Post by Ellywick Fizzlespark on Oct 9, 2015 19:42:31 GMT -5
Ellywick Ningel Bimpnottin Pallybara Fizzlespark
|[ fun size fantasy ]|
|[ Ellywick Fizzlespark || Obsidian Elder || Thief Adept/Mage || 3d94 || 79 HP || 26 DDC (small & fast) || Bruises Easily, Mrs Nice Guy, Loner || Teamwork: Tribal Mentality/Wolfpack Critical || Spell: Gnomish Survival 2.0 +3 qck ]|
Age: 162 (doesn't look a decade over 75!)
Height: 3'2" | 38 inches | Almost a meter
Weight: Tossable (~41 lbs)
Hair: Some variety of Pink
Eyes: Purplish-Pink
Birthday: March 23
Sign: Beholder (1 free clue a day)
Born Under: Crescent Moon (+1 spot/insight)
Alignment: Chaotic Good
Deity: Garl Glittergold
Languages: Common, Gnomen (free), Sylvan, Sark, Thieves Tongue (free), Ancient, Dwarven, Undercommon, Thieves Cant, Elven, Umbral, Planar Common
Country of Origin: Dewshine Kingdom (Kyngfeld)
Storyline: Obsidian Heart
Brief History: The third child of Gimble and Cheribonk Fizzlespark, Ellywick grew up in a small burrow community 0f the Dewshine Kingdom. Everyday life for the Fizzlesparks included the older ones putting the younger ones to work. Elly and her four brothers learned the family business of working with gems as soon as they could hold the tools. Life wasn't all work though. In typical gnome fashion, there were also plenty of playtimes to be had. Every child with any talent also needed to learn illusions and ward magic that was imperative for survival within the Basilisk Slopes. Time not spent studying was spent satisfying the typical gnome curiosity and a need for mischief. By the time she reached maturity, Ellywick was known as one of the sneakiest pranksters ever, mostly due to her illusions and stealth. She was one of the few females to ever sneak deep into the underground and come back without having set off any alarms. It's actually how she met her husband. For them, it was love at first ass-kicking.
Roondar Pallybara was traveling the Slopes on his way to the Glen when he got lost. Ellywick and her best friend, Stumbleduck, managed to save him before he tipped off a Drow scouting party to his location. As soon as he was safe within the Glen and its wards, Ellywick greeted him in the most un-gnome-like way possible - she beat him with the closest stick. Their wedding was one of the biggest celebrations held that year. Choosing to follow her crazier-than-her husband as he traveled, the two put off settling down to have little gnomes of their own saying there was always time later for that kind of thing. Roondar taught her languages that he had learned to speak and she taught him how to be quieter in the world. Together, they eventually left the slopes to embark on setting up a decoy village, Fiddlenag, away from the kingdom that could be used for trade with the outside world. Not satisfied to stop there, they eventually began to look all over Arith. Occasionally, the couple managed to set up a shipment of goods to be sent to Fiddlenag so that Dewshine would gain access to the material.
An entire century passed before the two of them realized that it was probably time to go home and pack away their traveling shoes like normal gnomes. On the path that would lead them towards Navahla and eventually home, the pair had to cross through Scourcone Forest. Somewhere near Deepwood, they were attacked and it was Roondar that took the most damage and was eventually hauled away to be a snack. Ellywick remained hidden for as long as she dared before morosely joining a band of travelers that offered a place with them in exchange for her scouting abilities. Her sense of humor and stories helped keep her in their good graces until everyone parted ways in Navahla. With her reason for going home no longer available, Elly's not sure she's ready to head back to the secret simple life found in the Slopes. For now anyway…
Roondar Pallybara was traveling the Slopes on his way to the Glen when he got lost. Ellywick and her best friend, Stumbleduck, managed to save him before he tipped off a Drow scouting party to his location. As soon as he was safe within the Glen and its wards, Ellywick greeted him in the most un-gnome-like way possible - she beat him with the closest stick. Their wedding was one of the biggest celebrations held that year. Choosing to follow her crazier-than-her husband as he traveled, the two put off settling down to have little gnomes of their own saying there was always time later for that kind of thing. Roondar taught her languages that he had learned to speak and she taught him how to be quieter in the world. Together, they eventually left the slopes to embark on setting up a decoy village, Fiddlenag, away from the kingdom that could be used for trade with the outside world. Not satisfied to stop there, they eventually began to look all over Arith. Occasionally, the couple managed to set up a shipment of goods to be sent to Fiddlenag so that Dewshine would gain access to the material.
An entire century passed before the two of them realized that it was probably time to go home and pack away their traveling shoes like normal gnomes. On the path that would lead them towards Navahla and eventually home, the pair had to cross through Scourcone Forest. Somewhere near Deepwood, they were attacked and it was Roondar that took the most damage and was eventually hauled away to be a snack. Ellywick remained hidden for as long as she dared before morosely joining a band of travelers that offered a place with them in exchange for her scouting abilities. Her sense of humor and stories helped keep her in their good graces until everyone parted ways in Navahla. With her reason for going home no longer available, Elly's not sure she's ready to head back to the secret simple life found in the Slopes. For now anyway…
Rank: Obsidian Elder
Dice: 3d94 (AoS)
Hit Points: 79 (Half Dice + INT* + WLP + 10 Circlet of Health) (*mind over body)
Defense DC: 23 ( 10 + 1* + QCK ) (*small and fast)
Magic DC: 35 ( 15 (rank) +4 (class) + 16 (INT) )
Initiative: +28 (QCK + INT*) (*presence of mind)
Physical Strike: +12 (physical|QCK) | Damage: +12 (melee|QCK*) (*dex fighter) / +24 (ranged|QCK**) (**executioner's shot) (Extra for CH)
Magical Strike: +16 (magic|INT) | Damage: +32 (magic|INT) (*eldritch master)
Non Regged: +5 mage bonus, +5 PBS, +5 Finger Sleeve 2 (CH Extra dmg) | Regged: +32 for atk spells
Traits:
• Strength [--]
• Quickness [12]
• Endurance [--]
• Willpower [06] (+6*) (*iron will+band)
• Intelligence [16] ( 1-25 rep. 1-50 rep, 1-75 rep, 1-4th anni)
• Perception [03]
• Charisma [02]
Tactics:
• Bluff [+25] (CHA) (Rapscallion = +INT, Fast talker +4, Shittin' Me +3)
• Diplomacy [+5] (CHA) (Shitin' me +3)
• Disguise [+2] (CHA)
• Insight [+9] (PER) (investigator +5, Crescent Moon +1)
• Intimidation [-2] (STR/CHA) (Mr. Nice Guy)
• Stealth [+25] (QCK) (Thief Adept +3, Stealth +5, Tunic of the Night +5)
(Hide Bonus - +20: Darkweave gloves +5, Darkweave armor +5, Darkweave legs +5, Shadow Enchant +5) (Shadowskin - Allows hide in plain sight)
Talents:
• Acrobatics [+20] (QCK) (Thief Adept + 3, acrobatic+5)
• Appraise [+3] (PER)
• Athletics [+20] (QCK/END) (Thief Adept +3) (Agile athlete. leggings +5)
• Gather Info [+10] (CHA) (investigator +5, Shittin' me +3)
• Knowledge [+16] (INT) (^+5 untrained checks/Breadth of xp or +10 specific)
• Listen [+13] (PER) (alert, amplifying ear cuff +5)
• Locate Trap [+13] (PER) (Thief Adept + 5 , Rogue's Toolkit +5)
• Nature [+16] (INT)
• Ride [+12] (QCK)
• Rogue [+22] (QCK) (+5 Thief Adept, +5 Rogue's Toolkit) (includes: Disable Trap/Lockpicking/Thievery/Escape)
• Search [+8] (PER) (investigator)
• Sleight of Hand [+12] (QCK)
• Spot [+14] (PER) (alert +5, hawk eye lenses +5, Crescent Moon +1)
• Use Object [+12] (QCK)
Race: Gnome (Variety: Rock)
Racial Weakness: n/a
Size: Small
Racial Skills:
• Low Light Vision – See twice as far in poor illumination and retain the ability to distinguish color and detail.
• Small and Fast – Gain +1 boost to your Defense DC for being small.
• Alert – Gain a +5 to spot and listen checks.
• Stealth – Gives you a +5 to Stealth rolls when someone is trying to detect your character.
Flaws:
• Bruise Easily – Take extra ½ damage from bludgeoning damage.
• Loner – Never gain the ability to have a companion.
• Mr. Nice Guy – -2 to all Intimidate checks. No skills that would boost this.
Quirks:
• Forlorn – You cannot call a familiar.
• Addiction (Ale) – Absolutely must have a mug of ale every day.
• Fidgetophoric – Can’t seem to hold still. Must always be moving.
• Insomnia – You find it difficult to sleep.
• Living Shadow – Your shadow has taken on a personality of it's own.
Primary Class: Arcane
Class Bonus: +2 Spell Save Difficulty, Magical Affinity (free)
Secondary Class: Arcane
Class Bonus: +2 Spell Save Difficulty, free magical skill due to already having magical affinity
Primary Profession: Thief Adept
Profession Bonus: Telekinetic Toolkit (+5 Rogue checks), Magically Enhanced Physical Abilities (+3 Athletics, Acrobatics, Stealth), Thieves Tongue (free language)
Secondary Profession: Mage
Profession Bonus: Surge of Power (+5 dmg non-regged spells), Extra spell/Gemstone, Magical Resistance (free)
Class/Prof Skills:
• Magical Affinity (class free) – You can do magic. Yay!
• Eldritch Master (class free) – Doubles your INT bonus when casting any attack spell. (constant)
• Lock Sense (prof free) – You can sense the presence and general direction of locks in your vicinity, even hidden ones.
• Magical Resistance (free) – You are resistant to magic and gain a +3 to all magic saves against registered spells. (innate)
General/Combat Skills:
• Colossus Hunter (c) – Do extra damage to all creatures bigger than you. (+1 Med/+2 Lrg/+3 Huge/etc.) (constant)
• Point Blank Spells (c) – In close combat, Non-regged spells do +5 (obsidian). (constant)
• Selective Spell (c) – Spells only hit enemies. (constant)
• Acrobatic (t) – Excellent coordination leads to +5 on all Acrobatics checks.
• Dexterous Fighter (t) – Use QCK instead of STR for melee damage. (innate)
• Dirty Trickster (a) – You can attempt to hinder a foe in some way, while making an attack. This skill covers any sort of situational attack that imposes a penalty on a foe for one round only. This allows creativity on your part, as to what you actually do, but the penalty is always a single round lose a turn in combat by being blinded, dazed, entangled, afraid, dazzled, deafened or sickened. DM/Proctor as always has final call on anything you may choose to do. You may use this once per combat.
• Executioner's Shot (a) – Doubles QCK bonus for every ranged attack. (constant)
• Tricky Arcanist (a) – Can use any of their skills at a distance. 50 at Obsidian. (constant)
• Iron Will (s) – You have extreme willpower giving you a +4 (obsidian) to any willpower check.
• True Seeing (s) – You can see secret doors hidden by magic, exact locations of creatures/objects that are hiding, see invisible creatures/objects, and see through illusions. Works for 10 min/Gemstone 1/adv.
• Conceal Weapon (e) – A thief adept can hide a weapon using sleight of hand and illusion magic. Can only be used on one-handed weapons and must be listed as hidden weapon. DC to detect QCK + INT. If concealed in a way it is undetected, it can be used with Surprise Strike even if thief is already detected.
• Agile Athlete (e) – QCK can be used for athletics checks that use STR. (innate)
• Extra Rings (e) – Familiarity with forging rings means you can make use of 2 extra.
• Aura of Strength (r) – You are a little more powerful than other races and creatures, giving you 3d instead of 2d to your dice. (innate) (To read the story click here)
• Double Invocation (30 rep) – You can use two magical invocations in combat. You may not use a weapon with this skill, only non-regged magical 'vocation attacks. (constant)
• Great Fervor (op) – Once per day, you may re-roll a failed save of any kind. You must add your Intelligence to the second roll instead of what was initially required, and must accept the second roll even if it is worse than the first.
• Honest Lies (op) – If a thief adept is placed under an effect that would force her to tell the truth, she may make a Bluff Check to cause the effect to not detect her lies or force her to speak the truth.
• Uncanny Awareness (op) – A thief adept gains the ability to react to danger before her senses would normally allow her to even be aware of it. Once per combat, she can retain her Quickness bonus to her Defense DC even if she has been stunned or otherwise normally made to have a DDC of 10.
• Grand Deception (om) – At the top of their game, the Thief Adept has learned to harness the whole of his skills and talents and set them to use. Once a day automatically pass ONE of the following, Rogue, Disguise, Bluff, Diplomacy, Gather Information
• Piercing Spell (60 rep) – You may use this once per adventure/mission and it allows you to cast a spell needing a save without allowing the target to use their Willpower bonus to add to the d20 save.
Teamwork Skill:
• Tribe Mentality – You and your allies grant each other mental strength. Both you and your ally must have this skill. When you are both simultaneously subjected to the same enchantment or mind affecting compulsion or effect, you both roll saves and you can use either result.
• Wolfpack Critical (quest) – While on a quest with Elly, Rune, Viper or Logen, any weapon you use criticals at 19-20. Logen can be present for those listed to get this reward, but Logen himself does not get the reward. This does not stack with any other skill or enchant or loot item that improves your critical such as Obsidian material, or Impact enchantment.
Defense Skills:
• Arcane Image (c) – Become pure magical energy to evade all damage from one physical attack during combat. (evade)
• Sidestep (s) – So acrobatic you can simply dodge an incoming melee/ranged physical attack once per combat. (evade)
Flavor Skills:
• Ear to the Ground (c) – Listening to ground can give location/distance of creatures (up to 30ft).
• Ledge Walker (c) – No Acrobatics check needed on narrow surfaces.
• Mind over Body (c) – Use INT instead of END for hit points. (innate)
• Investigator (t) – You gain a +5 on Gather Info, Insight and Search checks.
• Entrepreneur (a) – You now own a business! Each week roll a d600 to determine how much money you made that week. Each gemstone rank adds an addition 1d. (ex: Obsidian 7d ) Current: Advanced Store (extra 20 cp)
• Concealed Spellcasting (s) – You are able to cast spells without bringing attention to yourself. (constant)
• Presence of Mind (e) – The depths of your knowledge improve reaction time. Add INT to initiative. (innate)
• Breadth of Experience (r) – Although young for your kind, you have a lifetime of knowledge and training. You can make an untrained knowledge check of any knowledge, and gain a +5 bonus to these rolls.
• Knowledge (op) – You have accrued knowledge to a specific source and this grants you a +10 boost. 1/gemstone.
c: Arcana
t: Geology
a: Trade Routes
s: Monster Lore
e: Geography
r: Secret Codes/Scripts
o: Dungeoneering
• Bottomless Pockets (20 rep) – You can carry mundane equipment in your pockets instead of carrying a pack, and can retrieve any of your mundane gear without it taking up a round of combat.
• Polyglot (25 rep) – For every gemstone rank, you gain one more language that you can read, write and speak.
c: Ancient
t: Dwarven
a: Undercommon
s: Thieves Cant
e: Elven
r: Umbral
o: Planar Common
• Rapscallion (40 rep) – You may add your Intelligence bonus as an addition to any Bluff Checks that you make.
• Fast Talker, ImeanReallyFast (4th anni) – You speak so fast sometimes that the average person can't keep up! You gain a +4 to Bluff rolls, and skills that allow others to tell if you're lying without an opposed roll cannot be used against you.
• Shadow Walk (ogm) – Walk the land of shadow for 1 hr per gemstone a day with up to 1 person per gemstone at the speed of 50 miles per hour. This is a non-combat skill and can only be used for travelling quickly but inaccurately. (Obsidian: 7 hrs & 7 people)
• You're Shitting Me! (90 rep) – This grants a +3 bonus on Bluff, Diplomacy, and Gather Info.
Crafting Skills:
• Craft Magic Item (c) – You can make magical stuff. Yay!
c: Magic Jewelry
t: Wards & Mythals
a: Magical Weapons/Weapon Techs/Invocation Enchants
s: Magical Armor/Armor Techs
e: Etch Runes
r: Magical Clothing
o: Wandcraft
• Artisan Crafting (t) – You can make stuff. Yay!
c: Jeweler
t: Gemcutting
a: Silversmith
s: Goldsmith
e: Seamstress/Tailor
r: Clockwork
o: Leatherworker
• Craft Magic Item (r) – You can make MORE magical stuff. Yay!
c: Magical Fireworks
t: Inkantation
a: Bard Instrument Enchantments
s: Dragoncrafting
e: Invocation/Evocation Scrolls
r: Wondrous Items (see below for list)
o: Unarmed Defense/Armor Tech Scrolls
• Advanced Crafting (flaw) – Receive a bonus to the amount of cp you earn every week. Obsidian +25
• Arcane Builder (r) – You have an exceptional understanding of the theory behind creating magical items. One item per day can be made with half as many crafting points as needed. State Arcane Builder on receipt. Magic-based crafting skill chosen: Magical Jewelry
• Crafting Prodigy (ogm) – Lowers the cp needed to craft things from 1/500 to 1/1000.
• Paragon Invocations (oe) – You are able to further enchant magical invocations to give them 2 extra dice sides, such as a (1d5) becomes (1d7). This invocation will be known as a "paragon" invocation.
Weapons: (see below for more information on items/enchants)
• Primary – Ensorcelled Aurum Seax (1d6)
(Paragon, Shadowreach**, Jester* , Negating** )
• Secondary – "Terror" Plasma Beam Pistol (1d6 fire/electricity & 1d3)
(Exit Wound**, Hideaway*, Reliable*, Distance*)
• Ranged – "Miss Gerda" Heavy Arbalest (3d5) (Legacy: Blessed | Arcane Archer)
(Spellshocked wood, Compression*, Arcane Steel Crystal**, Jester*, Endless Ammunition*, Earth Node Boon)
• Hidden –
• Hidden – Hypo-pistol
• Invocation – "Spectral Weapon"(2d12*) (Legacy: Focused | Greater Dual Wield)
(invocation, Empowered spell**, Transdimensional spell*, Paragon) *fizz cloak
• Invocation – "Shadow Blade" (2d12*) (Legacy: Keen | Parry Spell)
(invocation, impact spell**, transdimensional spell*, Paragon) *fizz cloak
Extras: (see below for more information on items/enchants)
• Attack – Wand of Firestorm (2d3 fire) (10 charges)
• Defense –
Equipped Items:(see below for more information on items/enchants)
• Head/Headband – Amplifying Ear Cuffs (+5 listen)
• Face/Eyes – Hawk Eye Lenses (+5 spot)
• Neck – Arcane Energy Storage Device (Stores one spell per adventure)
• Torso/Body – Tunic of the Night (+5 stealth)
• Armor – Mithralweave /Darkweave Tunic (+13 def magic/mundane) (Shadow*, Magi**, Absolute Courage*, Emperor's Armor*)
• Cloak – Fizzwinken's Esoteric Adaptable Clandestine Overcoat ( 'vocations +2 sides, hide in plain sight, adaptations)
• Arms/Wrist – Bejeweled Wrist Cuff (+7 mag/mun def, Enchant: Phantom)
• Hands – Darkweave Fingerless Gloves (Counterspell, +5 hide)
• Waist – Tetrad Belt (4 ring slots: 1: Iron Will Band (+2 wlp), 2: Circlet of Health (+10 HP) 3: Charm Of Magical Resistance (+3 magic saves))
• Legs – Athletic Support Tights (darkweave +5 hide, +5 athletics)
• Feet – Boots of the Agile Cat (absolute minimum fall dmg)
• Body Mod – Arcane Finger Sleeves 1-5
• Ring 1 – Loop of Steel-Mind (one evade/adventure of any attack to her mind)
• Ring 2 – Ring of Triple Energy Protection (Immune to Shadow, Fire & Acid)
• Ring 3 – Ring of Evasion (evade one physical/seen attack per combat)
• Ring 4 – Butterfly Band (+2 saving throws, talent/tactic checks)
• Free Slot – Birthday Suit (+2 def allowed over limit.)
• Free Slot – Obsidian Heart Ring
• Free Slot – Obsidian Heart Insignia
Packed Consumables: (up to 5)
• Adamantine Bolts x 2
• Box of Chocolates x 4 [1d12]
• Full Heal Potion x 4
• Albedo Potion x 1
• Potion of Darksight x 3
Magical Pack Items: (up to 13 magical/wondrous items) (Backpack of Holding & Anniversary Bag)
• Rezz Coin x 1
• Leaxo's Gloves of Open Eyes
• Clockwork Key
• Bountiful Bottle (full heal potion x 2)
• Wand of Continual Water (7 charges)
• Rogue's Toolkit (+5 rogue checks)
• Everfull Mug
• Tracking Mask (face, allows scent)
• Fairy Gold
• Ahalya's Coin (immunity to electricity/lightning for 1 full combat)
• Ioun Stone (eastern star) (understand spoken and written languages as if under the effects of polylingual)
• Ioun Stone (pale lavender ellipsoid) (one - 1/combat reroll)
• Ioun Stone (pale lavender ellipsoid) (two - 1/adv move over difficult terrain freely)
Mundane Pack Items:
• Bedroll (Size: Small), Candle x3, Compass, Jeweler’s Kit, False Book (contains small gems used by Elly to make jewelry), Mess Kit, 4 full waterskins, 10 days rations, 1 full bullseye lantern, 50 feet of hemp rope, Hourglass, Ink pen, Idea Notebook, Sewing Needle, Thread Spools x 3 (black, green, brown), Silver Wire (3 feet), Gold Wire (3 feet), Spare Set of Clothes (Size: Small), Towel (Size: Small), Random Chunks of Cheese, Random Gears, Wooden Fragments, Music Box, Washcloth, Soap, Salt, Fake Leather Snake, 2 vials alzorcan splooge/glue, Bottle of Madder Red Ale (filled with goo), 1 bolt of Black Silk, Vial of Zyonian Sacred Spring Water (holy water), 10 yard square of canvas, 10 pitons, Noble outfit with jewelry.
In Storage at home: Pack of Timbertwigs (10/10), Smelling Salts (1o/10), Shrinking Potion, Free Foot x 4, Remove Scent x 4, Flash Powder x 2, Happy tree sap, Happy Tree Ornament Bomb, Icicle Rod, Blue Ice Goblet, Boots of the Tomb Raider, Amulet of Armor +4 def, Leafweave Hide Armor +10 def, Cure Mutation Potions x 4, Powdered Water x 15, Chronocharm of the Archmage, Fork of Freshness, Case of 2 silver bolts, Case of 5 cold iron bolts, Highly polished 2' x 4' mirror, Ioun Stone (pale lavender ellipsoid), All-Tools Vest (+2 cp), Privateer Pistol (1d5)
Damaging Spells:
• Burning Brand (dot)
• Conflagration
• Element Orb
• Flaming Sphere (aoe)
• Phantasmal Assailants (single & aoe)
• Shadow Bolt
• Shadow Playmate
• Shard Storm (single & aoe)
• Spectral Daggerstorm (aoe)
• Spontaneous Combustion
Debuff Spells:
• Erode Defenses (negate def)
• Made of Nothing (negate def)
• Mass Made of Nothing (aoe neg def)
• Sinister Vision (aoe weaken:dice)
Defense Spells:
• Aura of Shadow (absorb)
• Blur (evade)
• Illusive Image (evade)
• Protective Shadows (group absorb)
• Spirit Armor (boost)
Hold Spells:
• Bonk! (single & aoe)
• Color Spray (aoe)
• Tickling Nothing
• Shadow Anchor
• Shadow’s Embrace (single & aoe)
Combat Effect Spells:
• Spell Turn
Buff Spells:
• Amplify (listen)
• Dancing with the Dark (stealth)
• Disguise Self (disguise)
• Encompassing Vision (spot)
• Gnomish Survival (int/qck)
• Gnomish Survival 2.0 (qck)
• On the lookout (spot/listen)
• Spirit of Ancient Wisdom (int)
Skill Effect Spells:
• Aura of Shadow
• Darkvision
• Gloves
Flavor Effect Spells:
• Clandestine Conversation
• Floating Disk
• Special Effects
In Storage at home: Pack of Timbertwigs (10/10), Smelling Salts (1o/10), Shrinking Potion, Free Foot x 4, Remove Scent x 4, Flash Powder x 2, Happy tree sap, Happy Tree Ornament Bomb, Icicle Rod, Blue Ice Goblet, Boots of the Tomb Raider, Amulet of Armor +4 def, Leafweave Hide Armor +10 def, Cure Mutation Potions x 4, Powdered Water x 15, Chronocharm of the Archmage, Fork of Freshness, Case of 2 silver bolts, Case of 5 cold iron bolts, Highly polished 2' x 4' mirror, Ioun Stone (pale lavender ellipsoid), All-Tools Vest (+2 cp), Privateer Pistol (1d5)
Damaging Spells:
• Burning Brand (dot)
• Conflagration
• Element Orb
• Flaming Sphere (aoe)
• Phantasmal Assailants (single & aoe)
• Shadow Bolt
• Shadow Playmate
• Shard Storm (single & aoe)
• Spectral Daggerstorm (aoe)
• Spontaneous Combustion
Debuff Spells:
• Erode Defenses (negate def)
• Made of Nothing (negate def)
• Mass Made of Nothing (aoe neg def)
• Sinister Vision (aoe weaken:dice)
Defense Spells:
• Aura of Shadow (absorb)
• Blur (evade)
• Illusive Image (evade)
• Protective Shadows (group absorb)
• Spirit Armor (boost)
Hold Spells:
• Bonk! (single & aoe)
• Color Spray (aoe)
• Tickling Nothing
• Shadow Anchor
• Shadow’s Embrace (single & aoe)
Combat Effect Spells:
• Spell Turn
Buff Spells:
• Amplify (listen)
• Dancing with the Dark (stealth)
• Disguise Self (disguise)
• Encompassing Vision (spot)
• Gnomish Survival (int/qck)
• Gnomish Survival 2.0 (qck)
• On the lookout (spot/listen)
• Spirit of Ancient Wisdom (int)
Skill Effect Spells:
• Aura of Shadow
• Darkvision
• Gloves
Flavor Effect Spells:
• Clandestine Conversation
• Floating Disk
• Special Effects