BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Sparacus Saloris Saviori, Wizard

Saviori is another powerful wizard who turned his back on the Assembly of the Weave due to their constant spying and regulation.  He is an expert in magical artifacts that create tesseracts or internal magical spaces within them.  He is the only living wizard who has traveled into and out of the Gem of Amara.

Physical Description

General Physical Condition

Human Class & Level: Wizard 15 (Transmuter) Background: Sage Alignment: Lawful Neutral Experience: 174,900 xp   ABILITY SCORES & ABILITIES (* includes +5 proficiency bonus; ** includes expertise, if any)   Strength 9 -1 ... Strength Ability Checks -1 ... Strength Saving Throws +4 ... Athletics Skill * 135 lbs. ... Maximum Carrying Capacity 270 lbs. ... Max. Push or Drag (Speed -5 ft.) 270 lbs. ... Maximum Lift   Dexterity 14 +2 ... Dexterity Ability Checks +2 ... Dexterity Saving Throws +2 ... Acrobatics Skill +2 ... Sleight of Hand Skill +2 ... Stealth Skill   Constitution 17 +3 ... Constitution Ability Checks +3 ... Constitution Saving Throws   Intelligence 20 +5 ... Intelligence Ability Checks +10 ... Intelligence Saving Throws * +10 ... Arcana Skill * +10 ... History Skill * +10 ... Investigation Skill * +5 ... Nature Skill +5 ... Religion Skill   Wisdom 13 +1 ... Wisdom Ability Checks +6 ... Wisdom Saving Throws * +1 ... Animal Handling Skill +6 ... Insight Skill * +6 ... Medicine Skill * +1 ... Perception Skill +1 ... Survival Skill   Charisma 11 +0 ... Charisma Ability Checks +0 ... Charisma Saving Throws +0 ... Deception Skill +0 ... Intimidation Skill +0 ... Performance Skill +0 ... Persuasion Skill   COMBAT [PHB p. 189]   11 ... Passive Perception +2 ... Initiative Modifier   Armor Class 10 ... Armor worn: none   30 ft. Speed ... Base distance per move   107 hit points ... 15d6 Hit Dice   Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 1d6-1 bludgeoning damage. (If used two-handed in melee, does 1d8-1 damage.)   Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)   Fire Bolt Cantrip. Ranged Spell Attack: +10 to hit, targets one creature or object within 120 ft. range. Hit: 3d10 fire damage and unattended flammable objects catch on fire.   FEATURES, TRAITS, SPECIAL ABILITIES   Sage Background [PHB p. 137] • Feature: Researcher • Traits: You were a promising student but dropped out. Humorless outlook. • Ideal: Just in it for the money. • Bond: Puts students above all. • Flaw: Often skips personal care.   Proficiencies & Languages • Proficiency Bonus: +5 • Armor: none • Weapons: dagger, dart, light crossbow, quarterstaff, sling • Tools: none • Saving Throws: Intelligence, Wisdom • Skills: Arcana, Athletics, History, Insight, Investigation, Medicine • Languages: Common, Dwarvish, Elvish, Halfling   Human Traits [PHB p. 29] • Age: 34 years old • Medium Size (6' 1", 229 lbs.)   Wizard Class Features [PHB p. 112] • Ritual Casting • Arcane Recovery (regain spell slots totalling 8 levels [max. 6th level] after short rest once per day) • Transmutation Savant (copy such spells in half the time) • Minor Alchemy (change ordinary materials' nature for 1 hour) • Transmuter's Stone (rock grants user darkvision to 60 feet, +10 feet speed, prof. in Constitution saves, or resistance to an elemental damage type) • Shapechanger (use Polymorph without spell slot once betw. rests) • Master Transmuter (expend all magic in a Transmuter's Stone for various powerful effects)   Spellcasting [PHB p. 201] Spell Attack Modifier +10 Spell Save DC 18 Cantrips Known: Fire Bolt, Light, Mage Hand, Minor Illusion, Prestidigitation   Prepared Spells 1st Level (4 slots): Mage Armor, Longstrider, Detect Magic, Charm Person 2nd Level (3 slots): Alter Self, Spider Climb, Misty Step, Phantasmal Force 3rd Level (3 slots): Fly, Haste, Fireball 4th Level (3 slots): Polymorph, Conjure Minor Elementals 5th Level (2 slots): Animate Objects 6th Level (1 slot): Disintegrate, Flesh to Stone 7th Level (1 slot): Reverse Gravity 8th Level (1 slot): Control Weather, Incendiary Cloud, Clone   EQUIPMENT & TREASURE   Carried Gear (PHB, p. 143): two (2) daggers, quarterstaff, belt pouch, set of common clothes, bottle of black ink, quill, small knife, personal papers. (This load is about 9 lbs.; add 1 lb. per 50 coins carried.)   Magic Items (DMG p. 135) • iron flask • oil of sharpness • portable hole • spell scrolls (Ice Storm, Prismatic Wall) • potion of supreme healing (10d4+20 hp) • potion of superior healing (8d4+8 hp) • 2 potions of healing (2d4+2 hp)   (a) Item attuned to character.   Coins & Gems: 6,759 gold pieces (gp 68 silver pieces (sp 51 copper pieces (cp 3 gems (worth 500 gp each)

Mental characteristics

Personal history

Born almost three hundred years ago in the Ulerin Valley of the Eigerlands his parents noticed early on his strange aptitude for magic.  At the age of four he changed the colors of almost everything in the house.  He picked up the prestidigitation cantrip after reading a neighbors old magic book at the age of six.  This of course was a nightmare for his parents when he learned he could make fart noises louder and complete with smell at almost any time.  
By the time he was 12 they were researching magical academies and some way to send him off safely to learn to deal with these capabilities.  He attended Presavarius University in Helletown and quickly became the doogie Houser of the dorm.  Quickly the other students became hostile when a young boy showed up to all of their classes and was doing magic quicker and better in a matter of weeks.  
The professors at the time were of the Assembly and also began to crack down on Sparacus instead of the offending students.  This quickly led to a pranks war with Sparacus and the older students and some Animal House worthy antics combined with powerful dangerous spells.  When he realized he was going to be expelled and gentled by the Assembly Sparacus fled into Penthaheim.  He eventually made his way to Penthos and joined up with an adventuring party.  They spent years fighting monsters and helping the helpless.  
All through this Saviorii grew in power and aptitude and once again the Assembly of the Weave noticed.  As he became a liability to those around him he left his group and spent a few decades just growing in power and ability.  He obtained several magical devices and potions that extended his life and he spent a good century fighting the assembly.  Even he with his cunning and magical ability grew weary of the struggle and he decided to recede from society to work on himself.  He eventually created his own world, his incredible floating sphere island.  He built his tower and came up with the inhumanoids as an unthinking work force.  Now he has become a hermit who spends his days researching new spells and doing experiments.  His one nuisance is those damn adventuring parties that seek him out for advice and help with magical devices or magical bureacracy.
Species
Age
95
Children
Gender
Male
Eyes
Dark Blue
Hair
Balding on top long white down the back
Skin Tone/Pigmentation
Tanned but white
Height
6’
Weight
156

Articles under Sparacus Saloris Saviori, Wizard


Comments

Please Login in order to comment!