Victor Kruger

7th Level Magic user

Character Information

Experience 82,968
Hit Points 34
Armour Class 2

Age 24

Strength 14
Dexterity 17
Constitution 18
Intelligence 18
Wisdom 15
Charisma 12

Magic items 

  • Bracers of defense AC7: Minimum armour class of 7
  • +3 Staff of Striking
  • +3 Ring of Protection
  • Robe of useful items: Although this appears to be an unremarkable item of apparel, if the robe of useful items is worn, the magic user will note that it has small cloth patches in various shapes sewn onto it. The wearer, and only the wearer of the robe, can see, recognise, and detach any 1 of these patches in 1 round. Detaching a patch causes it to become an actual item, as indicated below. A robe will always have two each of the following patches: dagger, pole (10′), lantern (filled and lit), mirror (large), sack (large)
paralysation, poison, death magic
13
Petrification / polymorph
11
Rod Staff Wand
9
Breath Weapon
13
Spell
10

Spells

1st Level  
4 Shield
  Shield
  Unseen Servant
  Magic Missle
2nd level  
2 Invisibility
  Strength
3rd level  
2 Haste
  Fireball

Combat

AC  10 9 8 7 6 5 4 3 2 1 0
+3 Staff 5 6 7 9 10 12 15 18 20 20 20

Weapons

SM Large Bonus
Staff 1-6 2-6 +3
Equipment/Encumbrance
 Encumbrance and Movement [Base Move 12"/Normal Encumbrance 350gp/Strength Bonus +200gp]
Leather Backpack
Candle -
Leather Map Case
Hooded Lantern
Oil Flask x1
Small Belt Pouch
20gp
-
25gp
60gp
20gp
5gp
50' Rope
Waterskin
Iron Spike x2
Tinder Box
Staff  (Magical half encumbrance)
Robe (Magical half encumbrance)
75gp
50gp
20gp
2gp
50gp
15gp
Normal 0 - 550
Base Movement 12"
Heavy 551 - 900
Base Movement 9"
Very Heavy 901 - 1,250
Base Movement 6"
Encumbered 1,251+
Base Movement 3"- 4"
Total
 
 
342gp
 
 
 
 

Spell Descriptions

Magic Missile
Level: 1 Range: 6″ + 1″/level Duration: Special Area of Effect: One or more creatures in a 1O square foot area Saving Throw: None Casting Time: 1 segment Components: V, S Explanation/Description: The use of the magic missile spell creates one or more magical missiles that dart forth from the magic user’s fingertip and unerringly strike their target. Each missile does 2 to 5 hit points (d4+ 1 ) of damage. If the magic-user has multiple missile capability, he or she can have them strike a single target creature or several creatures, as desired. For each experience level of the magic user, the range of his or her magic missile extends 1″ beyond the 6″ base range. For every two levels of experience, the magic-user gains an additional missile, i.e. 2 at 3rd level, 3 at 5th level, 4 at 7th level, etc.
Shield

Level: 1
Range: 0
Duration: 5 rounds/level
Area of Effect: Special
Saving Throw: None
Casting Time: 1 segment
Components: V, S

Explanation/Description: When this spell is cast, an invisible barrier before the front of the magic-user comes into being. This shield will totally negate magic missile attacks. It provides the equivalent protection of armour class 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), armour class 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and armour class 4 against all other forms of attack. The shield also adds +1 to the magic-user’s soving throw dice vs. Attacks which are basically frontal. Note that all benefits of the spell accrue only to attacks originating from the front facing the magicuser, where the shield can move to interpose itself properly.

Unseen Servant

Level: 1
Range: 0
Duration: 6 turns + 1 turn/level
Area of Effect: 3″radius of spell caster
Saving Throw: None
Casting Time: 1 segment
Components: V, S, M

Explanation/Description: The unseen servant is a non-visible valet, a butler to step and fetch, open doors and hold chairs, as well as to clean and mend. The spell creates a farce which is not strong, but which obeys the command of the magic-user. It can carry only light-weight items – a maximum of 200 gold pieces weight suspended, twice that amount moving across a relatively friction-free surface such as a smooth stone or wood floor. It can only open normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after taking 6 hit points of magical damage. The material components of the spell are a piece of string and a bit of wood.

Invisibility

Level: 2
Range: Touch
Duration: Special
Area of Effect: Creature touched
Saving Throw: None
Casting Time: 2 segments
Components: V, S, M

Explanation/Description: This spell causes the recipient to vanish from sight and not be detectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced with respect to noises normal to it. The spell remains in effect until it is magically broken or dispelled, or the magic-user or the other recipient cancels it or until he, she or it attacks any creature. Thus, the spell caster or recipient could open doors, talk, eat, climb stairs, etc., but if any form of attack is made, the invisible creature immediately becomes visible, although this will allow the first attack by the creature because of the former invisibility. Even the allies of the spell recipient cannot see the invisible creature, or his, her or its gear, unless these allies can normally see invisible things or employ magic to do so. Note that all highly intelligent creatures with 10 or more hit dice, or levels of experience, or the equivalent in intelligence/dice/levels
have a chance to automatically detect invisible objects. The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.

Strength

Level: 2
Range: Touch
Duration: 6 turns/level
Area of Effect: Person touched
Saving Throw: None
Casting Time: I turn
Components: V, S, M

Explanation/Description: Application of this spell increases the strength of the character by a number of points- or tenths of points after 18 strength is attained and the character is in the fighter class. Benefits of the strength spell last for the duration of the magic. The amount of additional strength accruing to a character upon whom this spell is cast depends upon his or her class and is subiect to all restrictions on strength due to race, sex or class.

Class/Strength Gain

CLERIC/1 -6 (d6)
FIGHTER/1-4 (d4)
MAGIC-USER/1-4 (d4)
THIEF/1-8 (d8)
MONK/1-6 (d6)

If a fighter (paladin or ranger as well) has an 18 strength already, from 10% to 80% is added to his extraordinary strength roll. All Strength addition scores above 18 are likewise treated as 1 equalling an extra 10% on the extraordinary strength rating. The material component of this spell is a few hairs or a pinch of dung from a particularly strong animal -ape, bear, ox,
etc.

Haste

Level: 3
Range: 6″
Duration: 3 rounds + 1 round/level
Area of Effect: 4″ X 4″ area, 1 creature/level
Saving Throw: None
Casting Time: 3 segments
Components: V, S, M

Explanation/Description: When this spell is cost, affected creatures function at double their normal movement and attack rates. Thus, a creature moving at 6″ and attacking 1 time per round would move at 12″ and attack 2 times per round. Spell casting is not more rapid. The number of creatures which can be affected is equal to the level of experience of the magic-user, those creatures closest to the spell caster being affected in preference to those farther away, and a11 affected by haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell (see hereafter). Additionally, this spell ages the recipients due to speeded metabolic processes. Its material component is a shaving of licorice root.

Fireball

Level: 3
Range: 10″ + I”/level
Duration: Instantaneous
Area of Effect: 2″radius sphere
Saving Throw: 0.5
Casting Time: 3 segments
Components: V, S

Explanation/Description: A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportionate to the level of the magic user who cast it, i.e. 1 six-sided die (d6) for each level of experience of the spell caster. Exception: Magic fireball wands deliver 6-die fireballs (6d6), magic staves with this capability deliver 8-die fireballs, and scroll spells of this type provide a fireball of from 5 to 10 dice (d6 + 4) of damage. The fireball burst does not expend a considerable amount of pressure, and the burst will generally conform to the shape of the area in which it occurs, thus covering an area equal to its normal spherical volume. [The area covered by the fireball is a total volume of roughly 33,000 cubic feet (or yards)]. Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the fireball’s heat will melt soft metals such as gold, copper, silver, etc. Items exposed to the spell’s effects must be rolled out to determine if they are affected. Items with a creature that makes its saving throw are considered unaffected. The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body before attaining the prescribed range, flowers into the fireball. If creatures fail their saving throws, they all take full hit-point damage from the blast. Those who make saving throws manage to dodge, fall flat or roll aside, taking ‘/1 the total hit point damage – each and everyone within the blast area. The material component of this spell is a tiny ball composed of bat guano and sulphur.