Name: Syzgy Nightchild alias "Shadowspawn" alias "Fineous Fingers" alias "
"Noman" alias "Carlton Lightbolt" alias "Torn Blinkton"

Race: Elf (Gray) Age: 209 + 80 yrs.

Experience Points: 3,455,984 Magic User/Thief 14th: WIZARD/MASTER THIEF
[Need 4,100,000 for 15th level]
Ancestor: Lawrence Dreamstalker

Strength: - 13 (19) Constitution: - 17
Intelligence: - 19 Dexterity: - 19
Wisdom: - 10 Charisma: - 12

Movement: - 15.5 (18.5) Alignment: Chaotic Good
Hit Points: - 84 Birthplace: Augustine
Size: - Height - 5' 5",
Weight - 95 lbs.

Armor Class:
6 w/+2 Leather, 2 w/Dexterity,-1 w/Bracers, -3 w/Cloak, -4 w/Sword,
-6 w/Buckler
Shield Spell: A.C. 2: Hand Hurled Missiles
A.C. 3: Device Propelled Missiles
A.C. 4: All other attacks

Elf: Grey – Aging Chart

Young Adult: 150 – 250
Mature: 251 - 650
Middle Aged: 651 – 1000
Old: 1001 – 1500
Venerable: 1501 - 2001

Bonuses/Immunities:
90% Resistance to Sleep and Charm Spells
Immunity to 1st Level Illusions
60' Infravision
-4 Non-Proficiency Penalty
-1 to Long Sword speed factor from proficiencies

To Hit:
+1 to hit w/Short Bow or Long Sword [Elvish Ability]
+1 to hit w/Long Sword from proficiencies
+3 to hit w/Hand & Missile Weapons [Dexterity]
+3 to hit w/Magic Long Sword
+3 to hit from Girdle
Total: +11

+4 to hit when Backstabbing [Quintuple Damage]
Total: +15

To Damage:
+7 to damage w/Girdle
+3 damage w/Magic Long Sword
Total: +10

Armor Class:
+4 to armor class [Dexterity]
+2 to armor class from Cloak of Protection
+1 to armor class from Buckler

Saving Throw:
+1 to saving throw from Ankh
+2 to saving throw from Cloak of Protection
+2 to saving throw from Magic Armor
+4 to saving throw from Dexterity

Thieving Abilities:
Pick Pockets: 130% Open Locks: 102% Find/Remove Traps: 95%
Move Silently: 116% Hide in Shadows: 115% Hear Noise: 45%
Climb Walls: 99.4% Read Languages: 70%

Guilds: Thieve's Guild of Keeli, Royal Thieve's Guild of Seahawk, Cadre, Magic Users Guild of Seahawk, Magic Users Guild of Augustine, Merchants’ Magic Users Guild of Rel Mord
Languages: Elvish, Gnome, Hafling, Goblin, Hobgoblin, Orcish, Thieve's Cant, Chaotic Good, Common, Egyption, Norse, Dwarven, Katana (Court & Common)

Previous Profession: Husbandry, Trader/Barterer

Proficiencies: Total of 5: Long Sword (3), Bracers (2), Buckler (1)

Attributes and Skills: Alertness (2), Acrobatics, Climbing, Courtly Graces (2), Disguise (2), Excellent Hearing, Expert Horsemanship (3), Fletching/Boyery (1), Forgery (2), Flying (1)-2, Horsemanship (1), Linguistics (2), Literacy/Ciphering, Recognize Value, Silent Movement, Spying (1), Teamster (1) [Have received 5 additional proficiency points from various adventures.]

Date of Birth: 08/22/169 (Current year 378)

Weapon Characteristics:
1. Long Sword: Speed Factor - 5 (4 due to proficiencies)
Damage - 1d8

Hit Points by Level:
1st - 5 2nd - 5 3rd - 4 4th - 2 5th - 3
6th - 5 7th - 2 8th - 4 9th - 3 10th - 4
11th - 4 12th - 4 13th - 3 14th - 4
(4pts from two Christmas presents)



NON-MAGIC ITEMS AND ANIMALS SECTION

Familiar: Hawk, Name: Scree; A.C: 6; Move: 1"/33"; Hit Die: 4, Hit Points: 31; No. of Attacks: 3; Damage: 1-3/1-3/1-2; Height: 0.5m; Special Attack: On a 19 blinded eye of Opponent; Two Message Pouches w/alphabet/word scroll; Dive Bomb Attack: +2 to hit and double damage; Int: 11; Special Ability: Able to throw first through third level spells from Scree like a modified projected image.

Mounts and Chariot:
Light War Horse, Name: Migra, Move: 23", H.P: 16, AC: 7
Chariot Horses [Light War], Names: Napel and Sino, Move: 23"; H.P: 11, AC: 7
Chariot: Move: 22", Value - 2000 gp, sturdy, clean lines, two baskets for war dogs, rear
shields, two repeating crossbows mounted on chariot, four bolts to a clip, folding
blades on wheels, 20 excellent spears on board.

War Dogs: Name: Bolo, H.P: 14, Name: Dirk, H.P: 9;Move: 12", Hit Die: 2+2, A.C: 6, No. of Attacks: 2; Damage: 2-8 each attack.







Misc. Items:
1) Lavish Box for Two Shrunken Heroes
2) 2 Vials of White Dragon Blood
3) 6 Clips o f Self Igniting Crossbow Bolts
4) Vial of Poison - Insinuative, Vial of Fire Giant Poison, Green Slime Poison (5), Blue Poison
5) Poisoned Dagger and Hand Axe
6) Nonmagical Adamantite Bracers +1
7) Pouch of Diamond Dust [8 Wall of Forces]
.8) 4 con-light and 2 con-dark coins
9) 6 cups of Paut
10) Vial of Acid
11) Percussive Crystal Case w/5K gp Ruby
12) Signet Ring of Nyrond
13) Garrote

Wealth:
__140 __mp, 550 pp, 20511 gp
7.5 sp, ______18_____cp

Gems: Tourquise, 25 gp ea. (2 pieces); Termilene, 250 gp ea (1 piece), 5 Jasper (50gp each), 1 Aquamarine (750gp), and 2 Diamonds (1000gp each), 50 gp in assorted pieces


Party Treasure: +1+1 Whip, Magic Cologne, Magic Riding Crop, +3 Long Sword, +1 Long Sword, +1 Broad Sword, +1 Club (Giant Size – Really Big), Gold Giant Ring (100gp), Map of Area from Hobgoblins, Silver Inlaid Belt (600gp), 2 Potions, 1 Scroll, 2921 gp, 3552 sp, 2500 cp, Amethyst (1 – 1Kgp, 1 - 500gp), Ruby (3 – 1Kgp ea), Diamond (3 - 1Kgp ea, 1 – 5Kgp), Obsidian (1 – 50gp, 1 – 10gp), Saphire (1 – 750gp, 1 – 500gp, 1 – 200 gp), Paradoe (1 – 50gp), Emerald (1 – 500 gp), Scroll, +2 Dagger of Venom, +2 Long Sword of Venom



















Items:
001) 15' Whip* 002) Dirk ^[Collar]
003) Mini Stilettoes ^[2-forearms] 004) Short Composite Bow*
005) Quiver & 10 Arrows* 006) Darts ^[Bandolier: 20]
007) Elongated Pup Tent/Backpack^ 008) Leather Armor*
009) Large Belt Pouch^ 010) Hard^ & Soft* Leather Boots
011) Money Belt [XL]^ 012) Quill, Ink & Paper*
013) 1wk. Iron Rations* 014) 2pts Good Wine*
015) Winter Cloak* 016) Robe [Expensive]*
017) Turban^ 018) 10 Caltrops^
019) Daggers ^[6 - Arms & Calfs] 020) Garrote ^[Bracers]
021) Picktools [2 sets]* 022) 50' Rope*
023) Itching Powder [2 cans]* 024) Lodestone*
025) Worthless Trinkets [Shiny]* 026) Packets of Dirt - [2]^
027) Tool Kit* 028) 10 Spikes^
029) Hammer* 030) Net*
031) Tinder Box* 032) 4 Smoke Bombs*
033) Climbing Equipment* 034) 2 Torches*
035) 4 Stink Bombs* 036) Nose Plugs*
037) Cologne^ 038) Clawed Hands & Feet*
039) Collapsible Grappling Hook* 040) Blankets and Saddle
041) 10' Sectional Steel Pole* 042) Drow World Map*
043) Lead Skull Cap ^[Worn] 044) Book by Athena Ravenhair
045) Winter Cap* 046) Sleeping Bag*
047) Bolos 048) Hand Axe
049) Bracers^ 050) Map Case*
051) Spring Javelins [8]^ 052) 1qt Water*
053) Ivory Dice w/Diamond Points 1000gp 054) 4qts Oil*
055) 20lbs. Salt* 056) Map of Tharngrivett & Way to Rock
057) Saddle Bags 058) B.B.'s & Glue*
059) Black Cloak 060) Rain Cloak*
061) Chest 062) 3 Decks of Cards
063) 2 Decks of Marked Cards 200gp 064) Silver Necklace w/Scoop
065) 2 Flask of Alcohol 066) Gold Key to City of Verdy
067) Anti-Vampire Protection Kit* w/Sapphires 25gp
069) Snowshoes 068) Staff
071) Gold Ceremonial Hand Axe 070) Large Round Shield
w/Diamonds 5000gp 072) Place Setting Zeus
073) Knockout Whiskey - 1qt 074) Puzzle Box
075) Three Oriental Robes 076) Percussion Crystal Case*
077) Ornate Githzeri Dagger (25 gp) 078) Disguise Kit*
079) Spell Component Pouch (2)^ 080) Mirrored Sunglasses^
081) Leather Hells Angels' Jacket 082) Excellent Pistol w/ten bullets*
083) 2 - Four Shot Pistols w/12 Bullets* 084) 4 - Pistols w/40 bullets*
085) Wolfsbane* 086) Breath Weapon Chart Book*
087) Fishing Line & Hooks 088) Gunpowder*
089) High Quality Tarp (2)* 090) Rolls of cloth assorted colors
091) Gum arabic* 092) Leather Thongs*
093) Potion Box - 100 slots* 094) First Aid Kit*
095) Bag of Nuts 096) 10 tiny bags*
097) Candles, small - 16* 098) Silver dog whistle
099) Ivory statuette of me* 100) Small Drum
101) Dog statues - ebony & ivory

[^ - indicates that item is worn]
[* - indicates that item is in bag of holding]
[ - indicates that item is in castle.]





MAGIC SECTION
Magic Items:
1) Ring of Invisibility [-1 h.p. per activation] {worn}
2) +3 Long Sword w/1st. lvl. magical spell in it. Modified to allow full damage, +5 vs. Disintergraton [Back]
3) +2 Leather Armor [Black | worn, no encumberance, silent movement]
4) Scrolls: see below
5) Potions/Oils: see below
6) Ankh dedicated to "BES" [+1 to saving throw] w/4 G.I.s {worn on neck}
7) Chalk of Arionrod (2) [20, 1 charges]
8) Wand of Magic Detection [07 charges]
9) Girdle of Hill Giant Strength [+3 to hit, +6 to damage, +4,500 wght, Bend bars/Lift gates: 50%]
10) Ring of Free Action {worn}
11) Magic Snowshoes
12) Amulet of Proof against Location and Detection [worn]
13) Cloak of Protection +2 [worn]
14) 10K Bag of Holding (2)
15) Decanter of Endless Water
16) Dust of Illusion [03 charges]
17) Scarab of Life Protection [2 charges] {worn}
18) The Book of Fates
19) Scroll Teleportation
20) Ring of Communication
21) Wand of Identify (5 charges)
22) +1 Shield Buckler
23) Magical Scroll Tube (Holds 6 scrolls)
24) Cap of Warmth (Red & White)
25) Magic Crystal Container w/5K Diamond Percussion Crystal
26) +2+2 Dagger (On critical save vs. petrification on human or smaller)
27) +2+2 Dagger of Poison (On a 20 or 4 better than needed poison is activated) Death (4)
28) Pipes of the Sewer (Wooden Pipes)
29) Wand of Raise Dead

Potions/Oils: Extra Healing (3), Scentlessness (1), Extra Life (2), Shrink (1), Slipperiness (1)

Scrolls: Reincarnate, Fear, Monster Summoning I, Shatter, Wizard Lock, Fire Shield, Burning Hands, Enlarge, Light, Shocking Grasp, Sleep, Magic Mouth, Dimension Door, Blink, Tensor’s Transformation, Enlarge, Shrink, Chromatic Orb, Unseen Servant, Color Spray, Phatasmal Killer, Shadow Walk, Prismatic Spray, Vanish



SPELLS
Cantrips:
__ 01) Weapons Draw __ 11) Wink __ 21) Chill
__ 02) Palm __ 12) Belch __ 22) Hairy
__ 03) Clean __ 13) Scratch __ 23) Tap
__ 04) Exterminate __ 14) Smokepuff __ 24) Groan
__ 05) Shine __ 15) Firefinger __ 25) Bee
__ 06) Untie __ 16) Unlock __ 26) Gnats
__ 07) Tangle __ 17) Creak __ 27) Tarnish
__ 08) Knot __ 18) Whistle __ 28) Spill
__ 09) Distract __ 19) Moan
__ 10) Present __ 20) Bluelight


SPELL BOOK:
5 - 1ST., 5 - 2ND., 5 - 3RD., 4 - 4TH., 4 - 5TH , 2 - 6th, 1 – 7th
SPELL BOOK: 5 - 1ST., 5 - 2ND., 5 - 3RD., 4 - 4TH., 4 - 5TH , 2 - 6th, 1 – 7th
1st, Level - 5 2nd. Level - 5
__ 01) Alarm [Abjur/Evoc.] 11hr. __ 01) Camoflage ][Alteration]
__ 02) Burning Hands [Alteration] __ 02) Continual Light [Alteration]
__ 03) Chill Touch [Necromancy] 17rds. __ 03) Darkness [Alteration] 2.3 trns.
__ 04) Chromatic Orb [Alteration/Evocation] __ 04) Death Recall [Necromancy/Divination]
__ 05) Color Spray [Alteration] __ 05) Detect Evil [Divination] 65rds.
__ 06) Comprehend Languages [Alteration, Rev.] 70rds __ 06) Detect Invisible [Divination] 65rds.
__ 07) Corpse Visage [Illusion/Necromancy] 14rds __ 07) Displace Self – Player’s Option
__ 08) Detect Magic [Divination] 28rds __ 08) ESP [Divination] 13rds.
__ 09) Dictation – Player’s Option __ 09) Eye of Back Seeing
__ 1 0) Enlarge/Shrink [Alteration] 70rds __ 10) Filter [Abjuration] 13trns.
__ 11) Erase [Alteration] __ 11) Fool's Gold [Alter/Illusion] 13hrs.
__ 12) Feather Fall [Alteration] __ 12) Hideous Laughter [Enchant/Charm] 1rd.
__ 13) Find Familiar {Conj/Summ.] __ 13) Invisibility [Illusion/Phantasm]
__ 14) Fire Burst – Tome of Magic __ 14) Knock [Alteration]
__ 15) Identify [Divination] __ 15) Know Alignment [Divination, Rev.] 14rds
__ 16) Magic Missile [Evocation] __ 16) Levitate [Alteration] 13trns
__ 17) Phantom Armor [Alter/Illus.] __ 17) Magic Ear [Alteration]
__ 18) Precipitation [Alteration] 1.3rds __ 18) Magic Eye [Alteration]
__ 19) Prestidigitation __ 19) Magic Mouth [Alteration]
__ 20) Protection from Evil [Abjuration] 28rds __ 20) Melf's Acid Arrow [Conjuration]
__ 21) Push [Conjur/Summ.] __ 21) Protection from Law [Abjuration] 26rds
__ 22) Resist Intoxicants __ 22) Ray of Enfeeblement [Enchant/Charm] 13rds
__ 23) Shield [Evocation] 70rds __ 23) Rhor EE's Transit 13trns
__ 24) Shocking Grasp [Alteration] __ 24) Rope Trick [Alteration] 26trns
__ 25) Sleep [Enchant/Charm] 70rds __ 25) Spectral Hand [Necromancy] 26 rds.
__ 26) Spider Climb __ 26) Stinking Cloud [Evocation] 13rds
__ 27) Tensor's Floating Disk [Evocation] 16trns __ 27) Strength [Alteration] 13hrs
__ 28) Unseen Servant [Conjur/Summ.] 3hrs 10min. __ 28) Summon Swarm [Conjuration/Summoning]
__ 29) Ventriloquism [Illus/Phantasm] 17rds __ 29) Vocalize [Alteration] 5rds
__ 30) Wall of Fog [Evocation] 14 + 2d4 rds __ 30) Web [Evocation] 26trns
__ 31) Wizard Mark [Alteration] __ 31) Wizard Lock [Alteration]

_____ _________________Spells in Sword


3rd. Level - 5 4th. Level - 4
__ 01) Absorb Sound __ 01) Confusion [Enchant/Charm] 16rds.
__ 02) Acoustoptics __ 02) Dimension Door [Alteration]
__ 03) Blink [Alteration] 13rds. __ 03) Enervation [Necromancy] 14hrs. + 1d4hrs.
__ 04) Clairaudience [Divination] 13rds. __ 04) Evard's Black Tentacles [Conjur/Summ] 14rds.
__ 05) Clairvoyance [Divination] 13rds. __ 05) Extension I [Alteration]
__ 06) Dispel Magic [Abjuration] __ 06) Fire Shield [Evoc/Alteration] 16rds.
__ 07) Explosive Runes [Alteration] __ 07) Fumble [Enchant/Charm] 14rds
__ 08) Feign Death [Necromancy] 1hr. + 14 trns. __ 08) Ice Storm [Evocation]
__ 09) Fireball [Evocation] __ 09) Improved Sleep
__ 10) Fly [alteration] 13trns. + 1d6trns __ 10) Leomund’s Secure Shelter
__ 11) Haste [Alteration] 16rds. __ 11) Minor Globe of Invulnerability [Abjuration] 14rds.
__ 12) Hold Person [Enchant/Charm] 26rds. __ 12) Mordenkainen’s Force Missiles 2d4 + 14 points (3)
__ 13) Item [Alteration] 60hrs. __ 13) Otiluke's Resilíent Sphere [Alter/Evocation] 14rds.
__ 14) Lance of Disruption – Player’s Option __ 14) Phantasmal Killer [Illusion/Phantasm] 14rds.
__ 15) Lightning Bolt [Evocation] __ 15) Polymorph Other [Alteration]
__ 16) Melf's Minute Meteors [Evoc/Alter] __ 16) Polymorph Self [Alteration] 28trns.
__ 17) Percussion Crystal __ 17) Rary's Mnemonic Enhancer [Alteration] 1dy.
__ 18) Phantasmal Force [Illusion/Phantasm] __ 18) Remove Curse [Abjuration]
__ 19) Phantom Steed [Conjur/Phantasm] 13hrs. __ 19) Shadow Monsters [Illusion/Phantasm] 14 rds.
__ 20) Protection from Normal Missiles [Abj] 13trns. __ 20) Stoneskin [Alteration]
__ 21) Shooting Stars __ 21) Thunder Staff – Tome of Magic
__ 22) Slow [Alteration] 16rds. __ 22) Wall of Fire [Evocation] 14trns.
__ 23) Suggestion __ 23) Wall of Ice [Evocation] 14trns.
__ 24) Tongues __ 24) Ward of Harming
__ 25) Vampiric Touch [Necromancy] __ 25) Wizard Eye [Alteration] 14rds.
__ 26) Water Breathing [Alteration] 13hrs. + 1d4hrs. __ 26) Ultravision [Alteration] 15 hrs.
__ 27) Wind Wall [Alteration] 13rds.





5th. Level -
4 6th. Level - 2
__ 01) Airy Water [Alteration] 13trns. __ 01) Anti-Magic Shell [Abjuration] 13trns.
__ 02) Animate Dead [Necromancy] __ 02) Bigby's Forceful Hand [Evocation] 13rds.
__ 03) Ball Lightning __ 03) Chain Lightning [Evocation]
__ 04) Bigby's Interposing Hand [Evocation] 13rds. __ 04) Contingency [Evocation] 13dys.
__ 05) Chaos [Enchantment/Charm] 13rds. __ 05) Death Spell [Necromancy]
__ 06) Cloudkill [Evocation] 13rds. __ 06) Demi- Shadow Magic [Illusion/Phantasm]
__ 07) Cone of Cold [Evocation] __ 07) Disintegrate [Alteration]
__ 08) Conjure Elemental [Conjur/Summoning] 13trns __ 08) Enchant an Item [Enchant/Invocation]
__ 09) Contact Other Plane [Divination] __ 09) Extension III [Alteration]
__ 10) Extension II [Alteration] __ 10) Geas [Enchantment/Charm]
__ 11) Feeblemind [Enchant/Charm] __ 11) Globe of Invulnerability [Abjuration] 13rds
__ 12) Hold Monster [Enchant/Charm] 13rds. __ 12) Guards & Wards [Evoc/Alter/Enchant/Charm] 13hrs
__ 13) Magic Face [Alteration] 1dy/lvl __ 13) Invisible Stalker [Conjur/Summoning]
__ 14) Magic Jar __ 14). Legend Lore [Divination]
__ 15) Monster Summoning III [Conjur/Summon] 17rds __ 15) Non-Detection
__ 16) Mordenkainen's Faithful Hound [Conj/Summon] __ 16) Otiluke's Freezing Sphere [Alter/Evocation]
__ 17) Passwall [Alteration] 3hrs. 10min __ 17) Project Image [Alter/Illus/Phantasm] 13rds
__ 18) Rock to Mud [Alteration, Rev.] __ 18) Reincarnation [Necromancy]
__ 19) Shadow Door [Illusion/Phantasm] 13 rds. __ 19) Repulsion [Abjuration] 6rds
__ 20) Shadow Magic [Illusion/Phantasm] __ 20) Shades
__ 21) Stone Shape [Alteration] __ 21) Stone to Flesh [Alteration]
__ 22) Summon Shadow [Conj/Summon/Necro.] 14rds. __ 22) Tensor's Transformation [Alter/Evocation] 13rds
__ 23) Telekinesis [Alteration] __ 23) Veil
__ 24) Teleport [Alteration] __ 25) Ward of Killing
__ 26) Tensor’s Destructive Resonance – Player’s Option __ 26) Water to Dust
__ 27) Wall of Force [Evocation] 3.1trns. __ 27)
__ 28) Wall of Iron __ 28)
__ 29) Wall of Stone [Evocation]


7th. Level - 1 8th. Level - 0
__ 01) Bigby’s Grasping Hand [Evocation] 13rds. __ 01)
__ 02) Delayed Blast Fireball [Evocation] __ 02)
__ 03) Duo-Dimension [Alteration] 17rds. __ 03)
__ 04) Limited Wish [C/S, I/E] __ 04)
__ 05) Phase Door [Alteration] 7 usages __ 05)
__ 06) Power Word: Stun [Conjuration/Summoning] __ 06)
__ 07) Prismatic Spray [Conjuration/Summoning] __ 07)
__ 08) Reverse Gravity [Alteration] 14 rds. __ 08)
__ 09) Shadow Walk [Illusion, Enchantment] 84 trns. __ 09)
__ 10) Spell Turning (Abjuration) __ 10)
__ 11) Teleport Without Error (Alteration) __ 11)
__ 12) Vanish (Alteration) 700lbs.




Spell Components:

01. Bell: tiny [8] 02. Diamonds 60gp [20]
03. Sand: vials of red [6], blue [6], yellow [6] 04. Soot: vial of [2]
05. Cloth: from corpse, piece of [8] 06. Paints: assorted colors, pint cans [8]
07. Iron: powdered, vial [16] 08. Feathers: assorted birds [30]
09. Down: pouch full 10. Pearls: 100gp [10]
11. Silver: powdered, vial of, [16] 12. Brass: powdered, vial of [2]
13. Carp: live, [4] 14. Cricket: live, [2]
15. Mercury: vial of 16. String: ball of
17. Wood: assorted sizes, [8] 18. Peas: box of, dried, split, powdered
19. Parchment: sheets [50] 20. Fur
21. Pitch: vial of [3] 22. Coal: piece of 10
23. Mirror: piece of [16] 24. Talc: can of
25. Web: spider, piece of [8] 26. Wire: gold and silver, piece of [16]
27. Honeycomb: medium size 28. Adder Stomach [4]
29. Rhubarb leaf: powdered 30. Corn: extract of, powdered
31. Gloves: black and brown [8] 32. Eggs: rotten, sealed in box, [8]
33. Hair: elephant & black horse [8] 34. Paddle: wooden, tiny
35. Horn: silver, small 100gp [2] 36. Pineal gland: vial of, powdered
37. Licorice root: piece of [2] 38. Rod: crystal & iron, [16]
39. Sulphur beads: vial of 40. Pine tar: vial of
41. Tube: hollow, small, 1Kgp 42. Turtle shell
43. Treacle: vial of 44. Tongue: snake, [4]
45. Reed: [4] 46. Fan: tiny
47. Smoke: vial of [3] 48. Giant Octopus tentacles: [2]
49. Phosphorous: vial of [8] 50. Firefly: dead [16]
51. Milk fat: solidified, vial of 52. Dust: vial of [2]
53. Beads: crystal, [20] 54. Caterpillar cocoon
55. Plaque: ivory [8] 56. Squid ink: vial of [8]
57. Digestive juice: giant slug 58. Granite dust: vial of [2]
59. Quartz: piece of [8] 60. Bat fur
61. Alkaline: pouch of 62. Blood: vial of
63. Bone: powdered, vial of [4] 64. Disc: bronze, small, [8]
65. Cone: crystal, [8] 66. Spheres: crystal, pouch of
67.Sesame seeds: bag of, small 68. Clay: soft
69. Granite: small block 70. Pins: silver, [26]
71. Eyelash: ogremage [16] 72. Pearls: crushed, 1Kgp, [8]
73. Incense: pieces of [16] 74. Horn: Crescent shaped
75. Magnetized Bars: pair 76. Lime: vial of
77. Basilisk Eyelash [10] 78. Gum Arabic [1 box]
79. Whitewash [10 drams] 80. Iron Filings
81. Lodestone [2] 82.



THE BOOK OF FATES:
Part 1: Magic User reads and goes up to the next level plus 1/2.

Part 2: Augery [95% Veracity - 1/dy] d6 damage
Portent [1/dy] d8 damage
Divination [95% Veracity - 1/wk]
Commune [1 question - 1/wk] d10 damage
Predict Weather [1/wk] Turn Blue for 24 hours

Part 3: Mirror Image [2 Images - 1/dy] d20 damage
Contact Other Plane [1 question/wk] d20 damage
Legend Lore [1/mth] d20K E.P.

Combinations:
1 & 2: Stone Tell [1/wk] d20 damage, d10K E.P., -5 HP for day
Temporal Stasis [1/mth] d20 damage, d10K E.P., -10 HP for day

1 & 3: Transport via Plants [1/wk] d10 damage & d20K E.P.
Teleport w/o Error [1/mth] d20 damage & d20K E.P.

2 & 3: Tempus Fugit [1/mth] d20 damage & d30K E.P.

1,2 & 3: Power Word NO! [1/mth] lose 1 level
Plane Shift [1/wk] d20 damage


To Make an USHBATI:
Draw a dram of blood from the master under the Dark of the Moon.
Add it to one ounce of Paut and place in a mold made of the finest Alabaster made in the image of the master.
Mix in wax from bumble bees to fill the mold.
Chant Mantras to Ptah and bake at 375 degrees for three or until a straw comes out clean.
Polish w/papyrus until shiny.
Anoint w/olive oil, paint the features and cast: Spells of Seeing, Command and Healing.
Add two gems for Eyes.














As the Incarnation of Chaos:
50% magic resistance
Charisma: 18 to chaotics, 12 to neutrals, 06 to lawfuls

Magic Items:
  1. Cloak of Protection [+3 or better weapons to hit, special ability of displacement 1/rd]
  2. Arrow of Chaos [Teleport w/o Error 1/rd, Chaos - 1" radius at will, Time Stop - 3/dy for 2 rds., Charm Chaotics (special Charm Person) - 3/dy., Alter Self at will] will do 5d20 to Lawful touching.
  3. Wand of Wonder:


SHADOWSPAWN’S MAGIC EAR (Alteration)

Level: 2 Components: V, S, M
Range: Special Casting Time: 2 segments
Duration: Special Saving Throw: None
Area of Effect: Special/One object

Explanation/Description: When this spell is cast, the magic-user empowers the chosen object with an enchanted magic ear which blends into the object. If a careful inspection is made the ear will be discovered (1 in 4 chance) and known for what it is. The magic ear works in a manner similar to the magic mouth spell. The ear is programmed to record all conversation when a preset condition is satisfied (i.e., listen when an elf in white leather appears). Once activated the ear will record for 1 minute per spell caster level. The magic-user must take the ear after the recording and place it over hir/her own ear. At this time the magic-user will hear everything within range of the ear. An ear that has made a recording will only remain for one day per level of the spell caster or it is lost forever. The material components for this spell are a wax copy of the spell casters ear worth 200 gp and hair from the ear of a large feline creature. When the wax copy is place over the magic-users ear it melts down and the wax is lost, no harm to the caster.


SHADOWSPAWN’S MAGIC EYE (Alteration)

Level: 2 Components: V, S, M
Range: Special Casting Time: 2 segments
Duration: Special Saving Throw: None
Area of Effect: Special/One object

Explanation/Description: When this spell is cast, the magic-user empowers the chosen object with an enchanted magic eye which blends into the object. If a careful inspection is made the eye will be discovered (1 in 4 chance) and known for what it is. The magic eye works in a manner similar to the magic mouth spell. The eye can be programmed to in one of two ways: 1) view an area whenever a certain condition is met, such as a bald woman enters the field of viewing, or 2) view an area starting at a predetermined time for the length of the spell. When the eye is viewing an area it appears as if it is scanning back an forth. The viewing time for the magic eye is 1 turn per level of the spell caster with a maximum of 12 turns. When the magic-user wishes to view the record held by the eye, then the magic eye is retrieved and placed over one eye of the spell caster while the other is covered. At this point playback commences and if the caster opens the other eye or removes the magic one then the entire record is lost. If the eye is not retrieved in the number of days equal to the spell casters level then the eye and record are lost forever. The material component of this spell is the eye of a dead black eagle not over 48 hours past and a 100 gp diamond placed in the back of the eye. After viewing both material components are gone.



SHADOWSPAWN’S MAGIC FACE (Alteration)

Level: 5 Components: V, S, M
Range: Special Casting Time: 2 turns
Duration: 1 dy/lvl Saving Throw: None
Area of Effect: Special/One object

Explanation/Description: When this spell is cast, the magic-user empowers the chosen object with an enchanted magic face which blends into the object. If a careful inspection is made the face will be discovered (1 in 4 chance) and known for what it is. The magic face is a very powerful magic spell and is actually four spells. The material component of this spell is a golden mask of the caster of not lest than 3,000 gp value. When this spell is thrown the caster most also throw the magic mouth, eye and ear spells onto the mask. The magic face has many and varied uses. The caster may have the face perform multiple task such as view or listen to an area, give a message or perform all those functions. The face can even be used to protect a given area by shouting an alarm or casting a first or second level spell whenever a predetermined condition is met. The golden mask is not lost after the spell is cast but if it is not retrieved before the spell duration is reached then whatever was recorded will be lost. The mask must be dipped into melted gold of 200 gp after each use. To retrieve what was recorded by the mask the caster puts the mask over his/her face and everything is played back. Please note while the playback is going the caster cannot remove the mask and cannot fight, defend or conjure spells.