Virana Jooms

J'morvi Shek P'var

Personal Information
Name: Jooms Player: Steve Kile
Race: Human Gender: Male Height: 6'4"Weight: 176 lbs
Classes: Fighter/ConjurerAge: 36 Alignment: Neutral Evil
XP: 250,000/660,500 Levels: 9/11 Next Level: 500,000/750,000
Kit: Demonologiest
Ability Scores
Str:12Stamina:12Weight Allowance: 45 lbsBend Bars/Lift Gates: 4%
Muscle:12Attack Adj.: +0Damage Adj.: +0Max. Press: 140 lbsOpen Doors: 7
Dex:17Aim:17Missile Adjustment: +2Pick Pockets: +5%Open Locks: +10%
Balance:17Reaction Adjustment: +2Armor Class: -3Move Silently: +5%Climb Walls: +5%
Con:17Health:17System Shock: 97%Poison Save: +0
Fitness:17Hit Point Adjustment: +2(+3)Resurrection Chance: 98%
Int:18Reason:18Max. Spell Level: 9thMax. Spells Per Level: 18Illusion Immunity: None
Knowledge:18Bonus Proficiencies: 7Chance to Learn New Spell: 85%
Wis:14Intuition:14Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0Clerical Spell Failure Chance: 0%
Willpower:14Magic Defense Adjustment: +0Spell Immunity: None
Cha:15Leadership:15Loyalty Base: +3Maximum Number of Henchmen: 7
Appearance:15Initial Reaction Adjustment: +3

Hit Points: 141
Base THAC0: 12
Melee THAC0: 12
Missile THAC0: 10
Natural armor class 10
Boots of Speed magic adj. -2
Bracers of Defense AC 4 -6
Ring of Protection +3 magic adj. -3
Balance Defensive adj. -3
Weapon Proficiencies
Sword, short (Expert, Chosen Weapon)
Fighting Style: One-handed Weapon
Non-Weapon Proficiencies
Ancient Languages 10
Blind Fighting 10
Demonic Knowledge 16
Eitquette, Melderyn 10
Endurance 7
Herbalism 11
Reading/Writing (free) 0
Religion 7
Riding, Land 12
Spellcraft 12
Swimming 9
Native Languages
Elf, Melderynese, Tanari'ri
Weapons - Primary and Offhand
WeaponMeleeMissileRoundFactorSm-MedLargeTypeSize PB / S / M / L /EX
Sword, short +4 Defender7201d6+41d8+4PS
Saving Throws
Paralyzation: 5 Poison: 4 Death Magic: 5 Petrification: 6 Polymorph: 6
Rod: 4 Staff: 4 Wand: 4 Breath Weapon: 6 Spell: 4

Spell Points

ClassMax. Spell
Level Castable
Spell Points
Bonus J'morvi
Spell Points
J'morvi (Summoner)5th6615
Wizard Chance to Learn New Spell: 85%
Spells Known
SpellTimeRangeArea of EffectComponents
1st Level
Affect Normal Fires15 yds/lvl10 ft radiusV, S, M
Cantrip110 ftSpecialV, S
Charm Person1120 yds1 personV, S
Chill Touch10The casterV, S
Comprehend Languages1 rdTouch1 speaking creature or written textV, S, M
Detect Undead1 rd060 ft + 10 ft/lvlV, S, M
Find Familiar2d12 hrs1 mile/lvl1 familiarV, S, M
Light160 yds20-ft radiusV, M
Protection From Evil1TouchCreature touchedV, S, M
2nd Level
Darkness, 15' Radius210 yds/lvl15-ft radiusV, S, M
Knock160 yds10 sq ft/lvlV
Levitate220 yds/lvl1 creature or objectV, S, M
Misdirection230 yds1 creature or objectV, S
Spectral Hand230 yds + 5 yds/lvl1 opponentV, S
Strength1 turnTouchPerson touchedV, S, M
Wizard Lock2Touch30 sq ft/lvlV, S
3rd Level
Dispel Magic3120 yds30-ft cubeV, S
Haste360 yds40-ft cube, 1 creature/lvlV, S, M
Hold Person3120 yds1-4 persons, 20-ft cubeV, S, M
Hold Undead5 60 ft1d3 undeadV, S, M
Protection From Normal Missiles3Touch Creature touchedV, S, M
Tongues3 030-ft radiusV, M
Vampiric Touch30The casterV, S
Water Breathing3TouchCreature touchedV, S, M
4th Level
Charm Monster460 yds1 or more creatures in 20-ft radiusV, S
Dimension Door10The casterV
Enervation410 yds/lvl1 creatureV, S
Evard's Black Tentacles1 rd30 yds30 sq ft/lvlV, S, M
Extension I20SpecialV
Fear4060-ft cone, 30-ft diameter at end, 5 ft at baseV, S, M
Fire Shield40The casterV, S, M
Monster Summoning II4Special40 yd radiusV, S, M
Polymorph Self40The casterV
Shadow Monsters430 yds20-ft cubeV, S
Stoneskin1Touch1 creatureV, S, M
5th Level
Dismissal1 rd10 yds1 creatureV, S, M
Domination510 yds/lvl1 personV, S
Hold Monster55 yds/lvl1-4 creatures in a 40-ft cubeV, S, M
Monster Summoning III5Special50-yd radiusV, S, M
Shadow Magic550 yds + 10 yds/lvlSpecialV, S
PSPs: 20 MTHAC0: 13 MAC: 8
Attacks: None
Defenses: None
Wild Talent
Power PSPs Range Area of Effect MAC
Poison Sense 1/1 1 yd r. sphere Personal 10
Racial Abilities
Hit point bonus - +1 bonus hit point for every time a level is attainted.

Class Abilities
    1d12 for hit points - d12 Hit Point die.
    Increased movement - Base movement is 15.
    Magic resistance - 2% magic resistance per level.
    Poison resistance - +1 bonus to saves vs. poison.
    Spell resistance - +1 bonus to all saves vs. spell.
    Limited armor - May not wear armor.
    Thief weapons only - May only use thief weapons.
    Automatic spells - Gains one free spell every time the mage gains a new level of spells. Elementalists do not recieve one free spell every level, but may add 1d4 effective levels once a day to a spell they cast.
    Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of speciality.
    Casting reduction - Casting times on spells in the area of speciality are reduced by two to a minimum of one.
    Intense magic - -1 penalty to all saving throws on spells cast from the chosen school. Elementalists enjoy a
-2 penalty to all saving throws on spells cast from their chosen element. Wild mages do not recieve a modifyer to their spells.
    Research bonus - When researching spells in the chosen school, treat the spell as one level lower.
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Illusion/Phantasm, Necromancy


Wild Talent (free) - Allows automatic aquisition of a Wild Psionic Talent.


Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): NA NA NA NA NA
Movement: NA NA NA NA NA
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 26.20 pounds (None Encumbrance, 29 Movement)
  • Animals
    • Horse, light war
      • Saddle bags, large
      • Saddle blanket
      • Saddle, riding
  • Items Carried
    • Backpack
      • Alchemy Jug
      • Candle x3
      • Dry rations (1 week)
      • Flint and steel
      • Grappling hook
      • Signal whistle
      • Signet ring/personal seal
      • Torch x2
      • Wand of Paralyzation
      • Wineskin
  • Items Readied
    • Sword, short +4 Defender
  • Items Stored
    • Spellbook
      • Affect Normal Fires (3)
      • Cantrip (4)
      • Charm Person (1)
      • Chill Touch (6)
      • Comprehend Languages (3)
      • Detect Undead (1)
      • Find Familiar (1)
      • Light (5)
      • Protection From Evil (5)
      • Darkness, 15' Radius (3)
      • Knock (3)
      • Levitate (4)
      • Misdirection (5)
      • Spectral Hand (7)
      • Strength (7)
      • Wizard Lock (2)
      • Dispel Magic (6)
      • Haste (7)
      • Hold Person (7)
      • Hold Undead (6)
      • Protection From Normal Missiles (7)
      • Tongues (7)
    • Spellbook, Travelling
      • Water Breathing (6)
      • Charm Monster (9)
      • Dimension Door (9)
      • Enervation (9)
      • Evard's Black Tentacles (4)
      • Extension I (6)
      • Fear (4)
      • Fire Shield (8)
    • Staff Abamathor
  • Items Worn
    • Belt pouch, large
    • Boots of Speed
    • Bracers of Defense AC 4
    • Good cloth cloak
    • Ring of Protection +3
    • Shirt
  • Spending Money
    • Crown x320
  • Transport
    • Galleon
Character History

An Excerpt from Jooms' Personal Journal

The only time I ever remember being truly happy was before I was eleven years old. My life was good. My mother and father loved me and treated me to every luxury affordable to them. My brothers and sister were also very happy. Our lives were akin to a faerie tale in many senses. My father was not a king, a prince, or even rich, but he was very financially able.

Shortly after my twelfth birthday my mother began to act strangely. She began staying in town until late with no account of where she had been. Father assumed she was having an affair and though this disturbed him greatly later he would wish that this had been the case.

This behavior worsened over the next several months. I vividly remember it all. She ceased to cleanse herself, comb her hair, or change into an unsoiled frock. "She looks like a wild woman," our neighbors could often be heard to mutter. Inside a ten-day she went from being mildly delusional to a full-blown psychopathic maniac. The clergy refused to believe it to be a possession of any sort. Even though they would stand behind their grand marble altars and preach out about evil and it's "taking root in men's souls," they did not believe their own words. Or did not care enough. Indeed no one believed she was anything more than a lunatic that needed to be locked away for her own safety and those around her. This sentiment was reinforced by a mandate from the lord-constable and mayor. This commitment, as fate would have it, arrived one day too late.

Our money was nearly gone and our house had been sold by father to pay for the priests solemn prayers and pious blessings that he swore would help. We now lived in a small squat three room dwelling in what father used to refer to as the slums. The interior looked as though we belonged to some weird religious cult. There were holy symbols etched in all the walls, holy candles and incense on every shelf (and constantly ablaze). Food lay forgotten, spoiling, and uneaten in a dozen places and twice that dried or dripping from the walls. Strange idols and good luck tokens sent by family members made mom's room look like some bizarre shoppe of unusual antiques.

It was a blustery, chilly day and I was running an errand for my father. He refused to leave mother for even a brief moment to get more flour and bread, because mother needed his constant attention. Who knows, but this proximity might have been the final straw. Upon my return, I found my parents home surrounded by city guards and onlookers. After shoving my way through the throng, I managed to just get inside the front door before a guardsman grabbed me by the cloak. I know I only saw a mere glimpse over 37 years ago before I was yanked back outside, but that image was forever ingrained in my memory and my nightmares.

I saw five burly guardsman holding down my mother as she was being tied with a stout and already fraying rope. One yelled outside for someone to call for spell support from anyone. The interior was splattered with a dark red mosaic pattern. The unusual artwork seemed to have a life of its own and moved accordingly toward the floor as if seeking to escape through the front door of the building. Indeed it did have a life of it's own, my father's. It was his blood. The screams of my mother, the yelling of the guards, and the commotion of the surrounding townsmen flooded my mind and nearly my vision as well. All of this was secondary to the centerpiece of this macabre scene, which was my father's half eaten decapitated head on a plate at the dinner table. Nearby lay his old rusted militia sword fouled with crimson stains consistent with a deadly campaign.

I was taken to an orphanage until I became eighteen years of age. For the next six years, I spoke only to the librarian and then it was only questions on "demons." How do I fight them? What made them the way they are? Why do they want us? How can I destroy them? I became more and more obsessed. I could only drink holy water or white wine. The nuns that controlled our environment could not afford to waste holy water upon a stubborn youth that refused to drink normally. After nearly twenty trips to the infirmary for severe dehydration, they relented and allowed me white wine with my meals. My mind repelled all liquids for my remaining childhood. Holy water and white wine were the only substances pure enough to not be a vessel of demons.

Upon eighteen years of age, I was released into the world to embattle "demons" and save humanity as I was unable to do for my mother (or father). My life was devout, dedicated, and boring. Training, knowledge, preparedness, and desire did not make more of their ilk threaten the world than normal. After several serious encounters, I decided that the "real thing" was farther and fewer between than had I dreamed. So, I changed my angle of approach. I no longer sought them out to kill them and remove them from our plane. I now sought them out to control them as they would control us. There is something that they need from us that will probably forever be beyond our understanding, but we can turn the tables and hunt them for their power. To leash and control them, is to no longer FEAR them.