Strength Dexterity Constitution Intelligence Wisdom Charisma
8 [-1] 14 [+2] 14 [+2] 16 [+3] 10 [+0] 8 [-1]

7 (+1), 13 (+1), 12 (+2), 14 (+2), 9 (+1), 7 (+1)

Human, Wizard, Sage

Neutral Good

  • Size: Medium [5’4”, 160 lb]
  • Speed: 30
  • Exp: 1775 [Next at -]
  • HP:14 (6 + Con Modifier) [+D6 (4) + Con].
  • Level Proficiency: +2 [Level 1].
  • Saving Throws: Intelligence, Wisdom
  • Passive Perception: 11
  • AC: 12 (15 with mage armor)
  • Spell Save: 8 + proficiency + int (12)
  • Spell Attack: proficiency + int (+4)


  • Weapon Proficiency: Quarterstaves, daggers, darts, slings
  • Armour Proficiency: None
  • Tool Proficiencies: None
  • Languages: Common, Elvish, Dwarven, Halfling
  • Skills: Arcana (Int), History (Int), Insight (Wis), Medicine (Wis)

Traits and Features:

  • None


  • None

Spells: Spells in bold are prepared spells

Spell School:

  • From level two onwards: abjuration


  • Frostbite: 1 action, 60ft, V, S. Con save. Takes 1d6 cold damage and has disadvantage on next weapon attack roll it makes before the end of its next turn.
  • Blade Ward: 1 action, self, V, S. Until end of next turn, grants resistance against bludgeoning, piercing and slashing damage dealt by weapon attacks.
  • Mage Hand: 1 action, 30ft, V, S. Creates a spectral floating hand lasting for 1 minute. Use action to control the hand. If it moves out of range it disappears. Can use it for manipulating objects, opening doors etc. but it can’t attack, activate magical items or carry more than 10 pounds.

Level 1:

  • Identify (ritual): 1 minute (10), touch, V, S, M (pearl worth at least 100gp and an owl feather). Learn the properties of a magical item, if it requires attunement, how many charges it has etc. If it was created by a spell, you learn what spell it is. If cast on a creature you discover what spells are affecting it.
  • Ice Knife: 1 action, 60ft, S, M. Ranged spell attack, on hit deals 1d10 piercing to target, then shatters. Regardless of hit or miss, creatures within 5ft of shatter make a dex save or take 2d6 cold damage. Increases by 1d6 for each spell slot higher than first.
  • Mage Armor: (abj) 1 action, touch, V, S, M. 8 hours. Gives a creature not wearing armour an AC of 13+Dex
  • Alarm: (abj)(ritual) 1 action (10 mins). 30ft, V, S, M. Lasts for 8 hours. choose an area within range no bigger than a 20ft cube. When casting the spell, you can designate what creatures won’t set the spell off. Can be mental or audible. Mental pings the mind within 1 mile and wakes the user up. Audible produces the sound of a hand bell for 10 seconds within 60ft.
  • Chromatic Orb: 1 action, 90ft, V, S, M. Diamond worth at least 50gp. Choose acid, cold, fire, lighting, poison or thunder damage and make ranged spell attack. On hit, target takes 3d8 of chosen damage, increasing by 1d8 for each slot above 1st.
  • Shield: (abj) 1 reaction, self, V, S. Until start of next turn, +5 AC including against triggering attack.
  • Longstrider: 1 action. Touch. V, S, M. Gives +10 movement for 1 hour. At higher levels, can target one extra per slot level.
  • Feather Fall: 1 reaction. 60ft, V, M. 1 minute. Choose up to 5 creatures within 60ft to reduce their falls speed to 60ft and allow them to land on their feet and take no fall damage.

Level 2:

  • Locate Object: 1 action, self. V, S, M. Concentration, 10 mins. Describe or name an object that is familiar to you. You can sense the direction to the object’s location provided it’s within 1000ft. If in motion, can know the direction of its movement. Can locate specific object than has been seen within 30ft at least once. Can also locate the nearest object of a particular kind like apparel, jewelry, furniture, tools, weapons etc. Can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path.
  • Snilloc’s Snowball Storm: 5ft radius sphere. 3d6 cold damage on failed dex save, half on pass. 1d6 for each spell slot above 2nd.
  • Knock: 1 action, 60ft, V, Instantaneous. Choose object you can see in range (door, box, chest, manacles, padlock) that prevents access. Mundane locks that is stuck or barred becomes unlocked, unstuck or unbarred. Only unlocks one object if there are multiples. If it's held shut with an arcane lock, it's suppressed for 10 minutes, during which time the target can be opened and shut normally. A loud knock that is audible from 300ft away is heard upon casting.
  • Hold Person: 1 action, 60ft, V,S,M, Conc., 1 minute. Choose a humanoid within range. Target must succeed on Wis save or be paralysed. At the end of each of its turns, the target can make another Wis save to end the spell. 3rd level or higher can target additional humanoids providing they're within 30ft of each other.
  • Magic Weapon: Touch, V, S, 1 bonus action. Conc, up to 1 hour. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 4th level gives +2, 6th level gives +3.


  • Quarterstaff
  • Arcane focus
  • Scholar’s pack:
    • backpack
    • book of lore
    • bottle of ink
    • ink pen
    • 10 sheets of parchment
    • bag of sand
    • small knife
  • Spellbook
  • Bottle of black ink
  • Quill
  • Small knife
  • Letter from a dead colleague posing an unanswered question
  • Common clothes
  • Trinkets:
    • Sketch of a goblin
    • Ornate goblet (currently stolen)
    • Ornate medallion worth 173gp (currently stolen)
    • A fan with a picture of a cat
    • A choker
    • Silver Skull of the Heretic
    • Red Glass Sun Amulet
    • A Tiny Cage with No Door
    • Strange Coin marked with 'Traegon'
    • String of Pearls
    • 20x Loose Pearls
    • Bag of Six Moonstones
    • Amethyst [200gp]

Platinum: 7
Gold: 90
Silver: 17
Copper: 12


Specialty: Discredited Academic
Feature: Researcher
If I don’t know a piece of information, often I know how/where to find it.
Trait: I’ve read every book in the world’s greatest libraries - or I like to boast I have.
Trait: I am horribly awkward in social situations.
Ideal: What is beautiful points us beyond itself toward what is true.
Bond: I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
Flaw: I can’t help but pocket loose coins and other trinkets I come across.

Logan is an angsty teenager who thinks he is incredibly knowledgable because he’s read a few books. He holds onto an ancient text that he claims are full of ancient secrets, but the truth is something much more trivial. He got into an argument with his mentor, but took it too far and was expelled from his official studies, but not before stealing a couple of spells and books from the library. Logan pretends not to care about this, but really he just wants to prove himself to his instructor. He acts aloof to appear cool and uses cold magic to reinforce this idea, but if he’s attracted to someone he’ll break the facade and do anything for them despite his awkward communication skills. He wears a big hat and will use it to cover his face and avoid eye contact when in an uncomfortable social situation.

Logan's Book of Terrible Secrets:

Spring of 62AU.

I stole and wrote down some cold evocation magic from the forbidden section of the library. Teacher caught me stealing books from the library. We argued and he expelled me. What a dick, I’ll show him. Abjuration magic is useful, but boring. I want to learn cool things.

End of summer 62AU.

Day 1 & 2 of a new adventure.

I stole an ornate goblet while civilians died in a church. I couldn't muster the courage to tell Marius they had passed away and instead watched him cry. I stole a fan with a cat picture from a dwarven chef I met on the road. I took a choker from a guy who fell to bandits that was meant to be used to track him.

Day 4:
Won an ornate medallion in a darts competition. It looks kind of valuable, maybe I should sell it? Not my usual method of obtaining goods.

Day 5, 6:
Uneventful, threw some ice at people.

Day 7:
The bastards stole my trinkets. I’ll find a way to get it back.

Day 13:
Attempts to find my trinkets are unsuccessful. Perhaps my magic needs some refinement.

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