Silvrana
Silverwind was born in Newhaven, the daughter of Alden and Selene Silverwind.
Raised within the graceful yet industrious halls of the Silverwind Flour Mill,
she grew up surrounded by both the hum of milling machinery and the soft
whispers of arcane energy. From an early age, it was clear that Silvrana was
unlike most children, her keen intellect and natural curiosity made her a
voracious learner, absorbing knowledge as easily as the trees absorbed
sunlight.
Her father,
Alden, taught her patience, precision, and the value of hard work. Though she
assisted with the daily operations of the mill, ensuring the smooth flow of
grain and flour, her heart belonged elsewhere. It was her mother, Selene, a
gifted Illusion mage with an innate connection to nature, and Old
Aljerick who truly shaped Silvrana’s path. Under their tutelage,
she delved into the secrets of elemental and illusion magic, weaving light and
mist as easily as others wove fabric.
From a young age,
Silvrana displayed an innate gift for bending reality, making shadows dance,
leaves shimmer with otherworldly colors, and mist form into shifting shapes.
Though playful in her illusions, she treated her magical studies with
discipline and reverence. Her fascination with magic led her to pursue dual
training, embracing both the structured knowledge of wizardry and the subtle
artistry of illusion magic.
Unlike some elves
who remain tethered to their homelands, Silvrana’s
wanderlust grew with each passing year. She longed to see the world beyond
Newhaven, to walk among ancient ruins where forgotten spells lay dormant, and
to unravel the mysteries of magic buried in the world’s forgotten corners. She
trained rigorously, studying tomes, practicing incantations, and honing her
reflexes, knowing that both her mind and body had to be strong if she was to
walk the path of an adventurer.
Despite her
ambitions, Silvrana remains deeply tied to her family. She is fiercely
protective of her younger brother and often returns to the mill to assist her
father when needed. She maintains an unshakable bond with her mother, seeking
her wisdom and guidance as she refines her craft. The people of Newhaven regard
her as an emerging talent, whispering that she may one day surpass even Selene
in magical prowess.
Silvrana
is driven by an insatiable curiosity and a desire to master magic, particularly
the delicate balance between elemental forces and illusion. She seeks to
understand the deeper mysteries of magic, not just as a tool but as an art
form. Her ultimate goal is to push beyond her mother’s teachings and forge her
own path as a spellcaster of renown. She dreams of
traveling beyond Newhaven to uncover ancient magical secrets, study with master
wizards, and perfect her craft.
Additionally,
she has a strong sense of responsibility toward her family and community. While
she feels a deep connection to the Silverwind Flour Mill and the life her
parents built, she struggles with the tension between her obligations at home
and her calling as a mage. She hopes to one day find a way to blend both
worlds, perhaps using her magic to aid her people in new and innovative ways.
Silvrana
is warm-hearted but mischievous, often using her illusion magic to entertain or
play harmless tricks. She is fiercely loyal to her family, especially her
mother, Selene, whom she idolizes. She is also very close to her brother, often
acting as his confidante and protector. Though she enjoys helping her father at
the mill, she sometimes feels restless, longing for adventure and magical
discovery.
She
has a natural charm that draws people to her, but she can be wary of forming
deep attachments outside her family. She values intelligence and wit,
gravitating toward those who challenge her both intellectually and magically.
Despite her youthful playfulness, she has a deeply introspective side, often
contemplating her place in the world and the true nature of magic.
One
of Silvrana’s greatest struggles is balancing her love for her family with her
desire to explore and learn. She fears disappointing her father, who relies on
her help, and she worries about living up to the expectations placed on her as
Selene’s daughter. Additionally, she sometimes wrestles with self-doubt,
wondering if she truly has the potential to surpass her mother or if she will
always remain in her shadow.
Her
playful nature can also lead to trouble, while her illusions are meant to be
lighthearted, not everyone appreciates them, and she has occasionally found
herself in awkward situations due to her tricks. Learning when to be serious
and when to be playful is an ongoing lesson for her.
Race: 3/4 Silver Elf Alignment:
Scrupulous Gender: Female Age:
44 Height: 5'10"
Weight: 120 lbs Land of Origin: Newhaven, Jordaine Religion: Seldarine Nightvision: 90
feet
IQ: 21 +7% to skills
ME: 15 +0 vs. Psionics/Insanity
MA: 18 50% Trust/Intimidate
PS: 17 +2 damage
PP: 22 +4 strike/parry/dodge
PE: 16 +4% coma/death +1 poison
PB: 23 65% charm/impress
SPD: 18 +0 attacks/melee
LUCK:14 N/A
PER: 19 25% Danger Sense
Ref: 20 +3
Init
HP:36 SDC: 52 Armour: AR 14 SDC 120
Character Class: Wizard/Illusionist-Mage Level: 2/2
Exp 2,241/
2,241
Need 4,481/
4,481
Combat Skills & Bonuses: Unarmed
Level: 4 Hand-to-Hand Combat Type: Basic No. of Attacks/Melee: 4
Strike: +6
Parry: +6 Dodge: +6 Damage: +6
Roll with Punch/Fall: +5 K.O./Stun:
Critical: Critical
from Behind: x
Kick Attack: Death Blow: Disarm:
+4 Initiative: +3
Other:
WEAPON PROFICIENCIES
|
WPN |
Lvl |
Strike |
Parry |
Dam |
Qual/Mag str/par/dam |
TOT Strike |
Tot Parry |
Tot Dam |
THROW |
#Att or ROF |
RANGE |
Weapon DAM |
|
Long Bow |
4 |
+3+6 |
+5 |
+6 |
+3/3/3 |
+12 |
+10 |
+9 |
n/a |
6 |
720 |
2d6 or arrow
type |
|
Sword |
4 |
+1+2+6 |
+2+4 |
+6 |
+3/3/3 |
+12 |
+11 |
+9 |
+1 |
5 |
n/a |
3d6 |
|
Knife |
4 |
+2+6 |
+2+4 |
+6 |
+3/3/3 |
+11 |
+11 |
+9 |
+2 |
5 |
n/a |
1d6 |
|
Staff |
4 |
+2+6 |
+1+4 |
+6 |
+3/3/3 |
+11 |
+11 |
+9 |
|
5 |
n/a |
1d8 |
Saving Throws:
Circles: 12 (all circles)
Faerie: 16
Fumes: 14
Item: 14
Polymorph: 14
Ritual: 16
Spell: 10 (caster level 1-3)/11 (caster level 4-7)/12 (caster level 8-11)/13
(caster level 12-15) (+7vs sleep/charm)
Wards: 10(creator level 1-3)/11 (creator level 4-7)/12 (creator level 8-11)/17
(creator level 12-15)
Background & Racial
Skills:
|
Level |
Skill |
Base |
Bonus |
% |
|
4 |
Tracking |
35+5 |
+12 |
67 |
|
4 |
Trap Animals |
50+5 |
+7 |
77 |
|
4 |
Prowl |
40+5 |
+9 |
69 |
|
4 |
Identify
Plants/Fruits |
30+5 |
+7 |
57 |
|
4 |
W.P. Longbow |
Add 20 feet (6
m) to the normal effective range per level of the character, +1 to parry with
that weapon (effective at level one), and +1 to strike at levels 2, 4, 6, 8,
11, and 14.Archery Movement Penalty: The character loses all bonuses and rate
of fire is half when running and shooting, flying, when riding on horseback,
or otherwise unbalanced. Archery Rate of Fire: Two at level one, and +1 at
levels 2, 3, 5, 7,9, and 12.Average Ranges: Does not
include W.P. bonus for range. Bow Type and Ranges Damage Per Arrow/Weapon
|
||
|
4 |
Wilderness
Survival: Forest |
40+5 |
+12 |
72 |
|
4 |
Preserve Food |
40+5 |
+7 |
67 |
|
4 |
Millwork |
40+5 |
+7 |
67 |
|
4 |
Cook |
50+5 |
+17 |
87 |
|
4 |
Bartering/Haggling |
30+5 |
+7 |
57 |
|
4 |
Appraisal |
30+5 |
+7 |
57 |
|
4 |
General Repair |
50+5 |
+7 |
77 |
O.C.C. Skills: Wizard and Illusionist Mage
|
Level |
Skill |
Base |
Bonus |
% |
||||||||
|
4* |
Language/Literacy:
Elven |
98 |
+27 |
98 |
||||||||
|
4* |
Language:
Common |
40+5 |
+27 |
87 |
||||||||
|
4* |
Language: Mystic |
35+5 |
+27 |
82 |
||||||||
|
4* |
Literacy:
Common |
30+5 |
+22 |
77 |
||||||||
|
4* |
Literacy: Mystic |
30+5 |
+22 |
77 |
||||||||
|
4* |
Research |
60+5 |
+27 |
98 |
||||||||
|
4* |
Lore: Magic |
25+5 |
+32 |
77 |
||||||||
|
4* |
Lore: Faerie folk |
20+5 |
+37 |
77 |
||||||||
|
4* |
Mathematics:
Basic |
80+5 |
+27 |
98 |
||||||||
|
4-sp |
W.P. Sword |
Combat skills
with large and small swords, including fencing type training. Includes
rapiers, sabers, broadswords, two handed, and short
swords. Bonuses: +1 to strike at levels 1, 3, 6, 9, 12and 15. +1 to parry at levels
2, 4, 7, 10 and 13. +1 to strike when thrown at levels 4, 8, and 12; swords
are not designed for being thrown. |
||||||||||
|
4* |
Hand to Hand:
Basic |
|
||||||||||
‘
Related Skills:
|
Level |
Skill |
Base |
Bonus |
% |
|
4 |
WP Staff |
Combat skill
with large and small staffs. Bonuses: +1 to strike at levels 1, 3, 7, 10 and
13. +1 to parry at 2, 5, 8, 11 and 14. +1 to strike when thrown at levels 5,
10, and 15; not designed for throwing. |
||
|
4 |
WP Knife |
Training with
all types of knives. Bonuses: +1 to strike at levels 2, 4, 7, 10, and 13. +1
to parry at levels 1, 3, 6, 9 and 12. +1 to strike when thrown, at levels 1,
3, 6, 8, 10, and 13. |
||
|
2 |
Boxing |
|
||
|
2 |
Weightlifting/Bodybuilding |
|
||
|
2 |
Acrobatics |
Provides all of
the following:
|
||
|
2 |
General
Athletics |
|
||
|
2 |
Horsemanship
General |
35/20+5 |
+7 |
52/37 |
|
2 |
First Aid |
50+5 |
+22 |
82 |
|
1 |
Meditation |
25+5 |
+7 |
37 |
|
2 |
Court Etiquette |
25+5 |
+22 |
57 |
|
2 |
Diplomacy |
35+5 |
+27 |
72 |
|
2 |
Heraldry |
20+5 |
+17 |
47 |
|
2 |
Lore: Creatures
and Monsters |
20+5 |
+22 |
52 |
|
2 |
Lore Demons and
Devils |
20+5 |
+32 |
62 |
|
2 |
Bowyer/Fletcher |
30+5 |
+17 |
57 |
|
1 |
Leather Working |
50+5 |
+12 |
67 |
Secondary Skills:
|
Level |
Skill |
Base |
Bonus |
% |
|
2 |
Ancient
Languages: Elven |
25/15+5 |
+7 |
42/32 |
|
2 |
Sign Language |
30+5 |
+7 |
47 |
|
2 |
Dance |
30+5 |
+17 |
57 |
|
2 |
Gardening |
40+5 |
+7 |
57 |
|
1 |
Hunting |
40+ 5 |
+17 |
67 |
|
2 |
Fishing |
30+5 |
+17 |
57 |
|
2 |
Swimming |
50+5 |
+7 |
62 |
|
2 |
Lore: Flora |
20+5 |
+17 |
47 |
|
2 |
Lore:Herbs |
40+5 |
+17 |
77 |
|
1 |
Mystic Herbology |
25+5 |
+12 |
42 |
Other Skills and Abilities:
|
Wizard: See and Use Lay lines: The wizard can
see powerful magic energy emanating from the earth in a straight line. These
lines of energy are known as lay lines. Where two or more lay lines intersect
is a more powerful lay line nexus. The wizard recognizes these lines and
junctions as places of power where he or she can draw on additional magical
energy and where spells and powers are increased. A Wizard standing on a Lay
Line will have twice the amount of mystical energy to use for his spells. Lay
lines are natural lines of mystic energy that crisscross parts of the planet
and bind together all things in the Megaverse. The lay lines are not visible
to the average person. Only practitioners of magic and most creatures of
magic can see the gentle flow of magic energy. Ley line Drifting: The wizard can open himself to the lay
line energies and walk or float through the air along the length of a ley line. The maximum speed is a mere Spd 10, but it is
relaxing and does not cause exertion or fatigue. Applicable only to the
wizard; he cannot magically enable others to float along with him. Ley Line
Rejuvenation:
When standing on a lay line or nexus, the wizard can absorb ley line energy to double the rate of natural healing. To
do this, the character must concentrate on healing while relaxing on a ley line. The wizard can also use a ley
line or nexus to perform an instant rejuvenation as often as once every 24
hours. After about 10 minutes of concentration, 2D6 hit points and 2D6 S.D.C.
are magically restored. Special Wizard O.C.C. Skills & Abilities: Recognize
enchantment:
Just as a doctor can recognize flu symptoms and disease, the wizard can
recognize the influence of magic that charms, hypnotizes, or otherwise causes
mind control (including trances, domination, compulsion, quest, etc.). This
ability also includes identifying magic sickness, curses, the effects of
faerie food and faerie magic, and supernatural or magic possession. Illusions,
metamorphosis, and psionic powers do not count as
enchantment. Base Skill: 35% +5% per level of experience.
The Skills and
spells required to craft each item should be discussed with the Game Master
as well as material costs and construction times. Illusion Mage: Special Illusion Mage O.C.C. Skills & Abilities: Recognize
Illusion: Just as a
doctor can recognize flu symptoms and disease, the Illusion Mage can
recognize the influence of Illusionary magic that charms, hypnotizes, or
otherwise causes mind control (including trances, domination, compulsion,
quest, etc.). Base Skill: 35% +5% per level of experience.
At second level, they gain Minor Illusion as
a cantrip for all of their minor illusion needs. |
Spell Like Abilities: (use once
per day) 1st level--Dancing Lights, Faerie Fire, and Globe of
Daylight, and at 4th level--Levitate, Know Alignment, and Detect
Magic.
Wizard common knowledge Spells:
1. Cause fear
2.
Ceremony
3.
Chaos
bolt
4.
Cloud
of Slumber
5.
Cloud
of Smoke
6.
Decipher
Magic
7.
Globe
of Daylight
8.
Guiding
hand
9.
Hand
of radiance
10.
Healing
elixir
11.
Infestation
12.
Magic
Missile
13.
Primal
savagery
14.
Puppet
15.
See
Aura
16.
Sense
emotion
17.
Sense
Magic
18.
Snare
19.
Sudden
awakening
20.
Toll
the dead
21.
Tongues
22.
Unearthly
chorus
23.
Virtue
24.
Wild
cunning
25.
Wizard
Mark
26.
Zephyr
strike
27.
Enchanted
Cauldron/Enchanted Quill Ritual
Wizard Cantrips
1.
Accelerate/Decelerate
2.
Alacrity
3.
Astral
Light
4.
Banana
Slip
5.
Belch
6.
Blink
7.
Boil
Water
8.
Bug
9.
Chill
10.
Clean
11.
Colour
12.
Coloured Lights
13.
Compass
14.
Control
Flames
15.
Cough
16.
Creak
17.
Dampen
18.
Dim
19.
Dirty
20.
Distract
Learned
Wizard Spells
1st-Level
Wizard Spells:
2nd-Level
Wizard Spells:
Illusionist-Mage common knowledge Spells
Illusionist
Cantrips
1.
Minor
Illusion
2.
Silent
Image
3.
Disguise
Self
4.
Blur
5.
Color
Spray
6.
Dancing
Lights
7.
Ghost
Sound
8.
Image
of the Beyond
9.
Miraged Step
10.
Hallucinatory
Terrain
11.
Phantom
Sound
12.
Shadow
Conjuration
13.
Shadow
sight
14.
Spectral
Image
15.
Minor
Mirage
16.
Dream
Echo
17.
Faint
Whispers
18.
Arcane
Trickster's Veil
19.
Faint
Aura
20.
Glimmer
light
Learned
Illusionist Spells
1st-Level
Illusion Spells:
2nd-Level
Illusion Spells:
Equipment:
Clothing: Black hooded cloak, robes, black
tunic and legging, several dresses (including silk), fur cloak, silk shoes,
soft leather gloves, leather belt. : a robe or cloak with a hood, boots, a pair of soft leather
gloves, belt
Containers: Leather Elven Warsabre
scabbard, two (2) leather dagger sheaths, leather bow case, two (2) waterskins (one gallon capacity), metal bowls, metal
kettle, metal pot.
Field Equipment: 100 feet of silk rope, hunting
snares, one person tent, sharpening stone, ten (10) long bow strings, wax for
bows. bedroll, backpack, a medium-sized to large purse/satchel, two small
sacks, a water skin ID4 candles, a wooden cross, small mirror, and a tinder
box.
Lighting: Flint and tinder box.
Writing Equipment: Twenty-Four
(24) parchment sheets, page parchment book (100 page).
three crow quill pens, two bottles of ink , ID4 sticks
of graphite, ID4 sticks of chalk,
Provisions: Four (4) weeks trail rations.
Miscellaneous: Perfume, soap, makeup and
feminine items, first aid supplies,
Weapons: 2
Elven Daggers, Elven War Saber, Elven Long bow, Elven Quarter Staff. All are Elven
quality.
Money:
The character starts with 140 in gold.
Magic
Items
1. Backpack of Holding: A magically
enchanted backpack capable of holding more items than its exterior size
suggests. The interior space is enchanted to be much larger than the outer
dimensions, functioning as a pocket dimension of sorts.
·
Properties:
·
Storage Capacity: Can hold up to 500 pounds (or
approximately 227 kg) of weight without increasing in size or becoming
cumbersome. Items placed inside the backpack do not add to the weight or bulk
the wearer must carry.
·
Access: The wearer can retrieve any item
stored within the backpack as if it were in a regular backpack, though it takes
a full action to retrieve an item.
·
Dimensions: Despite its vast storage
capabilities, the backpack appears to be the size of a normal, non-magical
backpack on the outside.
·
Limitations: The backpack cannot hold living
creatures, and it has a maximum weight capacity (500 pounds). If overloaded,
the backpack may rupture or break, causing all items within to spill out and be
potentially lost or damaged.
2. Cloak of
Invisibility
·
Properties: Grants the ability to become invisible at
will for up to 1 hour per day. The cloak can be used once per day to activate
invisibility, and it lasts for up to 1 minute per use. It requires no
additional skill check.
3. Wand of
Fireballs
·
Properties: A wand that can cast the Fireball
spell (2d6 damage, 15-foot radius explosion) up to 3 times per day. The wand
has 15 charges, and once it runs out of charges, it is rendered useless.
4. Boots of
Speed
·
Properties: These boots allow the wearer to double their
movement speed for 10 minutes per day. In addition, the wearer can take one
extra attack per melee round during that time.
5. Amulet of
Health
·
Properties: Increases the wearer's Constitution attribute
by 2 points. This provides an increase in the wearer's overall health and
stamina, giving +10 S.D.C. (Structural Damage Capacity)
and improving resistance to fatigue and exhaustion.