Strato

Strato is a Red Wizard that specializes in Evocation. He starts out living in the capital of Thay, Eltabar with his master, Roshy. His adventure will take him from a Wizard's apprentice to the Zulkir of Evocation.

Backstory
When he was young, Strato broke a powerful wand which killed everyone around him and left him burnt and ugly. From that event he aquired a spellscar that glows in the prescence of magic. He Fled from his village to the town of Eltabar in Thay. He was taken in by a Red Wizard, Roshy. Master Roshy taught him the ways of the Red Wizard and sent him on a quest to find an artifact to prove that he was worthy.. He killed a powerful wizard and aquired her magical items. Master Roshy thought this was proof that he was ready, so Master Roshy presented him with a tattoo of the Red Wizard.

Story (Not yet complete)
Strato set out on a journey to find a artifact worth showing to his master to become a red wizard. Master Roshy gave him a ranger guide, Mael, to help him on his quest. The party were attacked by orcs several times. Strato realized that these orcs were being controlled by a Red Wizard. On the third orc attack, the orcs captured his elf guide, and had strato pinned to the ground with an axe over his head. With a flare spell, Strato was able to escape from the orc's clutches, but before Stato could blast the orcs, they made a threat that if he shot, they were going to kill his elf guide. Strato stopped a nogatiated with the orcs. They wanted to kill Strato so that his master could ressurect him as an undead servant. Strato said that he wanted to talk to the orc's master. A man named Aznar Thrul appeared in front of Stato. He told them that he needed help overthrowing Szass Tam and Khelben Blackstaff. Strato said that he would see what he could do. Strato and Mael continued there journey to the town of Szul. They stayed the night in the Inn. The next morning the town was attacked by a female red wizard and a Thayan Knight. The strangers killed everyone in the town and cornered Strato and Mael. The Thayan Knight knocked Mael unconsious, but Strato saved himself by telling the guards that he worked for Aznar Thrul. The enemy red wizard quickly apoligized and left them alone. Strato healed Mael and continued outside the inn. A women was laying on the ground bleeding out, but still alive. Strato ran over and poured a potion down her throut. She woke up, looked at Strato, and started casting a spell. Strato covered her mouth before she could finish. When Strato uncovered her mouth again to get information, she started casting a spell again, so Strato and Mael fought her. Mael got struck by a lightning bolt and blacked out, but Strato finished her off with his quarterstaff. Strato and Mael looted her body. Some strangers told them that the women they killed was Ashemmi the wife of Stommen ; a powerful wizard and the leader of a secret group, Darkhold. Strato and Mael traveled back to Eltabar. Strato thought that the spellbook would be enough to please his master. When arriving there, Master Roshy presented Strato with his tattoo, making him a red wizard. The following day, Master Roshy informed them that they needed to escort a young halfling women to her home. During the travel, she ambushed them. A half orc helped them fight her off. After the fight, the half orc informed them that she was an assassin hired by Stommen. He helped them because Strato was from Thay. When Strato and the orc were sleeping, Mael heard some snapping noises. He went to see what was wrong and found a troll snapping some druids necks. Mael hollered for the rest of his party and they responded. The troll killed the half orc and put Mael into a bag. Strato convinced the orc that Mael was the red wizard that they were looking for, so the troll left him alone. The druids of the forest revived Mael. They traveled back to Eltabar. On the way they met Lorloch. He gave Strato an Evoker's Mark and made Mael better at archery. In turn they would have to find the magical artifact, the Death Moon Orb. They decided to stay in the town for a year.

Master Roshy told Strato and Mael to check out a fort that was being overrun by hobgoblins. They traveled to the fort. When they arrived, there were a group of villagers handing the leader hobgoblin the Death Moon Orb. Strato and Mael confronted the leader, and he attacked them. The hobgoblin ran off while its hobgoblin lackeys distracted Strato and Mael. After they defeated the hobgoblins, a giant red dragon appeared. The party ran to the fort, but found the hobgoblin chanting a spell. Strato used distracting ray and stopped the hobgoblin's chant. The red dragon dissappered because  it was only an illusion. Right before the hobgoblin illusionist died, he threw the Death Moon Orb to the center of the town. Strato went alone to retrieve the orb, but before he could grab it a man appeared in front of him and took the orb. Then the fort started to emit shadows which cloaked the surrounding land in darkness. Strato and Mael continued to the fort. They came to a door completly covered in shadow. Mael touched it and was planeshifted to the plane of shadow. He also went through a change that made him an umbral creature, and incorpreal undead. Strato followed him. He was also planeshifted to the plane of shadows, but the darkness gave him powers of the Shade. Strato and Mael woke up surrounded by 6 spellweavers. The spellweavers told them that they needed the party to retrieve the death moon orb. They placed a gias on Strato shifted Strato and Mael back in front of the door. When they arrived a man with a spellplauge shard was there. He told them that he was Stormhollow and his shard would remove the shadows from the door. When the shadows were removed, they entered the fort. They looted many rooms. They came to a hallway, and when they entered they were teleported the the lesser plane of dread. The party walked up the stairs and came to a hallway with mirrors everywhere. When they got halfway through the hallway shadow goblins started stepping from the mirrors. They fought the goblins. Mael was killed by a shadow lion the darted in and out of the mirrors. Stormhollow called his master, Seto, to help the party in their fight. Seto used chain lightining to kill the goblins. They arrived to the top of the stairs and met Suhnuk. He told them that his master was going to be awakened and that they were going to clash the material plane with the plane of dread. Seto Chain Lightninged him and killed him. The party moved forward to a room. In the room was the man that took the death moon orb from Strato in the village. He had the Death Moon Orb behind him, and a dark figure started to materialize behind him. Stormhollow rushed at the figure and was cleaved in half. Seto and Strato were able to hold him off with magic. He knocked Seto out and started to talk to Strato. While they were talking, Seto awoke and used chain lightning, incapacitating the man. The man in the back materialized. He turned Seto into a soul gem. Then told Strato he needed to destroy the spellweavers and remove the gias from himself. He then shifted Strato back to Eltabar.

Master Yoshy presented Strato with a Thayan Knight, Elkor, and a Thayan Gladiator , Taurian. He told them that there was a tower that appeared out of nowhere in the Alamber Sea and they needed to check it out. The started the travel to Bezantur, a port city. On there way Elkor was captured by assassins. Strato and Taurian had to meet the assassins on a road. They met them and were attacked by an elf, human, doppleganger, and an elf mage. During the fight another man appeared with Elkor. He told them that if they attacked again they were going to kill Elkor. Taurian rushed the attackers and attacked the mage. The new man coup de graced Elkor, killing him. Strato and Taurian killed the attackers. They ressurected Elkor at a local city. They made it to Bezantur and hired a boat to take them to the island. The Tower has been sinking ships that pass by. The first part of the Tower was a maze that Taurian easily led them through. When they got to the center they triggered a trap that burned them and teleported Taurian and Elkor to a different part of the tower. Strato had to fight 4 wraiths. He then went into the next room and found a hydra. He hid from the hydra and went back to the room he came from. Because he was out of options, he sat down and read a book. It was not long before Taurian and Elkor found Strato. They were accompanied by a succubus, a unicorn , and a human cleric. Strato could tell that his friends were under the succubus's spell. He talked her out of releasing them. The unicorn ran to the exit. The succubus told them that they needed to help her fight a naga on the top floor. They reached to top floor and saw a naga coiled around an astral shard. They fought the naga. Elkor died and slid off the edge of the tower. Taurian was knocked unconscious. The succubus turned on Strato during the fight. Strato struck her down with a lightning bolt, and nuked the place with the succubus's necklace of fireball. Strato lived by hiding on the stairs. Strato healed Taurian and collected Elkor's body. They took the astral shard and traveled back to Eltabbar. Master Yoshy was pleased and put the Astral shard inside his tower. The party stayed in the town for about a month.

Taurian came to Strato telling him that he wanted to go check something out. Taurian, Elkor, and Strato headed to wear they thought taurian needed to go. When they arrived to the location Strato's scar started to glow brightly. It stopped glowing and Taurian told them that he wanted to leave, so the party headed back to town. It was about a month later, and Strato and Elkor heard a crash upstairs in the tower. The reached to top and Taurian was chanting Errutu holding a shard called Crashinobon and there was a Balor in the center of the room. The Balor ripped Master Roshy in half and took Crashinobon and the astral shard. About a week later, Elkor and Strato explored the Tome of Horrors in search of tresure to help them against Errutu. Strato was killed by a gem that consumed him in hellfire, but his partner resserected him. Next explored Nightfang Spire. Elkor fell down a chute and died. Strato allied with a Vrock named Rhunad, who was beaten by a Elder Fire Elemental. The Fey'ri got ahold of a powerful red dragon's heart. Strato was called to Thay Mount--along with every other Red Wizard in Thay-- bacause an army of devils were preparing to attack. Strato met a wizard from Rashemen, Amaterasu. Strato conviced to other Red Wizards to let her fight in the upcoming battle.

The devil's attacked and the Red Wizards were winning the battle, but the Balor that killed Master Roshy appeared with a crystal shard, Crashinobon. The Balor wiped out a lot of the Red Wizard's army and killed all the Zulkirs except Szass Tam. The Red Wizards managed to turn the battle around and drive of the Balor off. Szass Tam made Strato the Zulkir of Evocation and gave him all of Aznar Thrull's items.

After the battle, Strato left to tend to some personal business. He returned to a tower and summoned the Vrock, Rhunad. He wanted Rhunad to find out information about the spelleavers, but the Vrock was stronger than Strato and broke through his summoning circle. The Vrock, larger than before, grabbed Strato and took him to the leader of the Fay'ris tha stole the heart of Nightfang Spire.

With his Shade powers strenghtening, he is was able to planeshift to anywhere on the plane of shadows. He talked to Rashemen to come with him because he promised her magic items. Strato and Amaterasu planeshifted to the spellweaver's home. He caught the spellweavers off guard and struck them with a chain lightning. That was not enough to kill them though. Strato soon realized that he was no match for the spellweaver's magic, so he created an antimagic field. The spellweavers were not able to use there magic anymore and had to fight Strato and Amaerasu in hand to hand combat. The spellweavers were no match in melee and were killed by the party. Strato and Amaterasu planeshifted back to the material plane.

Description
Strato looks like a normal human, but when he is in the darkness, his body becomes the figure of a shadow. His head is bald with the Red Wizard's tattoo on it. His face also carries many scars that glow in the presence of magic and a dragonmark given to him by Lorloch.

Strato is a very ambitious and calm wizard. He does not like to kill people outright, but he likes to use them to further the strength of his power. He has many goals such as recovering the Death Moon Orb, and becoming the ruler of Thay. He has already accomplished many of his goals like destroying the spellweavers that placed a gias on him, becoming the Zulkir of Evocation, and destroying the powerful Balor, Errutu who held Crashinobon.

Stats
Strato  (Human (Shade), Wizard 5, Red Wizard 5, Force Missile Mage 5, Argent Savant 5, CR 24)

Lawful Evil Medium Outsider

Init +3 (+3 Dex)



Dodge +16 (+26 in Shadows) DR 12 SR 24

HD: 20

Vitality: 92 (+24 Temp HP in Shadows) (14d5+5d8+23+6 Metamagic), Wound: 32 (12+20)

Fort +8 (+13 in Shadows) Ref +10 (+14 in Shadows) Will +22 (+27 in Shadows)



Speed 30ft (50ft in Shadows)

Base Atk +8 (+10 in shadows) Grp +11 (+13 in shadows)

Attack 1: +3 Quarterstaff +14 (+16 in Shadows) 1d6+6 (1d6+8 in shadows)

Space 5 ft. (1 squares) Reach 5 ft. (1 squares)



Abilities Str 16(+3) Dex 16(+3) Con 12 (14 Shadows)(+1) Int 21(23)(+6) Wis 8(-1) Cha 16 (18 in Shadows )(+3)



<p class="MsoNoSpacing">Feats: Repeat Spell, Scribe Scroll, Spellcasting Prodigy, Primitive Spellcaster, Mind Over Body, Combat Casting, Still Spell, Evoker’s Mark, Tattoo Focus, Energy Substitution, Maximize Spell, Blade of Force, Residual Magic, Arcane Thesis (Magic Missile), Quicken Spell, Twin Spell

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<p class="MsoNoSpacing">Skill Points: 167

<p class="MsoNoSpacing">Skills: Bluff +22, Concentration +25, Diplomacy +4, Gather Information +2, Hide +3 (+11 in Shadows), Intimidate +21, listen -1 (+3 in Shadows), Move Silently +3 (+11 in Shadows), Spot +16 (+20 in Shadows), Sense Motive +1, Spellcraft +31, Knowledge (Arcana) +27, Knowledge (Nature) +16, Knowledge (History) +10, Knowledge (Geography) +7, Knowledge (Local) +7, Knowledge (Religion) +10, Knowledge (Planes) +20

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<p class="MsoNoSpacing">'''Gear: '''

<p class="MsoNoSpacing">Diadem of Intelligence +2 – worn

<p class="MsoNoSpacing">Goggles of Lifesight – worn

<p class="MsoNoSpacing">Amulet of Natural Armor +2 –worn

<p class="MsoNoSpacing">Robes of Rukhyon –worn

<p class="MsoNoSpacing">Bracers of Armor +10 –worn

<p class="MsoNoSpacing">Boots of Speed –worn

<p class="MsoNoSpacing">Ring of Mind Shielding –worn

<p class="MsoNoSpacing">Ring of Protection +4 –worn

<p class="MsoNoSpacing">Soul Stone Necklace (Seto) –worn

<p class="MsoNoSpacing">Brooch of Shielding(82) –worn

<p class="MsoNoSpacing">Dusty Rose Prism Ioun Stone –worn

<p class="MsoNoSpacing">Orange Ioun Stone –worn

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<p class="MsoNoSpacing">Inventory: Spellbook, Ashemii’s Spellbook, Blank Spellbook, +1 Quarterstaff, Bracers of Armor +6, +3 Quarterstaff, +1 Arrows x20, Kyrini’s Spellbook, Bracers of Armor +10, Sorin’s Spellbook, Cloak of the Bat, Helm of Darkness, Darkskull, Potion of Charisma x2, Potion of Hide from Undead x2, Antitoxins x2, Potion of Endurance, Potion of Waterbreating, Potion of Aid, Sassone Leaf Residue, Potion of Cure Moderate Wounds x10, Potion of Lesser Restoration, Scroll of Haste x2, Scroll of Dispel Magic x2, Scroll of Scorching Ray x1, Scroll of Magic Missile, Scroll of Lightning Bolt, Backpack, Bedroll, Parchment x10, Inkpen, waterskin, Flint&Steel, Map of Thay, Oil (5pints), Caltrops x5, Paints, Nicotic Manuscripts, Wand of Dispel Magic (10th), Rod of Cancellation, Dust of Illusion, Gem of Seeing, Cube of Force, Bag of Holding II, Necklace of Fireball (4d6, 2d6x2), Wand of Melf’s Acid Arrow (17 charges), Wand of Magic Missile (5CL, 16 charges), Wand of Lighting Bolt (5CL, 13 Charges), Wand of Sound Lance (10CL, 13 Charges), Wand of Magic Missile (9CL, 28 charges), Rod of Silent Metamagic, Wand of Fireball (6CL, 14 Charges), Shadowstaff, Wand of Lightning Bolt (8CL, 31 charges), Staff of Fire (45 Charges), Wand of Magic Missile (7CL, 43 charges), 512 PP, 10002 GP, 222 SP

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<p class="MsoNoSpacing">'''Prepared Spells '''

<p class="MsoNoSpacing">Level 0- Dancing lights, Flare, Mage Hand, Ray of Frost, Light

<p class="MsoNoSpacing">Level 1 – Magic Missile, Featherfall, burning hands, ray of enfeeblement, vaharean’s nightshield, shocking grasp, kauper’s quickblast

<p class="MsoNoSpacing">Level 2- Darkness, Protection from Arrows, Scorching Ray, Web, Aganazzar’s Scorcher, Blink, Gelee’s Electric Loop,

<p class="MsoNoSpacing">Level 3- Lighting Bolt, Slow, Haste, Scattergloom, Fireball, Repeated Magic Missile, Maximized Magic Missile

<p class="MsoNoSpacing">Level 4- Twin Magic Missile, Quickened Magic Missile, Stoneskin, Forcewave, Fly, Damning Darkness

<p class="MsoNoSpacing">Level 5- Wall of Force, Telekenisis, Duel Ward, Baleful Polymorph, Cone of Cold, Arc of Lightning

<p class="MsoNoSpacing">Level 6- Twin Repeated Magic Missile, Howling Chain, Chain Lighting, Greater Dispel Magic, Globe of Invulnerability, Twin Maximized Magic Missile,

<p class="MsoNoSpacing">Level 7- Prismatic Spray, Spell Turning, Shadow Canopy, Quickened Twin Magic Missile, Quickened Blink

<p class="MsoNoSpacing">Level 8-Twin Maximized Magic Missile, Quickened Stoneskin, Quickened Slow, Dread Form of the Eye Tyrant,

<p class="MsoNoSpacing">Level 9- Crushing Fist of Spite, Binding Chain of Fate, Quickened Duel Ward

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<p class="MsoNoSpacing">'''Spells Known '''

<p class="MsoNoSpacing">Strato’s Spellbook: Dancing Lights, Flare, Light, Ray of Frost, Mage Hand, Magic Missile, Burning Hands, Shocking Grasp, Tenser’s Floating Disc, Ray of Enfeeblement, Shield, Mage Armor, Vaharean’s Nightshield, Blink, Shatter, Melf’s Acid Arrow, Darkness, Fireball, Sickening Cloud, Flame Arrow, Nondetection, Haste, Slow, Fly, Arcane Eye, Stoneskin, Wall of Force, Teleport, Antimagic Field, Globe of Invulnerability.

<p class="MsoNoSpacing">Ashemii’s Spellbook- 0Level-Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Detect Magic, Message, Ray of Frost 1st Level- Feather Fall, Identify, Magic Missile, Message, Mage Armor, Ray of Enfeeblement, Shield 2nd Level-Arcane Lock, Invisibility, Protection from Arrows, Web, Distracing Ray, Scorching Ray. 3rd Level-Clair Audience/Clair Voyance, Dispel Magic, Fly, Lightning Bolt, Acid Breath, Rainbow Blast. 4th Level- Deminsion Door, Fire Shield, Otilook's Resiliant Spear, Polymorph Other, Force Missile, Stoneskin,Votex of Teeth,Wall of Fire. 5th Level- Major Creation, Prying Eyes, Teleport,Baleful Polymorph,Duel Ward, Extended Greater Invisibility. 6th Level-Chain Lightning, Decenegrate, Greater Dispel Magic.7th Level-Spell Turning.

<p class="MsoNoSpacing">Sorin’s Spellbook- 0 Level-No Light, Electrical Jolt, Preserve Organ. 1st Level-Distracting Shadows, Net of shadows, blade of blood, burning rage, 2nd Level-Wall of Gloom, darkbolt, veil of shadows, claws of darkness, 3rd level-black light, control darkness and shadow, scattergloom, shadow binding, 4th Level-damning darkness, backlash, bestow curse, armor of darkness*, 5th level-Arc of lightning, acid rain, black water tentacle, channel life thieft, 6th level-shadow canopy, antimagic field, blackwater taint, circle of death, 7th level-shadow trap, ravetous darkness, sword of darkness, arrow of bone, 8th level-steal life, greater bestow curse, black fire, blackstaff, clone, create greater undead, dread form of the eye tyrant, embrace the dark chaos, field of icy razors, icy claw 9th Level-Mind rape, utterdark, abyssal army, crushing fist of spite, binding chian of fate, black blade of disaster,felldrain ravenous darkness, 10th Level-felldrain field of icy razors, fell drain icy claw, 11th Level-felldrain crushing fist of spite, 12 level-Quickened greater bestow curse, Epic-genesis, hellball, damnation

<p class="MsoNoSpacing">Kyrini’s Spellbook- 0Levels- detect magic, mage hand, prestidigitation, read magic, 1 level-force wave, grease, magic missile, shield, 2 Level- Aganazzar's Scorcher, gedlee's electric loop, glitterdust, invisibility, shatter. 3rd Level-dispel magic, fireball, fly, lightning bolt, stilled web, 4th level-deminsion door, stilled scintillating sphere, otilukes resiliant sphere, stoneskin, shout, 5th level-Cone of cold, feeble mind, telekenisis, 6th level-Globe of invulnerability, howling chain, stilled wall of force 7th level-parismatic spray, ruby ray of reversal (6th)

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<p class="MsoNoSpacing">'''Class/Racial Features: '''

<p class="MsoNoSpacing">Shade Abilities: A shade loses access to the Shade powers if he is not in a shadowy area.''' '''

<p class="MsoNoSpacing"> Control Light (Shade): The Shade can decrease the levels of light within a 100 foot radius by a factor of 10% per level. For characters and creatures dependent on light to see, this decreases the effective range of vision for them by the same percentage. For each 25% decrease in light, anyone within the area gains a +1 circumstance bonus on hide checks.

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Invisibility (Shade): The Shade can use this ability once per round as a sorcerer of his level.

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Shadow Image (Shade): Three times per day, the shade can use this spell like ability (similar to the mirror image spell) as a sorcerer of his level. This creates 1d4 figments of the Shade, +1 per three levels.

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Shadow Stride (Shade): As often as once every 2 rounds, a shade of 8th level or highter can vanish from his current location and reappear in any shadowy area within 300 feet. This is a move equivalent Action.

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Shadow Travel (Shade): If the shade is 12th level or higher, then he can use teleport without error to access the Plane of Shadows. A shade can shadow travel once per day.

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Energy Affinity (Ex): Evokers using this variant must choose an energy type (acid, cold, electricity, fire, or sonic). This choice is made upon character creation and cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, she casts the spell as if her caster level were one higher (affecting range, duration, damage, caster level checks, and any other factor influenced by caster level). An evoker using this variant permanently gives up the ability to obtain a familiar.

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Bonus Missile: At 1st level, a force missile mage gains increased mastery over his spell of choice. Every time he casts magic missile he creates an addition missile, even if this extra missile exceeds the normal maximum of five missiles that the spell normally allows. Thus, a 1st-levelforce missile mage/6th-level wizard creates five magic missiles, while a 1st-level force missile mage/8th- level wizard produces six missiles. At 5th level, the force missile mage benefits from an additional bonus missile. This means that a high-level force missile mage can create up to seven missiles with a single casting of magic missile.

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Still Missile (Ex): All of the force missile mage's magic missile spells lack a somatic component. He casts magic missile as if using the Still Spell feat but without an increase in spell level.

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Energy Missile (Ex): A force missile mage becomes intimately attuned to the energies that compose the spell magic missile and may alter them in significant ways. Starting at 2nd level, a force missile mage may add either the acid, cold, electricity, or fire descriptor to any magic missile he casts. The type of energy added to the spell is chosen at the time of casting, and you can choose a different type of energy each time you cast magic missile. This altered descriptor affects all missiles created by a single casting of magic missile. Although still a force spell, any magic missile altered in this way deals additional damage against vulnerable creatures and less damage against creatures with related resistances and immunities.

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<p class="MsoNoSpacing">Swift Shield (Sp): A force missile mage realizes the need to defend himself against the magic missiles of other spell casters. A 2nd-level force missle mage can cast Shield once per day as an immediate action. (An immediate action is like a free action, but only once can be made per round.) This spell is cast in addition to the force missile mage's usual number of spells per day and at the force missile mage's highest caster level.

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Overpowering Missle: At 3rd level, the force missile mage's Magic Missile spells become especially potent, breaking through spell resistance more readily than normal. He gains a +2 bonus on caster level checks made to overcome a creature's spell resistance with the spell Magic Missile. This benefit only applies to Magic Missile spells he casts. In addition, a force missile mage's Magic Missiles might penetrate Shield spells and Brooches of Shielding. Against such protections, the force missile mage makes a caster level check with a DC equal to the caster level, in the case of Shield, or DC 20, in the case of a brooch.

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<p class="MsoNoSpacing">Reflective Shield (Sp): At 4th level, a force missile mage can reflect the spell Magic Missile. For the purposes of being affected by Magic Missile, a force missile mage is constantly treated as being under the effect of the spell Spell Turning, thus reflecting offensive Magic missiles back at the caster. If that caster is protected by a Shield spell or a Brooches of Shielding, these reflected Magic Missiles are negated as normal. Missiles reflected back against a caster who also has Spell Turning in effect require the force misslie mage to roll on the Spell Turning mishap chart.

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Force Specialization: An argent savant gains a +2 competence bonus on attack rolls made with her force spells. She also adds a +1 bonus to each die of damage dealt by spells she casts with the force descriptor. If the force spell doesn’t deal damage expressed by dice, she adds only a +1 bonus to the total damage dealt. For example, a magic missile cast by a 9th-level wizard/1st-level argent savant deals 1d4+2 points of damage per missile. A 9th-level wizard/4th-level argent savant deals 4d6+7 points of force damage with her Mordenkainen’s sword spell.

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Force Armor (Ex): At 2nd level and higher, an argent savant gains more benefit from defensive force spells than other characters. If she casts a force spell that provides an armor bonus or a shield bonus to Armor Class, she increases the spell’s normal armor bonus by 2. For example, mage armor normally adds an armor bonus of +4 to the caster’s AC, but an argent savant with this ability who casts mage armor adds an armor bonus of +6 to her AC.

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Enduring Force (Ex): Force spells cast by an argent savant of 3rd level or higher linger longer than normal, and they are more difficult to counter or dispel. The duration of a force spell cast by the savant is doubled, as if the Extend Spell feat had been applied to it. However, the spell’s level and casting time are unchanged. The same restrictions that apply to extended spells apply to spells affected by enduring force. In addition, the DC required to counter or dispel the argent savant’s force spells increases by 4.

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<p class="MsoNoSpacing">Ablate Force (Ex): Due to her improved understanding of magical force, an argent savant of 4th level or higher can prevent force damage to herself. She subtracts her class level from damage dealt by any force spell or effect. A force spell producing multiple attacks, such as magic missile, is considered a single attack for this purpose; deduct the savant’s level from the total damage dealt by the spell, not the damage dealt by each individual missile.

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Unbind Force (Su): At 5th level, an argent savant learns how to unweave a force spell or effect and liberate its magical energy. As a standard action, she can attempt to dispel a single force spell or effect within 60 feet (even those normally immune to dispel magic, such as wall of force). If she succeeds on a caster level check (DC 11 + opposing caster’s level), the force effect is unbound. This immediately dispels the effect and deals 1d6 points of force damage per level of the dispelled spell to all creatures and objects within 10 feet of the unbound spell. For example, if an argent savant unbound another caster’s wall of force, the liberated spell energy would deal 5d6 points of force damage to anyone within 10 feet of the wall’s former location.

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Enhanced Specialization: Upon becoming a Red Wizard, a character increases his devotion to his wizard school of specialization. In exchange for this, the Red Wizard must sacrifice study in one or more schools. The Red Wizard must choose an additional prohibited school or schools using the rules in the Player's Handbook. He can never again learn spells from those prohibited schools. He cannot choose the same prohibited schools he chose as a 1st-level wizard. He can still use the prohibited spells he knew prior to becoming a Red Wizard, including using items that are activated by spell completion or spell trigger. For example, Ghorus Toth is specialized in the school of transmutation. His prohibited schools are abjuration and enchantment. When he becomes a Red Wizard, he must choose one other prohibited school. He decides to select conjuration as his additional prohibited school.

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Specialist Defense: A Red Wizard gains a bonus on saving throws against spells from his specialist school. This bonus starts at +1 and increases at higher levels, as shown on Table 6—15.

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<p class="MsoNoSpacing">Spell Power: At 2nd level, a Red Wizard gains a bonus that increases his effective caster level for purposes of determining level-dependent spell variables and for caster level checks. The bonus starts at +1 and increases at higher levels, as shown on Table 6—15. This ability stacks with other spell power benefits that affect spells from the Red Wizard's specialist school.

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Bonus Feat: At 5th level, a Red Wizard gains a bonus feat, which must be either an item creation feat, a metamagic feat, or the Spell Mastery feat.

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<p class="MsoNoSpacing">Circle Leader: At 5th level, a Red Wizard gains the ability to become a circle leader, who is the focus person for Red Wizard circle magic (see New Features of the Red Wizard, below).