Strahl

A hunchbacked and club footed Mage with a permanent scowl, Master of Stormhold, Priest of Marduk. Formerly a water bearer, made bitter by his long years of servitude to feckless would be heroes. Inspired by the egalitarian opportunities offered for advancement of socio economic status in Castle Greyheim through the aggressive subdual of lesser beings: “Might is Right!” He finds the tenants of Marduk’s teachings much to his liking. Was due to be visited by the demon “He who eats hearts” in week 42 to teach him Produce Flame, but he and his friends sent it back to hell where it belonged (Marduk score +1). Has some kind of weird empathy with Tarea, the head of geomancy at the Four Cardinal Directions; their combined sullenness and sour dispositions seem to go well togther; Misery loves Company. He has progressed in the teachings of Marduk, and is a en Elf Friend who frequents the Ruined_Pagoda and has mastered parts of the Book of Odin and the Book of Storm Giants. His nickname is as much derogatory as complimentary - his spells are Lightning, but his expression is like a Thundercloud.

image/svg+xml Link Name AC XP Level Class Hit-points Property none = 9, leather = 7, chain = 5,plate = 3, shield = -1, minus dex bonus Strength Dexterity Constitution Intelligence Wisdom Charisma value bonus roll 3d6 for each Abilities, Languages Colors or Portrait Saving Throws Dragon breath, explosions Paralysis, Petrification Death, Poison Rays, Wands Spells AC of opponent: To hit: (+ dexterity bonus) 0 1 2 3 4 5 6 7 8 9 Damage: (+ strength bonus in melee) Melee Ranged (+ strength bonus) d20 equalor better d20 equal or better Max Fighter & Dwarf: d8Magic User & Thief: d4everybody else: d6+ constitution bonus Strahl Magic user 6 40,001 10 6d4, min 13 12 6 -1 10 10 14 +1 5 -2 14 11 11 11 11 19 18 17 18 16 17 15 16 14 15 13 14 12 13 11 12 10 11 9 10 1d6 Wand of Lightning Bolt, 20 chargesPotion of Gaseous Formbackpackiron rations (1 week)Iron bound clubDaggerLanternflask of oil x2ropespikesSling +30 stones621 gold 3rd level spells: Marduk reputation 2Nicknamed Thundercloud and Elf-friend value34-56-89-1213-1516-1718 bonus-3-2-1+1+2+3 4 + charisma bonus Retainers 7 + charisma bonus 5 Reactions -1 Loyalty 2 value34-89-1213-1718 bonus-2-1+1+2


The Book of Thunder.

Circle Spell
1Bolt of Power releases a searing bolt of lightning with a loud thunder clap that streaks to unerringly strike its target (Rng: 150’, Dmg: 1D6+1 Dur: Inst, +2 missiles each 5th lvl, multi targetting possible)
1*Firewreath* The elementalist burts into flames. His person and equipment are magically protected from the effects of the fire but any who come within 5’ of him will suffer 1d4 damage. Unlike most spells, firewreath can be evoked instantaneously with a single word of power. It is thus possible for the elementalist to cast this spell in melee, even when being grappled or restrained.(Rng: Self/5’, Dmg: 1D4 per rnd, Dur: 1D6+1 rnd per level
2*Animate Elemental* With this spell, the elementalist can command quantities of elemental matter to take shape and act according to his wishes. A 10’ cubic volume of potent elemental matter must be present within range, that is: a tornado or violent winds; solid stone or earth; raging fire or lava; a pool, river, waterfall, or the sea. The matter is briefly awoken to do the elementalist’s bidding, manifest-ing as a 4HD elemental of the appropriate kind. Apart from the reduced Hit Dice, the elemental uses the same stats as a normal 8HD elemental. The magic binding the matter is not as potent as that which binds true elementals, thus the elemental may be damaged by mundane weapons(Rng: 60’, Dur: 1 rnd per lvl, 4HD)
2Hold Person (Rng: 120, Dur turns, Eff: Holds 1d4 humanoids, save vs. Spells. Save at -2 if single target)
3Bolt of Thunder is a lightning bolt 5’ wide hitting anything within 180ft and everything between the caster and the target. Damage is 1d6 per level of the caster. Victims get a save vs. spells for half damage. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spells range permits; otherwise, it stops at the barrier just as any other spell effect does.
3Gaseous form makes you malleable and gas-like so that you may pass through anything that is not airtight. It also makes you invulnerable to non-magical weapons.