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.