(http://www.gibberlings3.net/images/npcportraits/portrait_garrick.png)<br/><br/>Alistair Loomweaver<br/>Age: 19   Hair: Blonde    Eyes: Green    Height: 5'8    Weight: 162   Sex: Male Human<br/>Size: Med       Speed: 30      HP: 7     Languages: Common, Elvish, Gnomish<br/>Level: 1<br/><br/>STR    10 +0<br/>Wis    12+1<br/>INT   16+3<br/>DEX   14+2<br/>CON   13 +1<br/>CHR   14+2<br/><br/>Skill Proficiencies<br/>Insight           +4<br/>Persuasion    +4<br/>Arcana            +5<br/>Investigation    +4<br/><br/>Guild Artisan<br/>Trait: Haggler who tries to get the best possible deal on any buy.<br/>Ideal: Committed to people over ideals.<br/>Bond: He is sentimental about his family home and shoppe.<br/>Flaw: Craves for rare and exotic things.<br/><br/>Equipment<br/>Scholars Pack<br/>Component Pouch<br/>Dogwood Stave {Spell Focus}<br/>Spellbook<br/>Weavers Tools<br/>Receipt for a Bank Deposit in a far off city<br/>15gp<br/><br/><br/><br/>Spells per level<br/><br/>Spellbook<br/>Cantrips: Mage Hand, Light, Ray of Frost<br/>1st Level Spells: Detect Magic, Color Spray, Mage Armor, Feather Fall, Identify, Witch Bolt<br/><br/>Cantrips<br/>L i g h t<br/>Evocation cantrip<br/>Casting Time: 1 action<br/>Range: Touch<br/>Components: V, M (a firefly or phosphorescent moss)<br/>Duration: 1 hour<br/><br/>You touch one object that is no larger than 10 feet in any<br/>dimension. Until the spell ends, the object sheds bright<br/>light in a 20-foot radius and dim light for an additional<br/>20 feet. The light can be colored as you like. Completely<br/>covering the object with something opaque blocks the<br/>light. The spell ends if you cast it again or dismiss it<br/>as an action.<br/><br/>If you target an object held or worn by a hostile<br/>creature, that creature must succeed on a Dexterity<br/>saving throw to avoid the spell.<br/><br/>M a g e H a n d<br/>Conjuration cantrip<br/>Casting Time: 1 action<br/>Range: 30 feet<br/>Components: V, S<br/>Duration: 1 minute<br/><br/>A spectral, floating hand appears at a point you choose<br/>within range. The hand lasts for the duration or until<br/>you dismiss it as an action. The hand vanishes if it is<br/>ever more than 30 feet away from you or if you cast<br/>this spell again.<br/><br/>You can use your action to control the hand. You can<br/>use the hand to manipulate an object, open an unlocked<br/>door or container, stow or retrieve an item from an open<br/>container, or pour the contents out o f a vial. You can<br/>move the hand up to 30 feet each time you use it.<br/><br/>The hand can’t attack, activate magic items, or carry<br/>more than 10 pounds.<br/><br/>R a y o f F r o s t<br/>Evocation cantrip<br/>Casting Time: 1 action<br/>Range: 60 feet<br/>Components: V, S<br/>Duration: Instantaneous<br/><br/>A frigid beam o f blue-white light streaks toward a<br/>creature within range. Make a ranged spell attack<br/>against the target. On a hit, it takes 1d8 cold damage,<br/>and its speed is reduced by 10 feet until the start of<br/>your next turn.<br/><br/>The spell’s damage increases by 1d8 when you reach<br/>5th level (2d8), 11th level (3d8), and 17th level (4d8).<br/><br/>Level 1<br/>M a g e A r m o r<br/>1st-level abjuration<br/>Casting Time: 1 action<br/>Range: Touch<br/>Components: V, S, M (a piece o f cured leather)<br/>Duration: 8 hours<br/><br/>You touch a willing creature who isn’t wearing armor,<br/>and a protective magical force surrounds it until the<br/>spell ends. The target’s base AC becomes 13 + its<br/>Dexterity modifier. The spell ends if the target dons<br/>armor or if you dismiss the spell as an action.<br/><br/>C o l o r Sp r a y<br/>1st-level illusion<br/>Casting Time: 1 action<br/>Range: S e l f (15-foot cone)<br/>Components: V, S, M (a pinch o f powder or sand that is<br/>colored red, yellow, and blue)<br/>Duration: 1 round<br/><br/>A dazzling array o f flashing, colored light springs from<br/>your hand. Roll 6 d10; the total is how many hit points<br/>o f creatures this spell can effect. Creatures in a 15-foot<br/>cone originating from you are affected in ascending<br/>order o f their current hit points (ignoring unconscious<br/>creatures and creatures that can’t see).<br/><br/>Starting with the creature that has the lowest current<br/>hit points, each creature affected by this spell is blinded<br/>until the spell ends. Subtract each creature’s hit points<br/>from the total before moving on to the creature with<br/>the next lowest hit points. A creature’s hit points must<br/>be equal to or less than the remaining total for that<br/>creature to be affected.<br/><br/>At Higher Levels. When you cast this spell using a<br/>spell slot o f 2nd level or higher, roll an additional 2d10<br/>for each slot level above 1st.<br/><br/>D e t e c t M a g ic<br/>1st-level divination (ritual)<br/>Casting Time: 1 action<br/>Range: Self<br/>Components: V, S<br/>Duration: Concentration, up to 10 minutes<br/><br/>For the duration, you sense the presence o f magic<br/>within 30 feet o f you. If you sense magic in this way, you<br/>can use your action to see a faint aura around any visible<br/>creature or object in the area that bears magic, and you<br/>learn its school o f magic, if any.<br/><br/>The spell can penetrate most barriers, but it is blocked<br/>by 1 foot o f stone, 1 inch o f common metal, a thin sheet<br/>of lead, or 3 feet o f wood or dirt.<br/><br/>F e a t h e r Fa l l<br/>1st-level transmutation<br/>Casting Time: 1 reaction, which you take when you or a<br/>creature within 60 feet of you falls<br/>Range: 60 feet<br/>Components: V, M (a small feather or p iece o f down)<br/>Duration: 1 minute<br/><br/>Choose up to five falling creatures within range. A<br/>falling creature's rate o f descent slows to 60 feet per<br/>round until the spell ends. If the creature lands before<br/>the spell ends, it takes no falling damage and can land<br/>on its feet, and the spell ends for that creature.<br/><br/>I d e n t i f y<br/>1st-level divination (ritual)<br/>Casting Time: 1 minute<br/>Range: Touch<br/>Components: V, S, M (a pearl worth at least 100 gp and<br/>an owl feather)<br/>Duration: Instantaneous<br/><br/>You choose one object that you must touch throughout<br/>the casting o f the spell. If it is a magic item or some<br/>other magic-imbued object, you learn its properties<br/>and how to use them, whether it requires attunement<br/>to use, and how many charges it has, if any. You learn<br/>whether any spells are affecting the item and what they<br/>are. If the item w as created by a spell, you learn which<br/>spell created it.<br/><br/>If you instead touch a creature throughout the casting,<br/>you learn what spells, if any, are currently affecting it.<br/><br/>W i t c h B o l t<br/>1st-level evocation<br/>Casting Time: 1 action<br/>Range: 30 feet<br/>Components: V, S, M (a twig from a tree that has been<br/>struck by lightning)<br/>Duration: Concentration, up to 1 minute<br/><br/>A beam of crackling, blue energy lances out toward<br/>a creature within range, forming a sustained arc o f<br/>lightning between you and the target. Make a ranged<br/>spell attack against that creature. On a hit, the target<br/>takes 1d12 lightning damage, and on each o f your turns<br/>for the duration, you can use your action to deal 1d12<br/>lightning damage to the target automatically. The spell<br/>ends if you use your action to do anything else. The spell<br/>also ends if the target is ever outside the spell’s range or<br/>if it has total cover from you.<br/><br/>At Higher Levels. When you cast this spell using<br/>a spell slot o f 2nd level or higher, the initial damage<br/>increases by 1d12 for each slot level above 1st.<br/><br/>Alistair Loomweaver was born into a fairly successful clothing business. His family has provided the people of Theinn a wide variety of clothing. From the common folk, to well to do merchants, lords, ladies, and kings have all had clothes custom tailored by the Loomweaver family over the course of seven generations. His parents, Orin and Malia, still run the business as it has always been run. Hand made clothing. Pride of creation. Striving for the customers satisfaction in knowing they have received the best garments available.<br/><br/>Alistair's three sisters all continue to work in the weaver rooms, sewing shops, and store front. Mia is the oldest and runs the day to day operations. She was always more of a businessperson, than an actual weaver. She is however quite good with dyes, and has created many original fabric colors. Ailen is the next in the sibling line, and is an excellent seamstress. Raina is the youngest sister who can do a little of everything and looks upon her older brother as an idol. The two grew up very close and from the onset she was the only one who understood his need for wanderlust. The family considers him as a kind of black sheep. His father is quite overbearing and wants him to run the business. Instead he met a wizardess and apprenticed under her for a number of years to learn the secrets of magic. He doesn't speak much about his training but she was a practitioner of a long lost order of Carnal Wizards. Their greatest power comes from clairvoyance, and their clairvoyant rituals include acts of a sexual nature. While the bulk of the family has forgiven him for straying off the families path, his father still holds animosity for his wayward son.<br/><br/>Growing up with three sisters, Alistair learned alot about women, and would be considered by many to be a shrewd ladies man who never puts out effort to woo. He dresses nicely, acts politely, and grooms himself well. His accent is practiced with just the right amount of annunciation. Most anyone who is travelled will know he's from Theinn, and he will treat all but the most boorish as a long lost friend. Most who meet him are richer for the meeting, but his one failing is haggling. He will wheel and deal with any vendor, over any goods.<br/><br/>He writes his family while on the road, and usually sends his letters with the caravan. A scrolltube sealed with the family crest. When travelling in areas unfriendly to spellcasters, he claims to be a merchant trader to avert suspicions.