Abrac Adabra
Str |
15 |
1-8 doors, 7% bars |
Int |
18 |
+7 langs, 85% learn spell, 18 spells/lvl |
Wis |
18 |
+4, 1-1-2-2-3-4 spells |
Dex |
16 |
+1 missles, -2 AC |
Con |
14 (15) |
88% shock, 92% ress |
Cha |
15 (17) |
7 henchmen, +3 loyalty, +3 reaction |
Half-Elf Mage/Druid Level 9/9 |
XP: 199,950/109,870 |
Religion: Natural Force |
Need: 250,000/125,000 |
Alignment: True Neutral |
Weight: 140 lbs, Height: 5' 8" |
AC: 0 / +staff |
Move: 12" |
Hit Points: 45 / 57 with staff / +38 DOOM |
Old Abrac (day 230) |
Attack Chart
|
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-4 |
-5 |
Damage |
Lvl 9 Druid |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
- |
Staff +1 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
1-6+1 |
Dagger +2 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
1-4/1-3+2 |
Bullets +1 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
2-5/2-7+1 |
Sling Bullets |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
2-5/2-7 |
Sling Stones |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
1-4 |
Punch/Kick |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
1-4/1-3 |
M-U Weapons of proficiency: staff, dagger; -5 non-prof, 1/6
Druid Weapons of proficiency: staff, scimitar, sling, dagger; -4 non-prof, 1/5
Saving Throws
|
Mage |
Druid |
|
poison |
13 |
7 |
+4 wisdom |
petrify |
11 |
10 |
+1 dexterity |
rods |
9 |
11 |
+2 vs fire & lightning (druid) |
breath |
13 |
13 |
-2 vs cold-based attacks (see below) |
magic |
10 |
12 |
+2 ring (5' radius) |
Spells
|
1 |
2 |
3 |
4 |
5 |
Mage |
4 |
3 |
3 |
2 |
1 |
Ring |
- |
3 |
- |
- |
- |
Total Mage |
4 |
6 |
3 |
2 |
1 |
|
|
|
|
|
|
Druid |
4 |
4 |
3 |
2 |
1 |
Wisdom |
2 |
2 |
1 |
1 |
- |
Total Druid |
6 |
6 |
4 |
3 |
1 |
Special Abilities
- Half-Elf Abilities
- 30% resistant to sleep/charm.
- Infravision 60'.
- Detects concealed doors 1 in 6 in passing, 3 in 6 if searching.
- Detects secret doors 2 in 6 if searching.
- Mage Abilities
- Create magical potions and scrolls.
- Research new spells.
- Druid Abilities
- Shapechange into a reptile, bird, or mammal up to three times per day. Each form can only be used once per day. The size can vary from that of a bullfrog or small bird to as large as a black bear. Upon assuming a new form, the druid heals 10% to 60% of all damage he has suffered (round fractions down). The druid can only assume the form of a normal (real world) animal in normal proportions, but by doing so he takes on all of that creature's characteristics - its movment rate and abilities, its AC, number of attacks and damage per attack. The druid's clothing and one item held in hand [clothing and two items] also become part of the new body; these reappear when the druid resumes his normal shape. The items cannot be used while the druid is in animal form.
- Identify: plants, animals, pure water.
- Pass through overgrown areas without leaving trace at normal movement.
- Immunity from charm spells cast by woodland creatures: dryads, nixies, sylphs, etc.
- Meta-Psionic Abilities
- Molecular Manipulation [as per 1st ed PH]: range 1", duration permanent, no saving throw. Make items weak & fragile. At 9th level iron 1/6' diameter, steel 1/12' diameter. One round to exercise. Magic items save versus magical fire, w/each +1 giving +1 on save. Functions once every 10 days.
- Object Reading [similar to 1st ed PH]: range touch, duration 1 round, no saving throw. Detect psychic impressions left on an object by previous ownerincludes race, alignment, probable fate. Possible long & legendary history of object. Visions of past back through history. 90% chance of correct vision, otherwise "gray nothingness." Functions once every 10 days.
- Detect Invisibility 15%/round natural function of Intelligence & Level.
- Secondary Skills: Gemologist & Alchemist.
- Standard Languages: Common, Tethian Mage, Lotharian Mage, Elvish, Dwarven, Nomad's Barbarian, Thieves' Cant
- Druid Languages: Druids' Cant, titan, centaur, dryad, green dragon, treant, nixie.
- Unknown Latent Ability [CLASSIFIED]
Special Notes
- Religion: Abrac's druidical power source is not a standard god/goddess or powerful being but The Nature Force which influences the universe. It is not a fully sentient creature but a powerful energy that can be drawn upon by those who seek to perpetuate its existence. This Druid is a Priest of The Force of Nature.
- Religious Symbols: In addition to the standard Objects of Power (Greater and Lesser Mistletoe, Holly and Oak Leaves) the Druid of this specific sect may employ, in the casting of spells, any and all living vegetable matter (of neutral alignment and non-intelligence). These other objects may be substituted for the Druid's standard religious symbol with the following penalties on normal casting of Druid spells: range = 25%, duration = 25%, AOE = 25% and +3 on saving throws.
Restrictions & Disadvantages
- Druidical Vegetarian: Consuming red meat will reduce the effectiveness of ALL Druid abilities to 50% for a duration of 24 hrs.
- Cold Sensitive: -2 (disadvantage) on saving throws versus cold based attacks.
- Abrac's original Charisma was 17, now 15. This is due to extensive physical disfigurement received on the Abyssal Layer of Astaroth.
Major Magic Items
- Key to Top. [Around neck on a leather thong].
- Spell Books (3). [In Pouch of Holding].
- Ring of Wizardry, doubles 2nd level spells.
- Bracers AC 4.
- Ring of Protection +2 (+2 on saves in a 5 ft radius).
- Necklace of Adaptation, ignore all gases, breath underwater, exist in vacuum for 7 days.
- Pouch of Holding, 15 lbs weight, 500 lbs capacity, 70 cu ft. Contains most adventuring and traveling items, see detailed list.
- Staff of Might +1.
- Possession adds 12 HP to owner's max hit point total.
- Adds +1 to hit and damage in combat unless a charge is used.
- At the beginning of a round, the owner can use one charge (only one) and receive 12 points to divide among to-hit rolls, damage, and/or AC. Activating this is a mental function so long as the staff is touching the owner. The application of bonus points happens before initiative is rolled, and does not count as the owner's action for the round. The bonus points last until the end of the round.
- Max Charges: 12. Current Charges: 5. An Enchant an Item spell recharges the staff to 12 again. (Even at zero charges the hit point bonus and +1 to hit/damage remain in effect.)
- Cloak of Elvenkind, gray, near invisibility outdoors/underground.
- Dagger +2.
- 13 +1 Platinum Sling Bullets (these are reusable if retrieved).
- Circlet of Underwater Speaking.
Minor Magic Items
- Scrolls:
- Priest: Dispel Magic, CLW, Water Walk.
- Mage: Feign Death, Comp Lang x 2.
- Special: Protection from Lycanthropy.
- Potions: Change self, Poison-Gas (4D10, save for half).
- Non-Rechargable: [All rings, silver chain around neck].
- Ring Detect Magic (6 charges), silver.
- Ring of Obscure Lie (4 charges), bronze.
- Ring of Non-Detection (2 charges), brass.
- Continual Light Ring (white gold) & Continual Darkness Ring (darkened iron).
- Misc. Magic Items Stored in Top:
- Headband of Death and Associated Ritual Sacrifice items: rope, goblet.
- Ring of Protection +1.
- Ioun stone - burnt out.
- Other items - see list.
- Magic in effect
- Stoneskin - 8 hits currently.
Mundane Items
- 3,850 gp
- Standard Adventurer Kit (see list)
A List of Druid Spells
Abrac's Spell Books
Abrac's Spell List
|
1st |
2nd |
3rd |
1 |
Read Magic |
Bind |
Dispel Magic |
2 |
Burning Hands |
Continual Light |
Blink |
3 |
Comp Lang ® |
Darkness 15'rad |
Clairvoyance |
4 |
D Magic |
Detect Invis |
Explosive Ruins |
5 |
Feather Fall |
ESP |
Feign Death |
6 |
Hold Portal |
Flaming Sphere |
Fireball |
7 |
Identify |
Invisibility |
Gust of Wind |
8 |
Magic Missile |
Irritation |
Hold Person |
9 |
Enlarge ® |
Knock ® |
Hold Undead |
10 |
Mount |
Know Align ® |
Lightning Bolt |
11 |
Pro Evil ® |
Locate Object ® |
Non-Detection |
12 |
Phantasmal Force |
Magic Mouth |
Pro Normal Missles |
13 |
Shield |
Melf's Acid Arrow |
Sepia Snake Sigil |
14 |
Shocking Grasp |
Mirror Image |
Slow |
15 |
Sleep |
Rope Trick |
Suggest |
16 |
Taunt |
Strength |
Tongues ® |
17 |
Unseen Servant |
Stinking Cloud |
Vampiric Touch |
18 |
Wizard Mark |
Wizard Lock |
Water Breath ® |
|
4th |
5th |
6th |
1 |
Charm Monster |
Cloudkill |
Invis. Stalker |
2 |
Detect Scrying |
Dismissal |
Stone to Flesh ® |
3 |
Dim Door |
Hold Monster |
Monster Sum IV |
4 |
Fire Shield |
Ritual Sacrifice: Heal |
|
5 |
Fire Trap |
Telekinesis |
|
6 |
Massmorph |
Top Invisibility |
|
7 |
Minor Globe Inv |
Wall of Force |
|
8 |
Phantasmal Killer |
|
|
9 |
Polymorph Self |
|
|
10 |
Remove Curse |
|
|
10
|
Stoneskin |
|
|
® - These spells have a reversible form
Eternal Site Map | 16 April 98
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)