Mavari Varlus Geffin

Peleahn Shek P'var of the Gentle Order of the White Hand

Personal Information
Name: Varlus GeffinPlayer: NPC Version: 1.2
Race: Human Gender: Female Height: 5'9"Weight: 137 lbs
Class: Abjurer Age: ?? Alignment: Chaotic Good
XP: 600 Level: 1 Next Level: 2,500
Kit: None Bonus XP: +10% (Abjurer)
Ability Scores
Str:16Stamina:14Weight Allowance: 55 lbsBend Bars/Lift Gates: 16%
Muscle:18Attack Adj.: +1Damage Adj.: +2Max. Press: 255 lbsOpen Doors: 11
Dex:13Aim:13Missile Adjustment: +0Pick Pockets: +0%Open Locks: +0%
Balance:13Reaction Adjustment: +0Armor Class: +0Move Silently: +0%Climb Walls: +0%
Con:13Health:13System Shock: 85%Poison Save: +0
Fitness:15Hit Point Adjustment: +1Resurrection Chance: 94%
Int:16Reason:16Max. Spell Level: 8thMax. Spells Per Level: 11Illusion Immunity: None
Knowledge:16Bonus Proficiencies: 5Chance to Learn New Spell: 70%
Wis:15Intuition:16Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0Clerical Spell Failure Chance: 0%
Willpower:14Magic Defense Adjustment: +0Spell Immunity: None
Cha:11Leadership:13Loyalty Base: +0Maximum Number of Henchmen: 5
Appearance:9Initial Reaction Adjustment: +0

Hit Points: 6
Base THAC0: 20
Melee THAC0: 19
Missile THAC0: 20
Natural armor class 10
Partial armor, hide -2
Weapon Proficiencies
Non-Weapon Proficiencies
Contact (Wild Talent) 3
Etiquette (free) 9
Herbalism 9
Reading/Writing (free) 11
Religion 9
Riding, Land 9
Spellcraft 10
Native Languages
Weapons - Primary and Offhand
WeaponMeleeMissileRoundFactorSm-MedLargeTypeSize PB / S / M / L /EX
Saving Throws
Paralyzation: 14 Poison: 14 Death Magic: 14 Petrification: 13 Polymorph: 13
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 15 Spell: 12

Spell Points

ClassMax. Spell
Level Castable
Spell Points
Bonus Peleahn
Spell Points
Peleahn (Abjurer)1st11
Wizard Chance to Learn New Spell: 70%
Spells Known
SpellTimeRangeArea of EffectComponents
1st Level
Armor1 rdTouch1 creatureV, S, M
Copy1 rndSpecialOne object
Detect Magic1010 x 60 ftV, S
Protection From Evil1TouchCreature touchedV, S, M
Read Magic1 rd0SpecialV, S, M
Sleep130 ydsSpecialV, S, M
Wizard Spell Descriptions
Armor (Abjuration)

Level: 1 Shek p'vars: Peleahn (version)
Range: Touch Components: V, S, M
Duration: Special Casting Time: 1 round
Area of Effect: 1 Creature Saving Throw: None

By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). The spell has no effect on a person already armored or a creature with Armor Class 6 or better. It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in case of fighter/mages, with the shield bonus. The armor spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage. The armor merely grants an AC of 6; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained.

The material component is a piece of finely cured leather that has been blessed by a priest.

Copy (Evocation)

Level: 1 Shek p'vars: Jenzig
Range: Special Components: V, S, M
Duration: Instantaneous Casting Time: 1 round
Area of Effect: 1 Target Saving Throw: Special

Copy enables the caster to make a perfect copy of a map, letter, or any other written or drawn document. The caster must have a blank parchment or a book with blank pages of the sufficient size to hold the copy. The caster holds the blank object over the object to be copied, then casts the spell; the copy immediately appears on the formerly blank object. The copy is permanent and is a perfect duplicate of the original.

Copy can also be used to copy spells from a new spell book into the caster's spell book, assuming the book is of sufficient size to contain the new spells. The caster must first roll to see if he can learn the new spells; if so, he can cast copy to instantly copy them into his spell book.

The material components for this spell are a piece of blank parchment (or a book with blank pages, as described above), and a drop of black ink.

Detect Magic (Divination)

Level: 1 Shek p'vars: All
Range: 0 Components: V, S
Duration: 2 rounds/lvl Casting Time: 1
Area of Effect: 10 x 60 ft Saving Throw: None

When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.

Protection From Evil/Protection from Good (Abjuration)

Level: 1 Shek p'vars: Peleahn
Range: Touch Components: V, S, M
Duration: 2 rounds/lvl Casting Time: 1
Area of Effect: Creature Touched Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:

First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.

Second, any attempt to possess (as by a magic jar attack) or to exercise mental control over (as by a vampire's charm ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.

Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character.

This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.

To complete this spell, the wizard must trace a 3-foot-diameter circle on the floor (or ground) with powdered silver.

This spell can be reversed to become protection from good; the second and third benefits remain unchanged. The material component for the reverse is a circle of powdered iron.

Read Magic (Divination)

Level: 1 Shek p'vars: All
Range: 0 Components: V, S, M
Duration: 2 rounds/lvl Casting Time: 1 round
Area of Effect: Special Saving Throw: None

By means of a read magic spell, the wizard is able to read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.

The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.

Sleep (Enchantment/Charm)

Level: 1 Shek p'vars: Fyvorian
Range: 30 yards Components: V, S, M
Duration: 5 rounds/lvl Casting Time: 1
Area of Effect: Special Saving Throw: None

When a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the sleep spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.

For example, a wizard casts sleep at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll are affected ( + + + 2 = 3 Hit Dice). Note that the remainder is not enough to affect the last gnoll or the ogre.

Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see "Modifiers to the Attack Roll" in Chapter 9: Combat).

The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.

PSPs: 17 MTHAC0: 19 MAC: 9
Attacks: Ego Whip (EW)
Defenses: Thought Shield (TS)
Wild Talent
Power PSPs Range Area of Effect MAC
Conceal Thoughts 4/2 0 3 yards 10
Psionic Powers
Conceal Thoughts
(Telepathic Devotion)
PSP Cost:
Preparation Time:
Area of Effect:
3 yards
This defensive power protects the user against psionic or magical ESP, probes, mindlinks, and other powers and spells that read or detect thoughts. It gives the user a +2 MAC bonus and a +2 to saving throws when defending against such effects.
Racial Abilities
Hit point bonus - +1 bonus hit point for every time a level is attainted.

Class Abilities
    Automatic spells - Gains one free spell every time the mage gains a new level of spells.
    Bonus spells - Gain one free spell per level from their area of speciality.
    Intense magic - -1 penalty to all saving throws on spells cast from the chosen school.
    Learning bonus - +15% bonus to learning any spell in the chosen school.
    Learning penalty - -15% penalty to learning rolls on spells outside the chosen school.
    Research bonus - When researching spells in the chosen school, treat the spell as one level lower.
    Saving throw bonus - +1 bonus on saves against spells in their chosen school.
    Schools of Magic - Abjuration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Invocation/Evocation


Keen Eyesight - +1 bonus on to hit rolls for missile weapons when attacking at long range. The character acts as if they were one sight category closer with respect to information gained.
Wild Talent (free) - Allows automatic aquisition of a Wild Psionic Talent.

Unlucky - Character tends to be in the wrong place at the wrong time.

Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-55 56-85 86-115 116-145 146-170
Movement 12 8 6 4 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 23.31 pounds (None Encumbrance, 12 Movement)
  • Items Carried
    • Backpack
      • Candle x4
      • Dry rations (1 week)
      • Flint and steel
      • Paper (per sheet)
      • Potion of Healing x2
      • Potion of Extra-Healing
      • Signal whistle
      • Spell Scroll, Wizard (2 Leomunds Tiny Hut)
      • Torch x6
      • Wineskin
      • Winter blanket
      • Writing ink (per vial)
  • Items Readied
    • Dagger
  • Items Stored
    • Spellbook
    • Armor (1)
    • Copy (1)
    • Detect Magic (1)
    • Protection From Evil* (1)
    • Read Magic (1)
    • Sleep (1)
  • Items Worn
    • Belt pouch, large
    • Good cloth cloak
    • Partial armor, hide
    • Shirt
  • Spending Money
    • Crown
    • Dram x180
Character History