<div class="floatright">(https://www.animecharactersdatabase.com/uploads/chars/4758-1261081560.png)</div><strong>Name:</strong>Aramis Silverscale<br/><strong>Race:</strong>Human<br/><strong>Class:</strong>Universal Wizard 3 / Mage of the Arcane Order 7<br/><strong>Description:</strong>Often times Aramis is quite fond of colors such as black and yellow in his formal robes but when he is doing field work, obviously loose clothing is a burden. His attire makes good use of buckles at the legs and wrists to tighten up loose fitting clothing, and yet he is almost never without his private memento from his home in Silverlake County which is a sunny yellow scarf. His black hat is pointy but always seems to immodestly droop down against the back of his neck. It's very good on cold nights after a long day of hard traveling. His most prized possession is his ring binding him to the infinite wealth of the Spellpool and his staff bestowed upon him from his efforts within the Order.<br/><strong>Biography:</strong>Born amidst the many humble towns of Silverlake County, the young boy was not one of some fabled legend or prophecy nor was he of a great heritage or of royal blood exiled to parts unknown to hide from decadent tyrants. Fascinated by stories told around the bonfires of the village square by bards and elders of the town, it helped to draw the most spectacular fantasies in his mind. He was a mere fisherman's son but despite this he was happy with he simple life. However, small but bizarre mishaps would happen when the boy was under duress or excited. Such as the time he once fell off into the waters when he was a child. He should have drowned quickly but came out of the water unharmed. Or when he reeled in a massive silver trout twice his size.<br/><br/>The truth was that the boy was blessed with raw magical potential. Of which caught the notice of a retired mage whom took it upon himself to help better control the youth's abilities so that the bizarre doesn't turn tragic. However the most important thing he took away from his tutelage was that there was far more to learn and as a mage it was his duty to seek experience for it is the greatest teacher one can ask for. After small adventures within the Silver Lake County, and working within the Adventurers Guild to further his magical prowess and raise funds for greater research, the youthful mage made a decision to make the journey to the Arcane Order and further his magical talents at the academy. It meant more responsibilities and duties in exchange for knowledge (and dues to attend the courses of the Order) but he accepted this.<br/><br/>His inclinations and specialities as a mage landed themselves towards Incarnum and what little official lore there was upon it. True it is widespread but it varies in use and application from culture to culture and the nuances are not completely understood such as what allows one to use it but another cannot. How to apply it in magic and what are the limits and pinnacles of what it can do. In his mind these are question that are not truly answered. In short he seeks a much deeper understanding of it as his contribution to the Order. Multitasking both for the Adventurers Guild and of course the Order made his schedules quite busy but his mentors words of experience being the true teacher kept him diligent and patient. As he advanced in studies and did his tasks and duties, he grew in rank becoming a trusted field researcher after events in Calandor. His more recent tasks finally yielded fruits of his own personal desires and took him to a strong source of Incarnum; Asgard. Several adventures followed and time passed and now a competent wizard in his own right, the young man feels the threads of fate calling him to adventure once more.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Adventurer Deeds</div><div class="spoiler_body">Aramis was urged to form new ties and was taught that experience was the ultimate teacher by his mentor. It was through his mentors connections as a retried adventurer that Aramis entered the guild as a complete novice in the humble Silverlake County branch of the Adventuer's Guild. This was how he first came to know the overseer Lucien Black. Tall, grizzled and missing an eye, Lucien was a stern man and noted how timid the young mage looked. The man was also quite forward saying that the young Silverfish was as green as they get. Despite this dressing down of his character and training Aramis showed a determined mindset. With his mentor vouching for him, Lucien relented... but rules were rules and thus his first assignment was also his initiation. <br/><br/>Recently within the area there was a magical phenomena that was causing nearby woodlands to shed their leaves as though it was autumn during the early summer of Silverlake. Needless to say it was bizarre and he was sent along with several other rookie adventurers to scout and discover the cause and then report back. Aramis alongside the other hopefuls ventured into the woodlands discovering that something was indeed quite wrong. Several monsters had started calling the suffering woodlands as their home. They managed to stumble upon the remnants of crude tools of stone and sharpened sticks and the grisly mark of a butchered stag. Aramis' knowledge came in handy as his studies involved the more dangerous monsters. In this case, the signs of a goblin hunting party. <br/><br/>Carefully, they advanced onwards their ranger following the trail until they had a view of a potential problem. A goblin nest within the woods. They had to return immediately to report this lest they be ambushed. This proved to be the wiser course of action as upon their trek back towards civilization still within the woods, they came across the a small pack of them. The ambush might have gone unnoticed were it not for the ranger catching the signs of being stalked. Aramis' first real battle. The fighter was holding her own but she was being overwhelmed by numbers. The mentors words were coming into focus. Do not hesitate. Weaving magic from within the safety of the more durable heroes, Aramis made sure to take out the most vulnerable or injured of the goblins with a sleep spell followed by a magic missile on the remaining ones still awake. This turned the tide of battle and made the young mage breathe a sigh of relief knowing the rest of his team were alive.<br/><br/>Thus they reported their findings in the forest and Overseer Black weighed in on it. The caution and wisdom to stick to the task was applauded and as such Aramis passed the initiation. However the guild were to follow up on this whilst stronger adventurers took care of the goblins. Whilst distressing, this was merely a symptom of the problem and not the source, and thus they would have to be at the ready to go back in and investigate further within a few days. Thanks to the stronger adventurers of the Silverlake Guild being deployed to handle the goblins, the younger team had an easier time making their way onwards. Save for an owl bear that needed to be driven off but their prior experience helped to make them stronger and thus the heroes managed to press on thanks to the priestess in their team.<br/><br/>Soon enough, they came across the heart of the forest where they heard a woman sobbing against a tree. By appearances alone she looked to be a hag. The heroes were prepared to retreat. However something was concerning Aramis because the signs did not add up. The fact she wasn't in any form to hide herself or the fact that she was crying raised suspicions in the mage. Thus Aramis took to using a small cantrip's worth of magic before they left to gather information and then deduce what was wrong. There was some kind of transmutation along with an unusual mixture of entropy surrounding both her and the tree. Aramis looked to his party members and spoke quietly that his suspicions was this was actually a Dryad, albeit suffering from a curse. He suspected this because his studies made him familiar with various curses, including an aging curse that in turn make the forest age, and possibly die along with the dryad. <br/><br/>The party were trusting Aramis' assertions but they wisely figured that it was best to err on the side of caution. Adventurers need to be brave, not suicidal. If this was a hag, they could easily be wiped out. Thus they figured if Aramis wished to test this hypothesis, that he should be the one to make the risk. He gave a sobered nod and the group leaves the area with the young mage left behind for the moment. They would wait for only a few minutes so Aramis had not much time to confirm. In his youth, Aramis was told plenty of times the tales of the Emerald Witch, a dryad that was ancient and lived within the northern forests of Silverlake County and kept a vigil over her woods. Those that sought only what they needed and took no more were welcomed. Those whom disrespected her woods or worse were dealt with harshly. The tales painted her as a guardian as benevolent and merciless just as nature itself was. <br/><br/>As he approached he uttered her name in the stories. "Gwendolyn". The distressed crone turned fast with her hands out before her, cracking with powerful magic. Vines and grass wrapped around his shins and legs, rooting him to the spot he stood. Aramis was no master mage, nor keen in observations but even he could see the cornered look in her eyes. He feels his hair stand on end from the dangerous magic and wisely he keeps still and his hands lowered with his palms open. He had no silver tongue to reason with her but he had knowledge. That itself is what saved him. Quickly he figured it best to mimic the story of the hunter and father whom sought her out to find a cure for his sickened daughter. He took a knee and bowed his head speaking in Fey the words that both honor her woods and honor the guardian of them. Finally he felt the vines and thickened grass that held his lower body rooted to the spot release him. <br/><br/>He inquired about how the Emerald Witch had aged so much, why the forest was withering into nothing. The cursed dryad explained that her tree has been wounded with a curse as the young mage asserted. She guided him around to the other side of her tree, ancient.... and injured. Some kind of massive black talon, carved into a spike had been stabbed into it making it bleed with amber sap. She explained that she cannot remove it herself as the curse makes it impossible for her, and unless it is removed and soon, the tree and herself would die. The next question came on who the culprit was and what came next was another concern of his. She mentioned the Flesh Queen Helina, a rather twisted necromancer who was also part of the childhood tales he was told of when he was younger. She was the one that put the curse upon the Emerald Witch's ancient tree.<br/><br/>Thus with his information gathered and a firm grip on how to proceed, he rejoined the party whom had waited just a bit longer than five minutes. Aramis was out of breath but with a childish grin to him as they made their way onwards to more hospitable ground. A safer place to rest was required. Thus he recounted to them what he now knew and expressed the story of the Flesh Queen Helina. The only issue was how to go about breaking the curse. Finding the Flesh Queen herself might take took long and theres probably numerous enchantments too strong for the likes of Aramis to break. The young wizard was resourceful in his knowledge and figured it best to counter the curse or at the very least weaken it. The fables spoke of a ritual used to renew the year in accordance to the Emerald Witch. This ritual also was meant to remove afflictions of aging as well. Apple seeds, blessed in summers waters, covered in snow and swallowed whole during the leaves fall. <br/><br/>The young mage of course couldn't bless the waters but other members of the party could. The priestess set to that task easily enough with a flask of water then purified and blessed it, but the crux of the matter was finding an apple tree within the woods and being able to salvage seeds. The ranger earned his keep in this regard knowing the wilds well enough to know what to look for. Ironically Aramis was able to create a small amount of snow by means of the prestidigitation cantrip but also being careful not to waste it. It would have to be created right when the ritual was to be performed. So the intrepid adventures sought out the items needed, a leaf from the dying tree of the Dryad, the appleseeds to represent spring. Blessed holy water from the season of summer, and finally snow to represent winter. <br/><br/>They bring this to the stricken Emerald Queen and help her consume it in a small bitter pill. What happened next was remarkable. With a sharp gasp the woman withered skin became supple and her flesh firm once more. Atrophied muscles form with vitality and her breaths were silent. Her eyes lit up with renewed vigor and her lips became pink and full. Once her body was restored, her magic came swiftly back in turn and with a swift incantation she had the fighter protected by her magic to extract the black spike harming her tree. Once removed her tree began to heal swiftly. Whilst the damage was not undone, the curse was and in time the Emerald Witch would be able to recover from the blight her forest had suffered. The other adventurers would have to come through and slay the goblins that had taken root in the woods lest they become a major threat to the kingdoms. Returning to the guild and reporting their successes and ordeals yielded fantastic results. The precautions against the goblins were well and truly merited as the other party came back roughed up but still victorious. With the threat removed the Silverlake County breathed a sigh of relief. Overseer Lucien Black was quite pleased by their success and a long rest was long overdue.<br/><br/>Later on a petition came to the guild from the Arcane Order. Principal Dismas of the academy was seeking hopefuls that were of suitable adventuring competence to attend a small competition for spell casters. Armies could not refuse such an opportunity to further his studies under structured tutelage and such a vast amount of resources. Several tests were asked of him. The was a written exam of which Aramis answered reasonably well thanks to his heavy studying. A more practical examination of magic of which Aramis managed a considerable showing of application and creativity to some puzzles namely within the limited amount of incarnum he had managed to grasp. And finally a small essay on what he hoped to accomplish at the academy. He didn't wish to entirely quit adventuring so he made his point that whilst he wished to study for the sake of knowledge and understanding of magic and incarnum, he wanted to have proper opportunities to apply it and hence expressed interest within field research. In the end Aramis did not per say win the competition but he came in third place. It was soon afterwards that Aramis, received a letter, an invitation into the Arcane Order. That was his reward for going beyond the call of duty to help solve the problems within the Emerald Witch's forests.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Prologue</div><div class="spoiler_body">https://elliquiy.com/forums/index.php?topic=302736.0</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Adventuring Titles</div><div class="spoiler_body">The Emerald Savior (+4 vs Fey and Gains Nymphs Kiss as Bonus Feat)<br/>The Dragonfriend (+5 Charisma Checks against dragons in Karmandu and can travel in there without traveler's pass)</div></div><br/><hr/><br/><strong>hp:</strong>51 (10d4+20 HD)<br/><hr/>Human<br/>Neutral Good Medium Humanoid<br/><strong>Init</strong>+2;<strong>Senses</strong>Listen +4, Spot +4<br/><strong>Languages</strong>Common, Elven, Fey, Xeph (PrC), Celestial, Infernal, Air, Earth, Water, Fire, Draconic (PrC)<br/><hr/><strong>AC</strong>12, touch 12, flat-footed 10<br/><strong>Immune</strong><br/><strong>Fort</strong>+5,<strong>Ref</strong>+5,<strong>Will</strong>+10;<br/><hr/><strong>Speed</strong>30 ft. (6 squares)<br/><strong>Melee</strong>Quarterstaff 1d6+2 bludgeoning<br/><strong>Ranged</strong>Lightning Orb (Ranged Touch) 10d6 electricity; Range: 50ft ; SR: No ; Save: Fort or be Entangled 1/round<br/><strong>Space</strong>5 ft.;<strong>Reach</strong>5 ft.<br/><strong>Base Atk</strong>+4;<strong>Grp</strong>+5<br/><strong>Atk Options</strong><strong>Touch</strong>+6 ;<strong>Ranged Touch</strong>+6<br/><strong>Special Actions</strong>NA<br/><strong>Combat Gear</strong><br/><strong>Spells Memorized</strong>(Base Spell DC: 13) (CL 10th):<br/>5th  (2/day) -<em>Azure Ice Shards, Twin Blue Missile</em>(PHB/SRD)<br/>4th  (4/day) -<em>Blast of Flame, Mass Darkvision, Silent Dispel Magic, Silent Fireball</em>(PHB/SRD)<br/>3rd  (4/day) -<em>Dispel Magic, Lightning Bolt, Protection from Energy, Tongues</em>(PHB/SRD)<br/>2nd (5/day) -<em>Arcane Lock, Silent Blue Missile, Knock, Rope Trick, Soul Boon</em>(PHB/SRD)<br/>1st  (5/day) -<em>Comprehend Languages, Identify, Mage Armor, Magic Missile</em>(PHB/SRD)<br/>0 lv (4/day) -<em>Acid Splash, Detect Magic, Light, Read Magic</em>(PHB/SRD)<br/><hr/><strong>Abilities</strong>STR 12(+1), DEX 15(+2), CON 16(+3), INT 18(+4), WIS 15(+2), CHA 14(+2)<br/><strong>SQ</strong>Summon Familiar, Guild Member (Arcane Order), Spellpool III, Essentia Pool: 2<br/><strong>Feats</strong><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Incarnum Spellshaping</div><div class="spoiler_body"><span class="bbc_u"><strong>Incarnum Spellshaping</strong></span><br/><em>You gain the ability to invest incarnum into your spellcasting.</em><br/>Prerequisite: CON 13, ability to cast 1st-level spells,<br/>Benefit: You can learn, prepare, and/or cast spells with the incarnum descriptor (see page 98) as appropriate for your class's spellcasting ability. You gain 1 point of essentia.</div></div>(Ra), Scribe Scroll (Cl),<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Soultouched Spellcasting</div><div class="spoiler_body"><span class="bbc_u"><strong>Soultouched Spellcasting</strong></span><br/><em>By fusing your spells with incarnum, they become more capable of overcoming enemy magic and spell resistance.</em><br/>Prerequisite: CON 13<br/>Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on dispel checks and on caster level checks made to defeat spell resistance equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.</div></div>(1st), Craft Wonderous Item (3rd), Improved Counterspell (5th), Silent Spell (PrC), Craft Wand (7th), (9th) Spell Mastery (Magic Missile, Knock, Rope Trick, Teleport),<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Nymphs Kiss</div><div class="spoiler_body"><span class="bbc_u"><strong>Nymph's Kiss</strong></span><br/><em>By maintaining an intimate relationship with a good-aligned fey (such as a nymph or dryad), you gain some of the characteristics of fey.</em><br/>Prerequisite: None<br/>Benefit: Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.</div></div>(Deeds)<br/><strong>Flaws</strong>None<br/><strong>Skills</strong>Craft: Leather +8 (1), Craft: Woodworking +8 (7), Craft: Painter +8 (1), Craft: Metalworking +8 (1), Concentration +12 (10), Decipher Script +14 (10), Diplomacy: +7 (5) Knowledge: Arcane +13 (9), Knowledge: Dungeoneering +13 (9), Knowledge: Local +13 (9), Knowledge: Nature +14 (9), Knowledge: Royalty & Nobility +9 (5), Listen +4 (2), Profession: Fisher +5 (3), Spellcraft +14 (10), Spot +4 (2) Speak Languages (4)<br/><br/><strong>Possessions</strong>40,000 gp to spend; 33,215 gp spent ; 6,795 gp remaining. (Consider the remaining to be a future investment in spell research, basic adventuring resources and potentially a private estate. A home away from home.)<br/><br/>Aramis' Staff Wand -<em>A unique wand hand crafted by the Silverfish Wizard, it looks to be more of a enchanted staff with it's appearance. However the top of the polished ironwood staff is hollow and allows for a wand to be inserted into the top of it by screwing the handle of the wand into the top of the staff. The corresponding runes that run along it allow the staff to channel the magic of the wand and be used. Thus combining the mundane quarterstaff and magic wand into a singular item to be held in two hands. Aramis designed it so wouldn't have to fumble about in a stressful situation with material components for spells and his wand and staff. The silver wand currently inserted into the staff is a Wand of Lightning Orbs.</em>Charges: 50/50 ; Cost: 10,540 gp<br/><br/>Ivory Bracers of Armor -<em>Previously damaged and discovered by Aramis during a fantastic adventure into the undead Necropolis of Namel. His trek was one of research into the Incarnum within the region and how it had changed in light of the cataclysm that changed this nation into what it is, if anything changed at all. What he found out is that for some old habits of their nature die hard and thus he was targeted by a cult of undead that lure tourists and thrill seekers in via a decadent ballroom party. A private party that sought to indulge their natural hungers in a less controlled fashion. Ironically he became enveloped in the intrigue when he was accosted by a necromantic inspector seeking a way to expose the cult. It meant putting his neck on the line and attending the party whilst the inspector disguises herself and shadows him. <br/><br/>Aramis was brave but wasn't foolish and tenaciously accepted since he doubted he would be a match for whatever horrors were there without protection. To help, he was loaned a small necklace to protect him from life draining. What came next was only between himself and a few others but the cult went down on that last blood moon party. During the chaos of the party being crashed by the inspector and her posse, a young vampire engaged the mage and whilst the battle was fierce, Aramis' magic combined with the necromancers wards saved his life. During the battle the bracers of the vampire were damaged but not irreparable. Taking the damaged bracers as a memento of the adventure, Aramis returned to the guild once his time in Namel was over and sought to repair the bracers and re-enchant them to serve as more subtle protections. He has cared for them over the years and strengthened them to better protect him.</em><br/><br/>Enchantments: Armor Bonus +3 ; Cost: 9,000 gp<br/><br/>Boots of Levitation -<em>These treated boots of treated silk on the inside and black leather on the outside was appointed to Aramis when he joined the field division and during his time in the Arcane Order saved money so that he could purchase it as his own for a more permanent resource. It has served him well in field research when investigating ruins for both the Order and the Adventurers Guild.</em><br/><br/>Cost: 7,500 gp<br/><br/>Illumian Gem of Understanding -<em>This precious gem of the Crimson Wing Cabal, used to belong to a illumian woman by the name of Valaan Gremory, a traitor of her own kind. She was banished for a curse she carries in which her eyes can reveal the true name of any whom she looks upon. Because of this, she swore revenge on the cabal that banished her indirectly killing them, down to every man woman and child and sought a great power within the vaults of the Crimson Wing. A world shattering spell capable of creating a nexus, as a means to seek immortality. She duped the Silverfish into translating the spell scroll but could not retrieve the gem, so she sabotaged the Spellpool in order to gain access to the vaults. She nearly destroyed the Arcane Order, and were it not for her father sacrificing his life to restore the nexus of the Arcane Order she might have succeeded. <br/><br/>By a bizarre twist of fate and hubris, she left behind this precious gem in the hands of the untested and naive mage. Within this gem lies an vast amount of information including a diary of Valaan Gremory that theoretically is a million pages long. Alongside this is the aforementioned spell, fully translated with the ability to be scribed into a spellbook. Perhaps it is the key to undoing the plans of this woman, but only time will tell the end of such a song. In the meantime the gem still houses the same powers it has beforehand. It can read, record and translate any language including true speech, without will or intent. The ability to record and recall what it translates and reads depends on the attunement of the owner as only they can turn it off. For a field mage, it is an invaluable tool of versatility and time saving effort.</em><br/><br/>Cost: None<br/><br/>Sending Stone -<em>These stones typically come in pairs and the one the mage holds onto is carved into the shape of a sorceress. The other half has been carved to resemble another sorceress. Together they form a set of twins that share a bond that transcends any boundaries of distance. Upon a vital mission issued upon Aramis was one half of these peculiar stones given to the young mage. It is able to upon command cast a sending spell to the other who bears this stones sister. In this case the current leader of the Arcane Order, and ruler of Atlenta, Grand Madame Odyessya. In turn she can also cast a sending spell to Aramis. Serving as a valuable tool of communication, this stone makes it possible for critical information to be given between the pair.</em><br/><br/>Cost: None<br/><br/>The Silver Scale Spellbook -<em>This traveling book appears to have been handcrafted from study looking leather and the frame is reinforced with ivory and fits comfortably within the crook of your arm. The tome itself has a clasped seal on it to keep the pages and book bindings protected. The pages look well kept and should one read the book, it contain rather detail illustrations in vivid colors, depicting locations of elvish origins, alongside lovely scenery from Silverlake County and the Dragon Mountains. Alongside these pictures occasionally, are images of a breathtaking beautiful elven woman with a ravishingly voluptuous figure, long golden hair and vivid green eyes. Erratic notes quickly detailed and summarize about various places and runes. Dozens of hypothesis and theories involving greater magic, civilizations and their applications of magic both greater and lesser and various alphabets involving dead languages or ciphers. Unfortunately there aren't many translations to be had within the book itself and it looks to be just field research.</em><br/><br/>Aramis' spellbook is under several protections in order to safeguard both the wizards secrets and potential secrets of the order. After all a field researcher has to make sure his classified findings return to their rightful place. Thus the book is enchanted to endure the hazards of adventure by means of waterproofing and resistance against elements by means of magic. The book is an intelligent one by means of enchantments. The clasp itself is enchanted to remain tightly shut as it is protected by a combination arcane lock and magic mouth, a Sentient Door of which the key is a specific password that Aramis knows of. Furthermore illegally opening the book by means of using the knock spell results in a magic based trap going off. In the current case a Sign of Sealing, (10d4 damage). Aramis is however in the process of trying to create a spell or method that will allow him to hide and recall his spell book so as to better protect it from theft along with several theorems on Incarum Fueled Magic.<br/><br/>The Spirit of the Spellbook is within the pages of the spell book, and takes the form of a rather curvaceous but regal looking elven woman. She is quite devoted to her mentor but also a highly jealous personality and is quite touchy about what contents make up her spell book. She has a tendency to call Aramis out on any nonsense that might make it's way into the book and is quite suspicious of other women. Especially Allurans after one incident of research which she holds over the young mages head whenever she is annoyed by him.<br/><br/>Recently by extraordinary circumstances, Luna Lily now has the ability to emerge from her spell book into a physical body of her own likeness and is capable of interacting and wandering about nearby her spell book at a maximum of 70 feet. The Spirit of the Spellbook is immune to mental saves and anything that targets mental stats but she is capable of being attacked in her physical body. If her physical body is destroyed, Lily can retreat back into the spell book. But if the spell books ward is dispelled, she is dispelled along with it. Which is yet another reason Aramis takes great efforts to protect his spell book from dangers, and pours intense resources into defending it.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spirit of the Spellbook</div><div class="spoiler_body">(https://pbs.twimg.com/media/Dv-ye5TVYAAkNS0.jpg)(https://static1.e621.net/data/sample/06/55/0655f62e6f40fe8d088e9e2f9bc83cb4.jpg)</div></div><br/>Ego: 10 ; Strength: 6, Dexterity: 10, Constitution: 0, Intelligence: 16, Wisdom: 14, Charisma: 12 ; AC: 10, hp: 10<br/><br/>Enchantments: Resistant to Energy: Resistance 12 vs acid, cold, electricity, fire and sonic attacks; Waterproof: Immune to water damage and immersion in water. Cost: 5,875 gp<br/><br/>-Spells Scribed- 100 Pages Used of 200<br/><br/>5th Level  - Azure Ice Shards, Cone of Cold, Fabricate, Teleport, Permanency<br/>4th Level  - Blast of Flame, Mass Darkvision, Orb of Electricity, Remove Curse (PrC), Stoneskin<br/>3rd Level  - Dispel Magic, Heroism, Fireball, Lightning Bolt, Protection From Energy, Sign of Sealing, Tongues<br/>2nd Level  - Alter Self, Arcane Lock, False Life, Knock, Magic Mouth, Rope Trick, Sentient Door, Soul Boon<br/>1st Level  - Blue Missile, Comprehend Languages, Endure Elements, Feather Fall, Identify, Mage Armor, Magic Missile, Sleep, Soul Armor<br/>Cantrips   - Acid Splash, Arcane Mark, Detect Magic, Light, Mage Hand, Mending, Read Magic, Prestidigitation