Baron Mesmer Almeriaq of Scylia, but for the cruel inventions of fate.
|Race: Human||Class: Wizard||School: Illusion||Origin: Amurite||Level: 3||Alignment: Chaotic Neutral|
|Strength||16||+3 / carry: 48/96/192 pounds|
|Luck||17||+3 / Luck-based Advantages Per Level: 2|
|Save Proficiencies||Intelligence, Wisdom|
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||Shield|
|Minor Illusion||Chromatic Orb||Web||Chromatic Orb|
|FireBolt||Color Spray||Spider Climb||Sleep|
|Sleep||Rope Trick||Misty Step|
|Silent Image||Scorching Ray||Web|
|Detect Magic – R||Darkvision – 8h||Snow Owl Familiar|
|Find Familiar R||Feather Fall||Rope Trick|
|Comprehend Language – R||Feather Fall|
|Alarm – R|
|Identify – R|
|Tenser’s Floating Disk – R|
|Prepared Spells||Cantrips: 5||Spells: 7|
|Spell Slots||Cantrips: 5||1st: 4||2nd: 2|
|Spell Save DC||14|
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).
|spell book||3 lbs|
|bag of 10 gold pieces||-|
|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|
|Gem worth 50 GP- hidden stud- you don’t want to know|
|Pearl – hidden stud- you don’t want to know|
|Material for 5 familiars||1 lbs|
|Material for copying spells into the spellbook (5)||2 lbs|
|Spellbook with Gaseous Form-Back at Guild|
|Green Everburning Torch||1 lbs|
|Climbing Gear||6 lbs|
|Cold Weather Gear||6 lbs|
|Total Weight||35 lbs|
Mesmer 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?