Gallaia WEAPONS: Dagger, Staff; ARMOR: None
www.shadowdarklings.net LANGUAGES: Celestial, Common, Draconic, Giant, Merran, Reptilian
Human: AMBITIOUS: Extra Talent at level 1
Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with
DC 15 INT check
7 -2 14 +2 Human Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+2 vs a DC
equal to 10 + the spell's tier.
Human Ambition-1: LEARN EXTRA SPELL: Learn Detect Magic
Wizard-1: SPELL MASTERY: Gain advantage when casting Alarm
5 -3 7 -2 SPELLS: Alarm (ADV), Detect Magic, Mage Armor, Magic Missile (ADV)
Wizard
13 +1 6 -2 1 0 10
34 7
Apprentice
5 7 Dagger
Flask or bottle Backpack
Bag of coins (41)
Flint and steel
Lawful Grappling hook
Lantern
DAGGER: -2 (N), 1d4 (FIN) Mirror
Barbarian Oil, flask
All Nord Gods
ALARM (Tier 1, Wizard), DC 11 to cast (cast with advantage due to Spell Mastery)
Duration: 1 day
Range: Close
You touch one object, such as a door threshold, setting a magical alarm on it. If any creature you do not designate while casting the spell
touches or crosses past the object, a magical bell sounds in your head.
DETECT MAGIC (Tier 1, Wizard), DC 11 to cast
Duration: Focus
Range: Near
You can sense the presence of magic within near range for the spell's duration. If you focus for two rounds, you discern its general properties.
Full barriers block this spell.
MAGE ARMOR (Tier 1, Wizard), DC 11 to cast
Duration: 10 rounds
Range: Self
An invisible layer of magical force protects your vitals. Your armor class becomes 14 (18 on a critical spellcasting check) for the spell's
duration.
MAGIC MISSILE (Tier 1, Wizard), DC 11 to cast (always cast with advantage)
Duration: Instant
Range: Far
You have advantage on your check to cast this spell.
A glowing bolt of force streaks from your open hand, dealing 1d4 damage to one target.