Laggrak WEAPONS: Dagger, Dagger (obsidian), Staff; ARMOR: None
www.shadowdarklings.net LANGUAGES: Celestial, Common, Goblin, Primordial, Reptilian, Thanian
Goblin: KEEN SENSES: Can't be surprised.
Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with DC 15 INT
check
8 -1 14 +2 Goblin Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+2 vs a DC equal to 10
+ the spell's tier.
Wizard-1: LEARN EXTRA SPELL: Learn Mage Armor
SPELLS: Alarm, Charm Person, Mage Armor, Sleep
8 -1 8 -1 Wizard
8 -1 13 +1 1 0 10
23 7
Apprentice
2 9 Dagger
Flask or bottle Backpack
Bag of coins (30)
Flint and steel
Lawful Iron spikes
Mirror
DAGGER: -1 (N), 1d4 (FIN) Rations
Torch
SPELLS: To cast a Wizard spell, roll 1d20+2 vs a
DC equal to 10 + the spell's tier. Heroborn
Torch
All Nord Gods
Laggrak p.1
Spells Known
ALARM (Tier 1, Wizard), DC 11 to cast
Duration: 1 day, Range: Close
You touch one object, such as a door threshold, setting a magical alarm on it. If any creature you do not designate while casting the spell
touches or crosses past the object, a magical bell sounds in your head.
CHARM PERSON (Tier 1, Wizard), DC 11 to cast
Duration: 1d8 days, Range: Near
You magically beguile one humanoid of level 2 or less within near range, who regards you as a friend for the duration.
The spell ends if you or your allies do anything to hurt it that it notices.
The target knows you magically enchanted it after the spell ends.
MAGE ARMOR (Tier 1, Wizard), DC 11 to cast
Duration: 10 rounds, Range: Self
An invisible layer of magical force protects your vitals. Your armor class becomes 14 (18 on a critical spellcasting check) for the spell's
duration.
SLEEP (Tier 1, Wizard), DC 11 to cast
Duration: Instant, Range: Near
You weave a lulling spell that fills a near-sized cube extending from you. Creatures in the area of effect fall into a deep sleep if they are LV 2
or less.
Vigorous shaking or being injured wakes them.
Laggrak p.2