)(This bonus is not
cumulative with any other bonuses).
Magical items:
Wizard's robe - grants protection equivalent to ac 4, repels insects and
arachnids, deeppockets sewn inside the robe, and can evoke protection from
normal missiles 1/day.
Wand of frost (?)
Jar of Keoghtom's ointment (5)
Cloak of the bat
Dagger+2, Lightbrand - can glow with continual light at will, inflicts
double damage vs. undead and lower planar creatures, and can evoke negative
plane protection 1/day.
Badge of Freedom - this small pin is fashioned of copper, and takes the
shape of a pair of tiny wings above an open shackle. Worn or carried on the
person, it allows that being, or another touched by it, to be freed of
paralysis, hold and repulsion spells and effects, webs of magical or mundane
origin, chains, bonds, and the like. The item does not make it's bearer
immune to the above ensnarements. The badge of freedom must be activated by
the conscious will of the wearer, and works only once, vanishing when
activated in a wink of white light.
Equipment: Elorie wears dark blue breeches and robes of same colour
(reaching about mid-thigh, the wizard's robe) over tunic of lighter blue,
and a black hooded cloak (of the bat). No need to mention underthings, I
hope (peeking under my dress are you, pervert!). Carries one fine gown of
elven silk, royal blue with silver embroidery of dragons chasing each other
around a silvery whirlwind (sign of house Silverstorm, enchanted for
cleanliness and no wrinkles - a real stunner when wearing it), were she ever
to attend something royal or at least ball-like. Also has a silver feathered
mask for a masquerade, or when dealing with people she doesn't want
recognizing her. A wide grey sash accentuates her slenderness, hidden within
it (extremely difficult to detect, even when feeling it aggressively) are 20
platinum coins and (behind, where hands might be tied) is a steel coin
polished to silvery sheen and sharpened on one edge (to cut rope). 8
pouches, 4 with irritating powder (or pepper, whatever) to be thrown as
blinding powder and 4 with flour, to detect invisible objects (almost as
effective as a glitterdust spell). Small bag with bandages and healing
ointments and herbs. 50' silk rope and grapple hook. Wears a harness with a
dozen throwing blades (double bladed and razor sharp, dmg d4+2), has 8
daggers (2 of them silver, 2 cold iron) - 2 in belt, 2 in boots, 2 in
sleeves, one in sheath behind neck (you never know - and what would a lady
do without something sharp at hand?) and one inside clothing (carried so
there would no bloody chance it could possibly harm her, barring
intervention by DM or lesser divinities). Walks in high hard boots (just for
the kick, you know). 2 scroll cases filled with 20 sheets of paper, bottle
of ink, writing materials. Spices for cooking and rations. Chalk (for
marking the turns in the nasty dungeon), waterskin, 6 flasks of holy water,
8 flasks of oil (prepared with rags, light with cantrip and throw).
Waterskin, wineskin, bedroll, soap, small tent, blankets, pot of glue, 20'
of string, a dozen bear-traps (or jaw traps - for safer camping... d8+3
dmg+immobilizing), soap, half a dozen pebbles with suspended silence cast on
them, lightwand - just a stick of wood with continual light cast on it,
usually muffled, replaces any need for torches (until dispelled.). 2 Vials
of acid (for the locks our clumsy thief cannot deal with), wax (for muffling
ears - all those banshees). Small elven harp. Within deeppockets - 47 pp,
209 gp, 2 small diamonds worth 800 each, 6 silver trade bars worth 50 each,
blue garnet worth 500 gp and 6 bloodestones worth 75 gp each, "public" purse
with 6 gp, 7 ep, 11 sp & 9 cp. Hollow bootheels each containing a 1000 gp
black opal. For jewelry Elorie wears a pair of silver and moonstone crescent
moon earrings, a sign of her devotion to Corellon Larethian, a silver and
sapphire ring embossed with the sign of her family, and a thin circlet of
silver leaves and roses (thorns and all) confines her hair, keeping all but
a few silky blue strands from obscuring her vision.
Description:
Appearance: Elorie stands just 5'3" and is slender to the point of
fragility. This is deceptive, for her stamina and agility are quite
extraordinary. So is her beauty - her hair is an exceedingly rare colour,
sapphire blue, and she allows it to fly free. Her eyes are also blue, nearly
electric in colour, and her skin is alabaster, nearly translucent, showing
bruises rather distressingly. She possesses a small straight nose, a rosebud
of a mouth and near perfect features. Elorie shows a distinct feminine
figure, and her fingers are long and slender - though
her feet are unusually small. A birthmark in the shape of silver triangle
(on her left thigh) is a mark of her house, some say that it results from
ancient magics and has mystical import.
Elorie is fiery and passionate, a whirlwind of an elfmaid. Ever curious and
seductive, she is always doing something, generally something outrageous.
Elorie is very fond of gambling, and has an astonishing tolerance for hard
drinks, but her temper is somewhat dangerous, as her magic allows her to
indulge various whims. More than one foolish suitor has ended up running
through the woods, dodging lightning bolts. Though hedonistic in her nature,
her life revolves around her magic, and she is more likely to spend her time
researching a new spell or reading an ancient tome than going to a revel.
Elorie is not too fond of animals and the wild, prefering more settled
climates. Still, her passion and lust for magic and new magical toys have
forced her to enter places she would otherwise have avoided, and her
favorite magic is thus her robe - Elorie positively despises insects, and
having the whole disgusting lot of creepy crawlies stay away from her has
proved to be a major boon, most especially for her companions, who need no
longer hear diatribes about ants or endure her abusive temper. Elorie has a
positively acidic tongue, and forget nothing. She is fanatic about keeping
her words, and is a friend for life - the other side of the coin being her
extremely vindictive nature.
Spellpoints: 66
Spellbook:
* 1st detect magic, read magic, magic missile, acid hands, colour spray,
identify, enlarge, charm person, sleep, protection from evil, comprehend
languages, grease, chromatic orb, gaze reflection, feather fall, mending,
mount, unseen servant, erase, find familiar, nystul's magical aura, wall of
fog, wizard mark, change self, Nystul's Flash, detect life, otto's chime of
release.
* 2nd: Icy blast, knock, web, mirror image, summon swarm, cat's grace,
invisibility, detect invisibility, protection from paralysis, vocalize,
magic mouth, forget, rope trick, blindness, continual light, ESP, improved
phantasmal force, strength, Iggwilv's acid vomit, locate object, irritation,
know alignment, glitterdust, shatter, wizard lock, choke, cloak from undead,
Clarity of the Void, Elorie's Distracting memories.
* 3rd: lightning bolt, spectral force, haste, wraithform, fly, vampiric
touch, suggestion, dispel magic, flame arrow, water breathing, prot. normal
missiles, hold undead, explosive runes, phantom steed, bands of syrellin,
lance of disruption, proof from teleportation, Blacklight, Khelben's
Suspended Silence, fire extinguisher, Conjure lesser elemental.
* 4th: dig, stoneskin, wall of ice, fire shield, improved invisibility,
dimension door, Evard's black tentacles, wizard eye, enervation, fire trap,
Tulrun's tracer,
hallucinatory terrain, polymorph self, other, charm monster, confusion,
enchanted weapon, shadow monsters, wizard eye, vitriolic sphere, transfix,
fire aura, Tenser's giant strength, Rary's memory scan, otiluke's steaming
sphere, otto's silver tongue, Mordenkainen's electric arc, dancing weapon,
light daggers.
* 5th: cloudkill, conjure elemental, hold monster, teleport, feeblemind,
animal growth, dismissal, ironguard, wall of stone, sending, chaos, shadow
door, advanced illusion, dream, contact other plane, domination, cone of
cold, avoidance, Elorie's shardstorm, Conjured Frost Bolt, darkbolt, bigby's
strangling grip, nystul's radiant arch, Elorie's Warrior's Wrath, passwall,
rock to mud.
* 6th: mass suggestion, disintegrate, contingency, conjure animals, death
fog, chain lightning, repulsion, true sight, globe of invulnerability,
permanent illusion, invisible stalker, otiluke's freezing sphere, stone to
flesh, Power Word: Sleep, Elorie's Silvermail, Elorie's Improved Haste.
New spells (of my own creation):
Level 2
Elorie's Distracting memories (enchantment\charm)
Range: 5 yards/level
Components: V,S
Duration: 1 round/2 levels
Casting time: 2
Area of effect: 1 creature/2 levels
Saving Throw: Neg.
Description: This spell causes unbidden memories to surface within the mind
of it's victims. If in battle, those so distracted will suffer -2 to all die
rolls. Normally, those affected by the spell hardly notice anything going on
in their vicinity. This is subject to the DM's judgement, but guards would
ignore those passing before them, a merchant would fail to notice thievery
etc. Note that those whose memories stretch far would likely sink into their
memories for quite some time, and suffer a penalty to their save. The very
young are nearly immune, as are mindless creatures - but undead are not
nessecarily immune. An ancient vampire might sink into reverie for several
hours as a result of this spell, as would a lich.
Level 3
Conjure lesser elemental (conjuration\summoning)
Range: 60 yards
Components: V,S
Duration: 1 turn/level
Casting time: 5 rounds
Area of effect: Special
Saving Throw: None
Description: This spell is identical to the more powerful conjure elemental,
save that it summons one of lesser power. Lesser elemental possess 4 HD, may
be struck by weapons of +1 or better enchantment, and deal half the damage.
Level 4
Light Daggers (conjuration\summoning) - reversible
Range: 0
Components: V,S
Duration: Special
Casting time: 4
Area of effect: Special
Saving Throw: None
Description: This spell conjures dagger made of positive energy into the
caster's hand, who can hurl 4 of them every round at +4 to his normal thac0.
The caster can call up to 1 such dagger/level, and each causes d4+4 points
of damage, and blinds the creature struck for the round in which it is
struck (thus, if a wizard hits a warrior who lost his initiative with a
dagger, that warrior would be at -4 to hit in his attacks for the round, as
well as +4 on ac and saving throws). For each additional dagger, the
blindness lasts for one additional round - a person struck with all four
would be injured for 4d4+16 and blinded for this round, and the three
following ones. In addition, all lower planar creatures, undead, and those
utilizing negative energy receive double damage, and the to hit bonus
against them is +6. Note that the daggers ignore armor, so only magical
protections and dexterity apply.
Dark daggers - the reverse of this spell conjures daggers of negative
energy. Instead of blindness, these drain their target of 1 point of
strength and dexterity (-1 to hit, +1 ac). The drain lasts for 1 turn/level,
and is cumulative.
Level 5
Elorie's Shardstorm (mineral \ conjuration)
Range: 30 yards + 5/level
Components: V,S
Duration:1 round / 3 levels
Casting time: 5
Area of effect: 30' radius
Saving Throw: ½
Description: This spell brings into being a virtual storm of sharp gem
shards, drawn directly from the positive quasi-elemental plane of mineral,
also known as the plane of gems. These swirl around rapidly, preventing all
sight and missile attacks through them. All present inside the shardstorm
take damage every round, 3d6+2/level of the caster. In addition, in order to
leave the area one must save vs. spell, for the brilliance is disorienting.
Those who manage to leave the area of effect do so in a random direction,
(roll d12, clockwise).
Elorie's Warrior's Wrath (enchantment\charm)
Range: 30 yards + 5/level
Components: V,S
Duration: d6 rounds +1/2 levels
Casting time: 5
Area of effect: 1 creature
Saving Throw: None
Description: This spell creates a deadly rage in a single being, causing it
to fight for greater effect. The beneficiary of this spell fights in melee
in preference to all other forms of attack, receives a +3 bonus to thac0, a
+6 bonus to damage, a -2 bonus to ac, a +3 to all saving throws and an
additional attack a round. At the end of the spell's duration, if the being
is still in combat he must save at -2. Failure means that he receives +4
penalty to armor class, -4 to saving throws, and -2 to hit and damage.
Success allows him to continue fighting normally. Regardless, upon battle's
end, the spell's target collapses, and must rest for an hour. Failure to do
so will result in the penalties described above, and no spellcasting is
possible. Continued activity will lead to delirium, unconsciousness and
finally death.
Level 6
Power Word: Sleep (enchantment\charm)
Range: 0
Components: V
Duration: Special
Casting time: 6
Area of effect: Special
Saving throw: Neg.
Description: Upon the uttering of this power word, the caster attempts to
force up to 2 HD/level of creatures to fall asleep. All must save at -1 or
succumb. This sleep cannot be interrupted by nonmagical means, and otherwise
lasts for 1 turn/level. Naturally, creatures who do not sleep are immune to
this spell.
Elorie's Silvermail (alteration) (invocation\evocation) (enchantment\charm)
Range: 0
Components: V,S
Duration: Special
Casting time: 6
Area of effect: Caster
Saving throw: None
Description: This spell changes the casters skin, causing it to glow with
bright silvery light. This is a protective spell, as its name implies,
negating all physical harm to the caster, absorbing 4 points of
damage/level. The spell also grants the caster's skin a quicksilver quality,
reducing her armor class by 2 points, cumulative with all other protections
(excepting stoneskin). The spell offers no protection from pure energy
attacks, but will absorb physical magical strikes such as magic missiles and
blows from Mordenkainen's Sword or Bigby's Clenched Fist. This spell was
created by Elorie as an improvement to the stoneskin spell, and has several
variations: enchantment\charm - the protection becomes a property of the
caster's clothing. Invocation\evocation - the protection manifests as a
magical shield of force enveloping the caster. The spell will normally last
1 day/level, and Elorie's own version does not betray itself with a bright
aura. This latest variation she has taught to none.
Elorie's Improved Haste (alteration) - reversible
Range: 60 yards
Components: V,S
Duration: 3 rounds + 1/level
Casting time: 6
Area of effect: 1 creature
Saving Throw: None
Description: This spell was designed to aid a single warrior, creating a
deadly whirlwind. The affected being acts at thrice normal speed,
automatically winning initiative and acting thrice. The spell is otherwise
identical to haste, except for the fact that it does not result in aging.
Improved Slow - this spell is identical in all things to it's weaker
version, except that it affects 2 creature/level in an 80' cube, and reduces
their speed to a third. As with the slow spell, the save is at -4 and
affected creatures suffer an ac penalty of +4, an attack penalty of -4, and
receive no dexterity adjustments to armor.
Spells form netbooks:
Acid Vomit - (Invocation-Evocation) - 2nd level
Range: 5' x l' splash cone/level
Casting Time: 2
Components: V, S
Area of Effect: Special
Duration: 1 round/level
Saving Throw: 1/2
The wizard casting this spell, causes his intensely amplified stomach acid
to spew forth into a cone 5 feet long and 1 foot in diameter per level of
the caster. All creatures and objects in the path of the vomit are treated
as if splashed with highly corrosive acid, inflicting 1d4 points of damage
per caster level, and an additional 1d4 points of damage for each round the
acid remains in contact with the inflicted creatures and objects. The acid
will last for 1 round per caster level, unless neutralized. It is not
possible for the acid to harm the caster until after it leaves his mouth.
Casting underwater, or target immersed in water, renders this spell
ineffectual.
Clarity of the Void - (Elemental-Vacuum, Abjuration) - 2nd level
Range: 5 yards/level
Components: V, S, M
Duration: See below
Casting time: 3
Area of Effect: 10 cubic feet/level
Saving Throw: None
The casting of this spell creates a small (6" in diameter) globe of vacuum
that absorbs all harmful gases in the spell's area of effect. The globe may
absorb up to 10 cubic feet of harmful gases per level of the caster, after
which it disappears. Within the void the gases disappear without leaving a
trace, sucked into the plane of Vacuum. If the globe is not able to absorb
its allotted amount, it will dispel itself twenty-four hours after being
cast.
Icy Blast - (Elemental-Ice, Evocation) - 2nd level
Range: 5 ft + 1 ft/level
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: the caster
Saving Throw: 1/2
When icy blast is cast, a sheet of icy cold rays spread out from the
caster's hands, covering a 45-degree angle in front of the caster. Anyone in
this area must make a save vs. spells or take 1d6 points of damage plus 3
points per level of the caster. If the save is made, half damage is then
taken. The maximum damage caused by this spell is 1d6+30 points of damage.
When this spell is used against a fire using creatures, it acts additionally
as a slow spell for 2-5 (1d4+1) rounds, and their save is at -3.
Fire Extinguisher - (Elemental-Fire, Alteration) -3rd level
Range: 120 yards
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: 10 cubic feet/level
Saving Throw: None
This spell is a more powerful version of the affect normal fires spell. It
can douse both magical and non-magical fires. It is mainly used to help
control large fires or those that are started and fueled by magic.