Baron Mesmer Almeriaq of Scylia, but for the cruel inventions of fate.

Race: Human Class: Wizard School: Illusion Origin: Amurite Level: 4 Alignment: Chaotic Neutral


Strength 16 +3 / carry: 48/96/192 pounds
Dexterity 18 +4
Constitution 18 +4
Intelligence 20 +5
Wisdom 16 +3
Charisma 14 +2
Perception 17 +3
Luck 17 +3 / Luck-based Advantages Per Level: 2
Proficiency Bonus +3
Save Proficiencies Intelligence, Wisdom
HP 42 (10+8+8+8+8)
AC 14


Skills Martial Tools
arcana blades, one-handed

Wizard Spells Known

Cantrips Spells, 1st Level Spells, 2nd Level Spells, 3rd Level Prepared Spells
Mage Hand Shield Invisibility Gaseous Form Mage Armor
True Strike Mage Armor Misty Step Thunderstep Shield
Minor Illusion Chromatic Orb Web Fireball Chromatic Orb
FireBolt Color Spray Spider Climb Leomond’s TH Sleep
Message Protection from E&G Knock Vampiric Touch Invisibility
Light Sleep Fear Misty Step
Mending Silent Image Scorching Ray Major Image Web
Detect Magic – R Darkvision – 8h Snow Owl Familiar
Find Familiar R Feather Fall
Comprehend Language – R Hold Person
Alarm – R Hold Person Major Image
Identify – R Mirror Image Scorching Ray
Tenser’s Floating Disk – R Alter Self Alter Self
Prepared Spells Cantrips: 6 Spells: 10
Spell Slots Cantrips: 6 1st: 4 2nd: 3 3rd : 2
Spell Save DC 16
Spell Attack +8

Arcane Tradition Features

Illusion Savant The gold and time to copy an illusion spell into your book is halved (1 hour and 25gp per spell level)
Improved Minor Illusion Can create both a sound and an image with a single casting of the spell

Languages: Amurite, Lanun, Calabim, Patrian, Common
Note: Patrian is a dead language from the Age of Magic, used by scholars, sages and wizards (think Latin).

Current Equipment

Item Weight
spell book 3 lbs
bag of 10 gold pieces -
Staff 1 lbs
Tinder Box 1 lbs
1 torches 1 lbs
waterskins (3) 5 lbs
ball bearings 2 lbs
short sword 2 lbs
Silver Longsword (family Heirloom) 3 lbs
Weird Whistle (Nightcaller) -
Everburning Candle -
Gem worth 50 GP- hidden stud- you don’t want to know
Pearl – hidden stud- you don’t want to know
Material for 7 familiars 1 lbs
Material for copying spells into the spellbook (5) 1 lbs
Spellbook with Gaseous Form
shortbow 2 lbs
Quiver 1lbs
20 arrows -
Green Everburning Torch 1 lbs
Climbing Gear 6 lbs
Cold Weather Gear 6 lbs
Ring of Protection + 1 -
spell slot potion
Total Weight 35 lbs

Spellbooks owned and locations of each book:

  1. Primary Book: carried by Mesmer (all spells not listed in 2-3 below, plus duplicates of the Backup-book spells)
  2. Azariel’s Book: Warrenpoint tower (spells: Gaseous Form(3rd))
  3. Fang Mountain Book: Warrenpoint tower (spells: Conjure Minor Elementals(4th), Animate Objects(5th), Conjure Elemental(5th))
  4. Backup Book: Luchuirp embassy vault in Trinity (spells: 10 levels-worth of whatever Mesmer copied from his Primary and other books…can you list them here)

Runecurse-small.jpgMesmer was unknown to his father, the sorcerous Baron Almeriaq of Scylia, a small principality located on the southernmost isle of the Amurite kingdom. Though he would be denied the easy road to magic promised by the Blood of Kylorin, the young waif was endowed with incredible natural ability in every area. He was taken in at a young age by the wizard Kostomerces and taught to harness the power of magic through study and toil.

Mesmer was eventually ejected from the guild of his master after proving unable to subordinate his desires to lawful authority. Shortly thereafter the fledgling spell-slinger threw in his lot with a fellow outlaw, the elven rogue Leelo. Only after the destruction of Port Scylia did the pair acknowledge the strange glowing symbols hovering above their heads, apparently visible only to others similarly endowed.

While in the act of robbing the Baron’s chambers during the chaos of a surprise attack by Lanun pirates and Overlord priests, the young Mesmer discovered the truth of his origin among love-letters locked within the drawers of his father’s massive desk. After narrowly escaping death at the claws of the Baron’s infernal familiar, Mesmer fled the Amurite isles with a gaggle of vagabonds drawn together from all over Arcanearth by a compulsion none understand.

Mesmer is rightful heir to the Barony of Scylia, but does his father still live? There may be little left to rule given the destruction wrought by the Overlords and their Lanun puppets. Can he and his new compatriots shake the curse that drives them relentlessly onward?



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