2nd level Human Wild Mage
Hit Points: 5
AC: 6
Alignment: CG
XP: 2917
Kit: Adventurer, Waterdhavien Native [City of Splendors]
S:12 I:17 W:12 D:9 C:10
CH:14 {Per:15 Com:16}
Languages: Common
Non-Weapon Proficiencies: Ancient Language – Thorass,
Arconology – Netheril, Dancing, Etiquette, Land Based Riding – Horses,
Reading/Writing, Religion, Research [S&M], Scribe [S&M], Signature
Spell – Nahal’s Reckless Dweomer [S&M], Spellcraft, Swimming, Waterdeep
Lore 1 [City of Splendors]
Weapon Proficiencies: Dagger
Spellbook:
1st Level: Armor,
Cantrip, Detect Magic, Fist of Stone [ToM], Grease, Hornung’s Guess [ToM],
Maskar's Unpredictable Missile, Nahal’s Reckless Dweomer [ToM], Read Magic
Usually Memorizes: Cantrip, Fist of Stone, Maskar's
Unpredictable Missile and Nahal's Reckless Dweomer
Special Abilities:
Maskar Jr. is a young noble of the famous Wands family. Like his grandfather Maskar Wands, whose name he carries, young Maskar shows great talent to the art of magic. This talent was so intense that even at the age of ten, he was thought to become the true heir to the magic using family. Moreover, his unlimited curiosity coupled with his industrious nature led him to be one of the favorites of grandfather Wands himself.
Unfortunately, his talent is the only thing he inherited from his family. Especially his high spirited nature directly opposes the authority of his grandfather. This nature first showed itself at the age of 12, when Maskar declared that he would like to join the clergy of the Lady of Mysteries. Despite his family’s protests that priesthood was not proper for a noble, he managed to convince them that this was the best course to learn the art after the Time of Troubles. During his first year at the House of Wonder, he met Zwitterion Quanta, a young dweomerkeeper, whose adventures were slowly becoming legends among the acolytes of the temple. Soon he began to spend much of his spare time with Zwi, who took this curious young man as his personal scribe.
However, when Zwitterion got lost in 1365 DR to return three long years later, this fruitful relationship abruptly ended. During this period Maskar met a wild mage who claimed to be the famous Hornung and was marveled at the idea of learning new spells that even his grandfather could not cast. Though he studied only for one month with the false Hornung, that month was enough for him to understand the basics. Then for approximately two years Maskar studied wild magic secretly, using his family’s money for his research. He joined expeditions to wild magic areas held by the clergy of Mystra. Though he had no tutor and very limited sources, his determination began to yield its results.
By the end of 1368 DR, Maskar had enough training to be counted as a 1st level wild mage. Moreover, he had successfully hidden all his unorthodox studies, even from Zwitterion, who had returned from the foul dungeons of a mad lich. However during winter 1369 DR, a major wild surge gave out the secret. Grandfather Wands became furious and announced that young Maskar would not carry the surname Wands anymore, until his atonement for his blasphemous actions. Furthermore, some high-rank priests of the faith demanded that he be fired from the clergy membership. Fortunately, by Zwitterion’s intervention and guarantee, he preserved his position within the church (and became the first acknowledged wild mage within Mystra’s church).
Within the years to come, Zwitterion supplied the money needed for Maskar’s research. With Zwi’s guidance, Maskar began working for methods that will control wild surges, so that the art of wild magic can become less dangerous. In this period, he also learned new spells from Zwi and assisted him in his own spell research.
Since the Year of Wild Magic (1372 DR), with Zwi having been restored to his 20s due Halaster’s youth restoring magic, the relationship between Zwi and Maskar has become much friendlier. They are much more like an instructor and his assistant than a guarantor and his scribe. (They even worked together for the research of a priest spell named "Stabilizer".) Zwi is considering taking Maskar with him to a few adventures, and Maskar is more than ready for them. He aims to be strong in magic, to regain his rightful family name and thinks that adventuring with Zwi will bring him much experience. (Unfortunately, their first journey together was cancelled by Maskar’s murder, but Zwi has raised him from the death.)
Maskar’s Unpredictable Missile
(Evocation, Wild Magic)
Range: 30 yds. + 10 yds./level
Components: V
Duration: Special
Casting Time: 1
Area of Effect: 1-10 targets
Saving Throw: None
Although Maskar has great adeptness to magic and even though he studied really hard, he could not master the mundane spell “Magic Missile”. Being an ambitious and industrious youth, he devised his own magical missile.
When cast, this spell creates up to ten magical marbles inside the caster’s palms. They stay there until the caster opens his hands or 1 turn passes (and they fade away). When the caster opens his hands, the marbles shoot forth and unerringly strike their targets, who must be visible by the mage. As in the ordinary “Magic Missile”, specific parts of a target cannot be singled out. When they hit, they do 1 point of damage to the target and a d6 is rolled to see the type of damage and any additional effects:
1-Fire marble: Inanimate targets must save with +2 bonus
vs. magical fire or burn.
2-Lightning marble: Inanimate targets must save with
+2 bonus vs. lightning or be destroyed.
3-Radiance marble: Double damage vs. creatures adversely-affected
by sunlight. Inanimate targets must save vs. normal fire or burn.
4-Positive energy marble: Double damage vs. undead. No
effect on inanimate targets.
5-Acid marble: In the next round the target must save
vs. spells or gets one additional point of damage. Inanimate targets must
save vs. acid with +2 bonus or melt.
6-Magic marble: Functions just like a 1-point “Magic
Missile”. Inanimate targets are not effected as in normal “Magic Missile”.
For each level of experience, the wizard conjures one marble. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
PS: Updated on November 14, 1999 by Zwi.