Quayle Level 7/7 Cleric/illusionist Chaotic Neutral
Str 8
Dex 15
Con 11
Int 17
Wis 10
Cha 6
HP 32 (24 at level 6/5, d4 and d2/level)
AC 8 (7 vs missile)
Damage 1 attack of 2D4 damage, average of 5 damage a round.
THAC0 16
Number of attacks 1
Lore 28
Magic Resistance 0
Turn Undead Level 7
Saving Throws
Paralyse/Poison/Death 7
Rod/Staff/Wand 6
Petrify/Polymorph 10
Breath Weapon 13
Spells 7
Weapon Proficiencies
Blunt Weapons +
Missile Weapons +
Spiked Weapons +
Armor Class Modifiers
-1 Missile
Ability Bonuses
To Hit 0
Damage 0
Open Doors 8
Weight Allowance 50
Armor Class -1
Missile Adjustment 0
Hit Points/Level +0
Chance to Learn Spell: 75%
Reaction -5 (Godlike)
Bonus Priest Spell
None
Spells
Priest
Level 1
Bless, +1 to saves vs fear, +1 THAC0. Takes a round to cast.
Command, target sleeps for 1 round, no save, casting speed of 1.
Cure Light Wounds, heals 8 HP.
Detect Evil, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn.
Entangle, 40 foot circle around the target is repeatedly held in place for 1 turn, save negates and normally gives you time to move out of it, casting speed of 4. Being held in place means nothing for archers/spell casters.
Magic Stone, 1d4 damage, counts as a +1 weapon, casting speed of 4, no save.
Protection from Evil, Reduces AC and Saving Throws by 2 for 10 rounds. Apparently everything in the FR are evil, even good things.
Remove Fear, makes all allies within a 30 foot radius immune to fear effect, casting speed 1, duration 1 hour (so yeah, ages and ages).
Sanctuary, cannot be targetted with offensive spells until duration is over or performs an offensive action, can buff or heal self in this time, casting time of 4, lasts 10 rounds.
Shillelagh, creates a 2D4+1 damage weapon that counts as a +1 weapon. Only does 1D4+1 against larger than human sized enemies. Casting time of 2, lasts 4 rounds +1/level.
Level 2
Aid, gives target +1 THAC0 and saves along with an additional 8 HP which may be granted over max HP. Casting time of 5, lasts 1 Round + 1 round/level.
Barkskin, grants Target base AC of 6 -1/4 levels of the caster, also +1 to all saves against nonmagical effects. Casting time of 5, lasts 4 rounds +1 round/level.
Chant, Grants allies in a 30 foot radius +1 damage, to hit and to all saves, reduces all enemies damage, to hit and saves by 1. 1 round to cast, lasts 5 rounds. Only 1 chant effective at a time.
Find Traps, caster can do what the name says, casting time of 5, duration of 3 turns.
Flame Blade, creates a flaming sword that does 1d4+4 damage, does an extra 2 damage vs undead and enemies weak to fire, -2 to those resistant. Does not count as a magical weapon. Casting time 4, duration 4 rounds +1 round for every 2 levels.
Hold Person, holds target and other humanoids within 5 feet for 10 rounds, save negates, casting time of 5.
Detect Alignment, does that for 1 target, casting time of 1 round, duration of 1 turn, save to negate.
Resist Fire/Cold, increases target fire and cold resists by 50%.
Silence, 15' radius, does so in a 15 foot radius, save to negate, casting speed of 5, duration of 2 rounds/level, -5 penalty to save.
Slow Poison, cures most poisons but the really dangerous ones, casting speed of 1.
Spiritual Hammer, summons a warhammer that hits as a magic weapon of caster leve/6 rounded up for its enchantment level. Strikes for 1D4+1 damage. Casting speed of 5, lasts for 3 rounds +1/level.
Draw Upon Holy Might, gives the caster +1 Str, Dex and Con for each third level of the caster, casting speed of 2, lasts for 10 rounds,
Level 3
Animate Dead, summons up 1 skeleton/level, they suck, to lazy to get the stats. They last for 8 hours. 1 round to cast.
Dispel Magic, 50% chance to dispel each target within a 30 foot radius against equal caster level. +/- 5% for each level difference between the casters. Always a 5% chance to either hit or miss. Casting speed of 6
Glyph of Warding, 1d4/level damage to whoever walks into the target area, can be used offensively. Casting speed of 6.
Remove Curse, Casting Speed 6. Does that.
Remove Paralysis, does that, Casting Speed 6.
Invisibility Purge, removes invisibility from everything in a large radius, casting speed 8
Miscast Magic, target has an 80% chance to miscast spells, Casting time of 5, duration of 1 turn. Save at a -2 penalty to negate.
Rigid Thinking, target either wanders around doing nothing, stands around or randomly attacks a target (swaps around all the time), save to negate, duration of 10 rounds, casting speed of 5.
Strength of One, sets party strength at 18/75 for 1 turn, casting speed of 3.
Protection from Fire, raises fire resist by 80%.
Level 4
Cure Serious Wounds, heals 17 HP, casting time of 7.
Free Action, immune to anything that will restrict the character's movement (stun, entangle and whatnot). Casting time of 5, lasts 5 rounds +1/level.
Neutralize poison, cures poison and heals 10 HP. Casting speed of 1.
Animal Summoning 1, summons up 8 animals with up to 4 hit dice each, sucks. casting speed of 7, lasts 24 minutes.
Mental Domination, save vs spell at -2 or be under control of the caster, casting speed of 4, lasts 3 rounds/level.
Defensive Harmony, all allies within 10 feet get +2 AC for 10 rounds. Casting Speed of 1.
Protection from Electricity, target is immune to lightning damage. Casting speed of 7, lasts 5 rounds/level.
Protection from Evil 10'radius, same as Protection from Evil but in an area. Casting time of 7, lasts 1 turn/level.
Available slots, 3/3/2/1
Mage
Level 1
Larloch's Minor Drain, deals 1d4 damage and heals the caster for that much, can heal for over max health which lasts for 10 rounds. Casting time 1, no save, subject to magic resist.
Magic Missile, shoots a 1d4 missile/2 levels to a maximum of 5 missiles at level 9. Average damage per missile is 3.5. For the spell average is 17.5. No save, subject to magic resist.
Level 2
Horror, all enemies in the 30 foot target area must save or run around uncontrollably for 10 rounds, casting speed 2.
Melf's Acid Arrow, deals 2d4 acid damage followed by another 2d4 acid damage.every round for every three levels of the caster. (So Edwin ends up doing 4 lots of 2d4 damage.) Casting speed of 2.
Level 3
Monster Summoning 1, summons 8 scrubby monsters (wild dogs, war dogs, xvarts...) for 10 rounds.
Available slots, 5/4/3/2
Abilities
Invisibility 1/day.
Equipment
Morning Star, 2d4 Crushing damage, speed factor 7.
Helmet, prevent Critical hits.
Large Shield, -1 AC and a further -1 vs Missile.
Safana Level 10 Human Thief Chaotic Neutral
Str 13
Dex 17
Con 10
Int 16
Wis 9
Cha 17
HP 49 (25 at level 6, D6/level)
AC 4 (3 vs Missile and Piercing, 2 vs Slashing)
Damage 1 attack of 1d8 damage, average of 4.5 damage a round. Speed Factor 0
THAC0 14
Number of attacks 1
Open Locks 120%
Stealth 15%
Find Traps 105%
Pick Pockets 30%
Backstab Multiplier x4
Lore 25
Magic Resistance 0
Saving Throws
Paralyse/Poison/Death 11
Rod/Staff/Wand 10
Petrify/Polymorph 10
Breath Weapon 14
Spells 11
Weapon Proficiencies
Small Sword +
Missile Weapons +
Spear +
One point unassigned, can go in Large Swords, Bow or Blunt Weapons. Wants bows I suppose, to bad that is not the way I am doing the stat topic.
Armor Class Modifiers
-1 vs missiles
-1 vs Piercing
-2 vs Slashing
Ability Bonuses
To Hit 0
Damage 0
Open Doors 13
Weight Allowance 90
Armor Class -3
Missile Adjustment +2
Hit Points/Level 0
Reaction +4
Spells
None
Abilities
None
Equipment
Studded Leather, AC 7
Light Crossbow, Lets her shoot bolts (listed Speed Factor of 5. Not actually used)
Bolts, 1d8 piercing damage, unlisted speed factor of 0 that the game actually uses.
Shar-Teel Level 8 Human Fighter Chaotic Evil
Str 18/58
Dex 17
Con 9
Int 14
Wis 7
Cha 11
HP 66 (46 at level 6, D10 per level)
AC 0 (-3 vs Slashing)
Damage 2 attacks of 1D10+5, average of 21 damage a round. Speed Factor 10.
THAC0 10
Number of attacks 2
Lore 0
Magic Resistance 0
Saving Throws
Paralyse/Poison/Death 10
Rod/Staff/Wand 12
Petrify/Polymorph 11
Breath Weapon 12
Spells 13
Weapon Proficiencies
Large Sword ++
Small Sword ++
Missile Weapons ++
Armor Class Modifiers
-3 Slashing
Ability Bonuses
To Hit +2
Damage +3
Open Doors 30
Weight Allowance 250
Armor Class -3
Missile Adjustment +2
Hit Points/Level +0
Reaction 0
Spells
None
Abilities
None
Equipment
Two Handed Sword, 1d10 damage, Speed Factor 10
Platemail, AC 3.
Helmet, Prevents Critical Hits.
Skie Level 10 Human Thief True Neutral
Str 11
Dex 18
Con 15
Int 15
Wis 8
Cha 13
HP 56 (28 at level 6, D6+1/level)
AC 3 (2 vs Missile and Piercing, 1 vs Slashing)
Damage 2 attacks of 1d6 damage, average of 7 damage a round. Speed Factor 0.
THAC0 14 with bow
Number of attacks 2
Open Locks 75%
Stealth 75%
Find Traps 60%
Pick Pockets 80%
Backstab Multiplier x4
Lore 25
Magic Resistance 0
Saving Throws
Paralyse/Poison/Death 11
Rod/Staff/Wand 10
Petrify/Polymorph 10
Breath Weapon 14
Spells 11
Weapon Proficiencies
Bow +
Missile Weapons +
Small Swords +
One point unassigned, can go in Large Swords or Blunt Weapons. Wants bows anyway.
Armor Class Modifiers
-1 vs missiles
-1 vs Piercing
-2 vs Slashing
Ability Bonuses
To Hit 0
Damage 0
Open Doors 11
Weight Allowance 70
Armor Class -4
Missile Adjustment +2
Hit Points/Level +1
Reaction +1
Spells
None
Abilities
None
Equipment
Studded Leather, AC 7
Short Bow, Lets her shoot arrows (listed Speed Factor of 6. Not actually used)
Arrows, 1d6 piercing damage, unlisted speed factor of 0 that the game actually uses.
(Note: With the thief skills, she is the only one that seemed to not favour 2 areas specifically and was more generalised, she has assigned 20% on top of her initial skill levels from level ups)
Tiax Level 7/8 Gnome Cleric/Thief Chaotic Evil
Str 9
Dex 16
Con 16
Int 10
Wis 13
Cha 9
HP 69 (47 at level 5/6, d4 and d3 +2/level)
AC 1 (-1 vs Crushing 0 vs Piercing, 0 vs missile)
Damage 1 attack of 1D4+1 damage, average of 3.5 damage a round. At Speed factor 0
THAC0 15
Number of attacks 1
Lore 24
Magic Resistance 0
Turn Undead Level 7
Open Locks 65%
Stealth 55%
Find Traps 60%
Pick Pockets 55%
Saving Throws
Paralyse/Poison/Death 7
Rod/Staff/Wand 7
Petrify/Polymorph 10
Breath Weapon 13
Spells 8
Weapon Proficiencies
Blunt Weapons +
Missile Weapons +
Spiked Weapons +
Armor Class Modifiers
-2 Crushing
-1 Missile
-1 Piercing
Ability Bonuses
To Hit 0
Damage 0
Open Doors 9
Weight Allowance 50
Armor Class -2
Missile Adjustment +1
Hit Points/Level +2
Reaction -1
Bonus Priest Spell
Level 1 +1
Spells
Level 1
Bless, +1 to saves vs fear, +1 THAC0. Takes a round to cast.
Command, target sleeps for 1 round, no save, casting speed of 1.
Cure Light Wounds, heals 8 HP.
Detect Evil, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn.
Entangle, 40 foot circle around the target is repeatedly held in place for 1 turn, save negates and normally gives you time to move out of it, casting speed of 4. Being held in place means nothing for archers/spell casters.
Magic Stone, 1d4 damage, counts as a +1 weapon, casting speed of 4, no save.
Protection from Evil, Reduces AC and Saving Throws by 2 for 10 rounds. Apparently everything in the FR are evil, even good things.
Remove Fear, makes all allies within a 30 foot radius immune to fear effect, casting speed 1, duration 1 hour (so yeah, ages and ages).
Sanctuary, cannot be targetted with offensive spells until duration is over or performs an offensive action, can buff or heal self in this time, casting time of 4, lasts 10 rounds.
Shillelagh, creates a 2D4+1 damage weapon that counts as a +1 weapon. Only does 1D4+1 against larger than human sized enemies. Casting time of 2, lasts 4 rounds +1/level.
Level 2
Aid, gives target +1 THAC0 and saves along with an additional 8 HP which may be granted over max HP. Casting time of 5, lasts 1 Round + 1 round/level.
Barkskin, grants Target base AC of 6 -1/4 levels of the caster, also +1 to all saves against nonmagical effects. Casting time of 5, lasts 4 rounds +1 round/level.
Chant, Grants allies in a 30 foot radius +1 damage, to hit and to all saves, reduces all enemies damage, to hit and saves by 1. 1 round to cast, lasts 5 rounds. Only 1 chant effective at a time.
Find Traps, caster can do what the name says, casting time of 5, duration of 3 turns.
Flame Blade, creates a flaming sword that does 1d4+4 damage, does an extra 2 damage vs undead and enemies weak to fire, -2 to those resistant. Does not count as a magical weapon. Casting time 4, duration 4 rounds +1 round for every 2 levels.
Hold Person, holds target and other humanoids within 5 feet for 10 rounds, save negates, casting time of 5.
Detect Alignment, does that for 1 target, casting time of 1 round, duration of 1 turn, save to negate.
Resist Fire/Cold, increases target fire and cold resists by 50%.
Silence, 15' radius, does so in a 15 foot radius, save to negate, casting speed of 5, duration of 2 rounds/level, -5 penalty to save.
Slow Poison, cures most poisons but the really dangerous ones, casting speed of 1.
Spiritual Hammer, summons a warhammer that hits as a magic weapon of caster leve/6 rounded up for its enchantment level. Strikes for 1D4+1 damage. Casting speed of 5, lasts for 3 rounds +1/level.
Draw Upon Holy Might, gives the caster +1 Str, Dex and Con for each third level of the caster, casting speed of 2, lasts for 10 rounds,
Level 3
Animate Dead, summons up 1 skeleton/level, they suck, to lazy to get the stats. They last for 8 hours. 1 round to cast.
Dispel Magic, 50% chance to dispel each target within a 30 foot radius against equal caster level. +/- 5% for each level difference between the casters. Always a 5% chance to either hit or miss. Casting speed of 6
Glyph of Warding, 1d4/level damage to whoever walks into the target area, can be used offensively. Casting speed of 6.
Remove Curse, Casting Speed 6. Does that.
Remove Paralysis, does that, Casting Speed 6.
Invisibility Purge, removes invisibility from everything in a large radius, casting speed 8
Miscast Magic, target has an 80% chance to miscast spells, Casting time of 5, duration of 1 turn. Save at a -2 penalty to negate.
Rigid Thinking, target either wanders around doing nothing, stands around or randomly attacks a target (swaps around all the time), save to negate, duration of 10 rounds, casting speed of 5.
Strength of One, sets party strength at 18/75 for 1 turn, casting speed of 3.
Protection from Fire, raises fire resist by 80%.
Level 4
Cure Serious Wounds, heals 17 HP, casting time of 7.
Free Action, immune to anything that will restrict the character's movement (stun, entangle and whatnot). Casting time of 5, lasts 5 rounds +1/level.
Neutralize poison, cures poison and heals 10 HP. Casting speed of 1.
Animal Summoning 1, summons up 8 animals with up to 4 hit dice each, sucks. casting speed of 7, lasts 24 minutes.
Mental Domination, save vs spell at -2 or be under control of the caster, casting speed of 4, lasts 3 rounds/level.
Defensive Harmony, all allies within 10 feet get +2 AC for 10 rounds. Casting Speed of 1.
Protection from Electricity, target is immune to lightning damage. Casting speed of 7, lasts 5 rounds/level.
Protection from Evil 10'radius, same as Protection from Evil but in an area. Casting time of 7, lasts 1 turn/level.
Available slots, 4/3/2/1
Abilities
Summon Ghast 1/day (Alright undead monster that can Paralyse people, should be chunked in a round or 2 by decent fighters).
Equipment
Sling, lets him sling bullets at stuff, listed speed factor 6 unused like all other ranged weapons.
Splintmail, base AC 4.
Helmet, prevent Critical hits.s
Medium Shield, -1 AC .
Bullets, 1d4+1 piercing damage, unlisted speed factor of 0 that is used.
(Note: Alright so I was wrong, Tiax is rather generalised as a thief also, gets 10% per skill from levels. Further note: Tiax can wear Platemail, but can't move if he does not remove his helmet and shield. Critical hit immunity is better than different weapon ACs.)
Viconia Level 8 Elf Cleric Neutral Evil
Str 10
Dex 19
Con 8
Int 16
Wis 15
Cha 14
HP 43 (27 at level 5, d8/level)
AC -2 (-5 vs Slashing, -3 vs missile)
Damage 1 attack of 1D4+1 damage, average of 5 damage a round. At speed factor 0.
THAC0 13
Number of attacks 1
Lore 18
Magic Resistance 50%
Turn Undead Level 8
Saving Throws
Paralyse/Poison/Death 7
Rod/Staff/Wand 11
Petrify/Polymorph 10
Breath Weapon 13
Spells 12
Weapon Proficiencies
Blunt Weapons +
Missile Weapons +
Spiked Weapons +
Armor Class Modifiers
-3 Slashing
-1 Missile
Ability Bonuses
To Hit 0
Damage 0
Open Doors 10
Weight Allowance 70
Armor Class -4
Missile Adjustment +3
Hit Points/Level +0
Reaction +2
Bonus Priest Spell
Level 1 +2
Level 2 +1
Spells
Level 1
Bless, +1 to saves vs fear, +1 THAC0. Takes a round to cast.
Command, target sleeps for 1 round, no save, casting speed of 1.
Cure Light Wounds, heals 8 HP.
Detect Evil, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn.
Entangle, 40 foot circle around the target is repeatedly held in place for 1 turn, save negates and normally gives you time to move out of it, casting speed of 4. Being held in place means nothing for archers/spell casters.
Magic Stone, 1d4 damage, counts as a +1 weapon, casting speed of 4, no save.
Protection from Evil, Reduces AC and Saving Throws by 2 for 10 rounds. Apparently everything in the FR are evil, even good things.
Remove Fear, makes all allies within a 30 foot radius immune to fear effect, casting speed 1, duration 1 hour (so yeah, ages and ages).
Sanctuary, cannot be targetted with offensive spells until duration is over or performs an offensive action, can buff or heal self in this time, casting time of 4, lasts 10 rounds.
Shillelagh, creates a 2D4+1 damage weapon that counts as a +1 weapon. Only does 1D4+1 against larger than human sized enemies. Casting time of 2, lasts 4 rounds +1/level.
Level 2
Aid, gives target +1 THAC0 and saves along with an additional 8 HP which may be granted over max HP. Casting time of 5, lasts 1 Round + 1 round/level.
Barkskin, grants Target base AC of 6 -1/4 levels of the caster, also +1 to all saves against nonmagical effects. Casting time of 5, lasts 4 rounds +1 round/level.
Chant, Grants allies in a 30 foot radius +1 damage, to hit and to all saves, reduces all enemies damage, to hit and saves by 1. 1 round to cast, lasts 5 rounds. Only 1 chant effective at a time.
Find Traps, caster can do what the name says, casting time of 5, duration of 3 turns.
Flame Blade, creates a flaming sword that does 1d4+4 damage, does an extra 2 damage vs undead and enemies weak to fire, -2 to those resistant. Does not count as a magical weapon. Casting time 4, duration 4 rounds +1 round for every 2 levels.
Hold Person, holds target and other humanoids within 5 feet for 10 rounds, save negates, casting time of 5.
Detect Alignment, does that for 1 target, casting time of 1 round, duration of 1 turn, save to negate.
Resist Fire/Cold, increases target fire and cold resists by 50%.
Silence, 15' radius, does so in a 15 foot radius, save to negate, casting speed of 5, duration of 2 rounds/level, -5 penalty to save.
Slow Poison, cures most poisons but the really dangerous ones, casting speed of 1.
Spiritual Hammer, summons a warhammer that hits as a magic weapon of caster leve/6 rounded up for its enchantment level. Strikes for 1D4+1 damage. Casting speed of 5, lasts for 3 rounds +1/level.
Draw Upon Holy Might, gives the caster +1 Str, Dex and Con for each third level of the caster, casting speed of 2, lasts for 10 rounds,
Level 3
Animate Dead, summons up 1 skeleton/level, they suck, to lazy to get the stats. They last for 8 hours. 1 round to cast.
Dispel Magic, 50% chance to dispel each target within a 30 foot radius against equal caster level. +/- 5% for each level difference between the casters. Always a 5% chance to either hit or miss. Casting speed of 6
Glyph of Warding, 1d4/level damage to whoever walks into the target area, can be used offensively. Casting speed of 6.
Remove Curse, Casting Speed 6. Does that.
Remove Paralysis, does that, Casting Speed 6.
Invisibility Purge, removes invisibility from everything in a large radius, casting speed 8
Miscast Magic, target has an 80% chance to miscast spells, Casting time of 5, duration of 1 turn. Save at a -2 penalty to negate.
Rigid Thinking, target either wanders around doing nothing, stands around or randomly attacks a target (swaps around all the time), save to negate, duration of 10 rounds, casting speed of 5.
Strength of One, sets party strength at 18/75 for 1 turn, casting speed of 3.
Protection from Fire, raises fire resist by 80%.
Level 4
Cure Serious Wounds, heals 17 HP, casting time of 7.
Free Action, immune to anything that will restrict the character's movement (stun, entangle and whatnot). Casting time of 5, lasts 5 rounds +1/level.
Neutralize poison, cures poison and heals 10 HP. Casting speed of 1.
Animal Summoning 1, summons up 8 animals with up to 4 hit dice each, sucks. casting speed of 7, lasts 24 minutes.
Mental Domination, save vs spell at -2 or be under control of the caster, casting speed of 4, lasts 3 rounds/level.
Defensive Harmony, all allies within 10 feet get +2 AC for 10 rounds. Casting Speed of 1.
Protection from Electricity, target is immune to lightning damage. Casting speed of 7, lasts 5 rounds/level.
Protection from Evil 10'radius, same as Protection from Evil but in an area. Casting time of 7, lasts 1 turn/level.
Available slots, 5/4/3/2
Abilities
None
Equipment
Sling, lets hersling bullets at stuff, listed speed factor 6 unused like all other ranged weapons.
Platemail, base AC 3.
Helmet, prevent Critical hits.s
Large Shield, -1 AC and a further -1 vs Missile.
Bullets, 1d4+1 piercing damage, unlisted speed factor of 0 that is used.
(Notes: She can use stronger weapons at the cost of the +1 missile AC bonus from large shield, but she probably wants the much better THAC0 she gets from a ranged weapon anyhow. Also her 50% magic resist is 50% Magic evasion and applies to her own buff spells that are area effect and don't specifically target her (Defensive harmony is the only one I can think that does this), I did not see her resist a single targetting buff or healing spell regardless of how it targets when I was testing using the latest patch and the expansion pack).
Xan Level 9 Elf Enchanter Lawful Neutral
Str 13
Dex 16
Con 7
Int 17
Wis 14
Cha 16
HP 35 (17 at level 6, D4 per level)
AC 7
Damage 1 attack of 1D8+3, average of 7.5 damage a round. Speed Factor 5.
THAC0 15
Number of attacks 1
Lore 34
Magic Resistance 0
Saving Throws
Paralyse/Poison/Death 5
Rod/Staff/Wand 7
Petrify/Polymorph 11
Breath Weapon 12
Spells 8
Weapon Proficiencies
Small Swords +
Missile Weapons +
Armor Class Modifiers
None
Ability Bonuses
To Hit 0
Damage 0
Open Doors 13
Weight Allowance 90
Armor Class -2
Missile Adjustment +1
Hit Points/Level +0
Chance to Learn Spell 75%
Reaction +4
Spells
Level 1
Colour Spray, has an area of effect things it can hit must save or be knocked unconscious, but it can only hit things level 4 or lower, so it sucks.
Charm Person, Charms a person for 17 rounds to do what the controller wants them to. Save to negate and targets get a +3 bonus to saves. Pretty inaccurate, but beats Color Spray. Casting speed 1.
Protection from Evil, Reduces AC and Saving Throws by 2 for 10 rounds. Apparently everything in the FR are evil, even good things.
Abilities
Level 2
Luck, gives +1 to pretty much any dice roll for the next 3 rounds, to hit, saves and whatnot (not damage). Neat, but worthless.
Mirror Image, creates 2-8 images of the caster that must be hit before the caster can, mostly stops physical damage, but Magic Missile hits it also IIRC. Casting speed of 2 and a duration of 3 rounds/level. Xan seems to consistently get 5 images at level 9.
Melf's Acid Arrow, deals 2d4 acid damage followed by another 2d4 acid damage.every round for every three levels of the caster. (So Edwin ends up doing 4 lots of 2d4 damage.) Casting speed of 2.
Level 3
Dire Charm, Charms a person for 20 rounds, save to negate with not bonus this time. Casting speed of 3.
Spell Slots, 5/4/4/3/2
Abilities
None
Equipment
Moonblade, 1d8 +3 slashing damage, +3 to hit, +1 AC and 50% fire resist. Speed Factor 5.
Xzar Level 9 Human Necromancer Chaotic Evil
Str 14
Dex 16
Con 10
Int 17
Wis 16
Cha 10
HP 24 (12 HP at level 6, 1d4/level)
AC 8
Damage 3 attacks of 1d4 damage, average of 7.5 damage a round. Speed Factor 2.
THAC0 17
Number of attacks 3 (Darts)
Lore 39
Magic Resistance 0
Saving Throws
Paralyse/Poison/Death 13
Rod/Staff/Wand 9
Petrify/Polymorph 11
Breath Weapon 13
Spells 10
Weapon Proficiencies
Small Swords +
Missile Weapons +
Armor Class Modifiers
None
Ability Bonuses
To Hit 0
Damage 0
Open Doors 14
Weight Allowance 120
Armor Class -2
Missile Adjustment +1
Hit Points/Level +0
Chance to learn spell 75%
Reaction 0
Spells
Level 1
Larloch's Minor Drain, deals 1d4 damage and heals the caster for that much, can heal for over max health which lasts for 10 rounds. Casting time 1, no save, subject to magic resist.
Burning Hands, does 1d3 +2/level fire damage to a maximum of +20. Averages out to be 20 fire damage. Save for half damage. Casting time 1.
Chill Touch, melee range attack that does 1d8 damage and target receives -2 penalty to THAC0 for 10 rounds. Save to negate. Casting time 1.
Level 2
Horror, all enemies in the 30 foot target area must save or run around uncontrollably for 10 rounds, casting speed 2.
Melf's Acid Arrow, deals 2d4 acid damage followed by another 2d4 acid damage.every round for every three levels of the caster. (So Edwin ends up doing 4 lots of 2d4 damage.) Casting speed of 2.
Ghoul Touch, melee range attack, target creature is paralyzed for 5 rounds, save vs spell to negate. Casting time 3.
Level 3
Vampiric Touch, Target creature is drained 1d6 HP/2 levels of the caster to a maximum of 6d6 from a level 12 mage. Drained HP are added to the caster's HP and can go over their max HP and last for up to 5 turns. No saving throw. Casting time 3.
Skull Trap, casts a Skull Trap in an area that will explode in a 30 foot radius when someone walks within 20 feet of it. Does 1d6 magic damage/level of the caster, save for half damage. Casting time of 3. (Note: Can be cast offensively, in game it is generally a better spell to pick than Fireball)
Spell Slots, 5/4/4/3/2
Abilities
None
Equipment
Darts, 1d4 damage speed factor of 2.
Yeslick Level 7/7 Fighter/Cleric Lawful Good
Str 15
Dex 12
Con 17
Int 7
Wis 16
Cha 10
HP 92(56 at level 4/5, d5+3 and d4+2/level)
AC 2 (-1 vs Slashing, 1 vs missile)
Damage 2 attacks of 2D4 damage, average of 10 damage a round.
THAC0 13
Number of attacks 2
Lore 2
Magic Resistance 0
Turn Undead Level 7
Saving Throws
Paralyse/Poison/Death 3
Rod/Staff/Wand 7
Petrify/Polymorph 10
Breath Weapon 12
Spells 8
Weapon Proficiencies
Blunt Weapons ++
Missile Weapons ++
Spiked Weapons ++
(Note: One unspent proficiency point, but only 1 more available proficiency slot anyway so he gets ++ Spiked weapons. Where he came with only +)
Armor Class Modifiers
-3 Slashing
-1 Missile
Ability Bonuses
To Hit 0
Damage 0
Open Doors 15
Weight Allowance 120
Armor Class 0
Missile Adjustment 0
Hit Points/Level +3
Reaction 0
Bonus Priest Spell
Level 1 +2
Level 2 +2
Spells
Level 1
Bless, +1 to saves vs fear, +1 THAC0. Takes a round to cast.
Command, target sleeps for 1 round, no save, casting speed of 1.
Cure Light Wounds, heals 8 HP.
Detect Evil, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn.
Entangle, 40 foot circle around the target is repeatedly held in place for 1 turn, save negates and normally gives you time to move out of it, casting speed of 4. Being held in place means nothing for archers/spell casters.
Magic Stone, 1d4 damage, counts as a +1 weapon, casting speed of 4, no save.
Protection from Evil, Reduces AC and Saving Throws by 2 for 10 rounds. Apparently everything in the FR are evil, even good things.
Remove Fear, makes all allies within a 30 foot radius immune to fear effect, casting speed 1, duration 1 hour (so yeah, ages and ages).
Sanctuary, cannot be targetted with offensive spells until duration is over or performs an offensive action, can buff or heal self in this time, casting time of 4, lasts 10 rounds.
Shillelagh, creates a 2D4+1 damage weapon that counts as a +1 weapon. Only does 1D4+1 against larger than human sized enemies. Casting time of 2, lasts 4 rounds +1/level.
Level 2
Aid, gives target +1 THAC0 and saves along with an additional 8 HP which may be granted over max HP. Casting time of 5, lasts 1 Round + 1 round/level.
Barkskin, grants Target base AC of 6 -1/4 levels of the caster, also +1 to all saves against nonmagical effects. Casting time of 5, lasts 4 rounds +1 round/level.
Chant, Grants allies in a 30 foot radius +1 damage, to hit and to all saves, reduces all enemies damage, to hit and saves by 1. 1 round to cast, lasts 5 rounds. Only 1 chant effective at a time.
Find Traps, caster can do what the name says, casting time of 5, duration of 3 turns.
Flame Blade, creates a flaming sword that does 1d4+4 damage, does an extra 2 damage vs undead and enemies weak to fire, -2 to those resistant. Does not count as a magical weapon. Casting time 4, duration 4 rounds +1 round for every 2 levels.
Hold Person, holds target and other humanoids within 5 feet for 10 rounds, save negates, casting time of 5.
Detect Alignment, does that for 1 target, casting time of 1 round, duration of 1 turn, save to negate.
Resist Fire/Cold, increases target fire and cold resists by 50%.
Silence, 15' radius, does so in a 15 foot radius, save to negate, casting speed of 5, duration of 2 rounds/level, -5 penalty to save.
Slow Poison, cures most poisons but the really dangerous ones, casting speed of 1.
Spiritual Hammer, summons a warhammer that hits as a magic weapon of caster leve/6 rounded up for its enchantment level. Strikes for 1D4+1 damage. Casting speed of 5, lasts for 3 rounds +1/level.
Draw Upon Holy Might, gives the caster +1 Str, Dex and Con for each third level of the caster, casting speed of 2, lasts for 10 rounds,
Level 3
Animate Dead, summons up 1 skeleton/level, they suck, to lazy to get the stats. They last for 8 hours. 1 round to cast.
Dispel Magic, 50% chance to dispel each target within a 30 foot radius against equal caster level. +/- 5% for each level difference between the casters. Always a 5% chance to either hit or miss. Casting speed of 6
Glyph of Warding, 1d4/level damage to whoever walks into the target area, can be used offensively. Casting speed of 6.
Remove Curse, Casting Speed 6. Does that.
Remove Paralysis, does that, Casting Speed 6.
Invisibility Purge, removes invisibility from everything in a large radius, casting speed 8
Miscast Magic, target has an 80% chance to miscast spells, Casting time of 5, duration of 1 turn. Save at a -2 penalty to negate.
Rigid Thinking, target either wanders around doing nothing, stands around or randomly attacks a target (swaps around all the time), save to negate, duration of 10 rounds, casting speed of 5.
Strength of One, sets party strength at 18/75 for 1 turn, casting speed of 3.
Protection from Fire, raises fire resist by 80%.
Level 4
Cure Serious Wounds, heals 17 HP, casting time of 7.
Free Action, immune to anything that will restrict the character's movement (stun, entangle and whatnot). Casting time of 5, lasts 5 rounds +1/level.
Neutralize poison, cures poison and heals 10 HP. Casting speed of 1.
Animal Summoning 1, summons up 8 animals with up to 4 hit dice each, sucks. casting speed of 7, lasts 24 minutes.
Mental Domination, save vs spell at -2 or be under control of the caster, casting speed of 4, lasts 3 rounds/level.
Defensive Harmony, all allies within 10 feet get +2 AC for 10 rounds. Casting Speed of 1.
Protection from Electricity, target is immune to lightning damage. Casting speed of 7, lasts 5 rounds/level.
Protection from Evil 10'radius, same as Protection from Evil but in an area. Casting time of 7, lasts 1 turn/level.
Available slots, 5/5/2/1
Abilities
Dispel Magic, 50% chance to dispel each target within a 30 foot radius against equal caster level. +/- 5% for each level difference between the casters. Always a 5% chance to either hit or miss. Casting speed of 6. 1/day.
Equipment
Morning Star, 2d4 Crushing damage, speed factor 7.
Platemail, base AC 3.
Helmet, prevent Critical hits.s
Large Shield, -1 AC and a further -1 vs Missile.