Excerpts 06/07/2006


Mysteries of the Moonsea Excerpt 2
By Thomas Reid, Sean Reynolds



Mysteries of the Moonsea provides you with many ready-to-use campaign pieces so that you can learn the basic background information on an area, then use one of the severa the completed adventures you'll find within this tome.The excerpts below include information on Melvaunt, Hillsfar, Mulmaster, and Zhentil, plus you'll get two ready-made areas as a sampling of what you'll find within the book.

Red Wizards Enclave

This location is the heart of the Thayans' power in Hillsfar. Whether the PCs conflict with the Thayans because of slaves found dead in the Deadly Arboretum, the adventure ties from Melvaunt, or for entirely different reasons, the Red Wizards are waiting here in their sanctuary, secure in their reputation -- and their defenses of steel and arcana.

The following adventure is designed for characters of 10th-12th level.

BACKGROUND

Though the plan of "Attack the Red Wizards in their stronghold" is a simple one, this has the potential of being a very complex encounter. Not only are the main opponents high-level spellcasters with many combat options, they're surrounded and supported by thirty other wizards and the protection of over a hundred soldiers. They can even call on the Red Plumes if need be. There are several ways the PCs might decide to engage the enclave or its inhabitants.

Onslaught: This is the most dangerous and chaotic option for the PCs. If they attack the enclave outright, the Red Wizards have the time to bring to bear all of their forces on the attackers. Though the PCs might be 10th level or higher, a force of over a hundred Thayan soldiers (most likely using archery to maximize the number of attacks against each invading PC) can wear them down.

Furthermore, there are twenty-five 1st- or 2nd-level wizards in the enclave; each has at least one attack spell prepared per day. While a single 1st-level wizard is inconsequential to a 10th-level party, a group of twenty-five of them casting combinations of charm person, magic missile, and even Nybor's gentle reminder[Mag] can wear down a high-level group of PCs, and the Thayans will almost certainly have extra wands of fireball and similar items ready for use by low-level wizards if the enclave is attacked. The many other Thayan wizards will use their spells as well, employing fireball or lightning bolt on strong foes, aiding their fellows with blur or invisibility, and so on. All of these distractions give the 9th-, 11th-, and 13th-level Thayans time to react to the attack either by retaliating directly, moving behind the attackers in order to surround the PCs, going to the Red Plumes for reinforcements, or simply leaving their underlings to die and going straight to Maalthiir for protection and support.

Under these circumstances, if the PCs get killed, they have only themselves to blame; taking on an entire enclave of two hundred Thayans is foolish even at 12th level. If the players decide to have their characters do this, it's fair to warn them that it's dangerous, and very fair to give the PCs a chance to run away when dozens of mages arrive backed by a hundred soldiers -- but if they persist, it's also fair and realistic to mop the floor with them.

Mageduel: A bard, sorcerer, or wizard PC might challenge one of the Thayan wizards (including Tola Vrass herself) to a mageduel, with the result of the duel determining other consequences. For example, a PC mage could make a mageduel challenge to Tola Vrass, offering a rare spellbook if he loses, but requiring her to free all slaves within the enclave if she loses. Though not accustomed to nonlethal spell battles, Thayan wizards are just as familiar with the concept and rules of a mageduel (Magic of Faerûn 14) as those from other parts of the world. It is customary to allow a challenged mage one day to prepare for a duel; otherwise a citybound researching mage would be at a disadvantage compared to a battle-mage who spent the day readying for an adventure.

As the absolute leader of the enclave, Tola Vrass can deny the right of any of the other enclave wizards to participate in a mageduel -- but, out of curiosity, she is unlikely to do so. She also has the legal right to act in place of her challenged underling, though the challenger can withdraw the challenge with no stigma if she does so. If she is challenged herself, the reward for her success must be significant (such as a rare tome, a unique spell, or a large amount of reagents); she is busy and considers herself too important for frivolous duels that might reveal too much about her power and knowledge to her enemies. She has the authority to free slaves, donate magic items, create a custom item, ban the collection of slaves within the enclave for a year, remove a curse or other spell, intercede on behalf of the PCs in some Thayan diplomatic matter, or a whole host of other possibilities. She cannot, however, close the enclave for any reason, regardless of the outcome of a mageduel.

When roleplaying Tola Vrass, remember that she is a shrewd, very intelligent, charismatic woman who wields significant power, backed by the Red Wizards of Thay; she is a mage, a businesswoman, and a diplomat all rolled into one, and no clever PC bard making a few good Diplomacy checks is going to convince her to give up the farm with nothing to show for it. She requires that any agreement regarding the mageduel "prize" (with win, loss, and draw conditions) be in writing and signed in blood by both parties (herself and her mageduel opponent); she is sure to point out that she would enact a terrible revenge on anyone who violated an oath signed in blood. This document must be held by a neutral third party (Tola Vrass insists this be Dounalis Guff, high priest of the Vault of Swords).

Tola Vrass suggests using the open area to the west between the enclave and the city wall for a duel; the magic of the mageduel prevents spells from damaging anything outside the duel area's defined borders, and the area she proposes is already used for larger-scale spell practice by the Thayans. If the PCs propose an alternate location outside the city, she agrees as long as it is within view of its walls. She does not cheat in the mageduel (such as by having her minions cast protective spells on her beforehand) and objects strongly if the PCs try to cheat; likewise, she holds herself to the terms of the duel and expects her opponent to do so as well. She does not want to deplete all her spells in the duel -- this would leave her vulnerable to an attack later -- so when she has cast approximately half of her spells, she verbally proposes a draw (if the other duelist verbally agrees, the mageduel ends instantly). She will do so again when she has approximately one-fourth of her spells left, and if that offer is rebuffed she duels to the finish.

Infiltration: Sneaking into the enclave is a much more survivable scenario than a frontal attack, though it is still quite dangerous. The group's best bet is to quickly enter one of the buildings (either by running, traveling ethereally, or by teleportation), do what it needs to do, and get back out again quickly (possibly followed by fleeing the city). A quick strike (or steal or search, as the case may be) is the least likely to attract unwanted attention, though if the group's goal is to kill one of the enclave's high-level wizards, it is unlikely to be able to do so in such a short amount of time.

Assassination: This scenario assumes the PCs are smart enough to not attack the Thayans in their own enclave and instead attack them in small numbers within the city (the Thayan wizards never travel alone, always having bodyguards at least equal to the number of wizards in the party). This sort of plan means the risks of immediate Thayan reinforcements are low, but the chance of incidental damage and intervention by the Red Plumes is much higher. Using this tactic can put the odds in the PCs' favor but (as with the infiltration scenario) is likely to get them imprisoned or executed by city officials if they don't leave Hillsfar immediately.

Consequences: Because the laws of the enclave state that this territory is Thayan soil, those who attack the Red Wizards in the enclave are subject to harsh Thayan law. Those who dare harm a Thayan wizard within the enclave are subject to enslavement, torture, or execution. If the PCs decide to attack the enclave, they should have plenty of in-game warning of the consequences (all adventurers in Faerûn are well aware of the reputation and persistence of the Red Wizards) and should be absolutely sure they either eliminate all the Thayans or guard their identities to prevent retaliatory attacks -- and since the Red Wizards have magical divination at their disposal, the second option is no easy task. Remember also that the Thayans here aren't doing anything illegal; slavery is legal in Hillsfar, so it's perfectly acceptable for the enclave to have slaves. Likewise, any other strange or morally questionable acts they commit within the enclave are on Thayan soil and therefore not subject to local laws. Righteous characters might have a moral imperative to deal with the Thayans, but they have no legal right to attack them simply for being Thayan. If the Thayans are feeling generous, they might turn over captured PCs to the Hillsfar authorities, giving any remaining PCs a chance to free them before (or during) an execution or arena combat.

THE ENCLAVE

The enclave consists of three large buildings connected by vineframed walkways. It was originally two mansions and a barn owned by a wealthy human merchant. The Thayans bought his property when they got permission to create the enclave and renovated it to accommodate their special needs. The west building houses the senior wizards, the middle one the soldiers and some of the slaves, and the eastern building holds the weakest wizards, a handful of clerics, and the remainder of the slaves. This configuration lets the soldiers react to attacks anywhere on the enclave with equal speed. The characters can learn the general configuration of the enclave (what sorts of Thayans live in each building) with a successful DC 15 Gather Information check. The two wooded areas near the enclave manor are part of the enclave and contain fruit and nut trees the Thayans use to supplement their food. The perimeter of the enclave is defined by a 3-foot-high fence with a gate on the east end; the fence is intended to be symbolic rather than physically capable of keeping undesirables out. Anyone crossing the fence draws the attention of four patrolling soldiers (LE human male fighter 2), and any combat on the grounds alerts other soldiers who sound an alarm.

Unless the PCs are needlessly cruel and just want to enjoy cutting down low-level opponents that aren't a threat, there is no reason for them to attack the central or eastern building; the Encounter Levels of the residents are probably too low to earn the PCs any XP, and handling that many enemies at once is a nightmare for the DM. The map for this quest depicts the western building, where the highest-level Thayans live. The area has many alarm spells guarding it, so any intrusion quickly awakens the entire building and results in a coordinated defense, with the weaker mages augmenting the more powerful ones with spells, and the augmented mages taking on the intruders.

Many rooms in the mansion have no interest to adventurers -- storage areas for furniture or food, sitting rooms, kitchens, servants' quarters (local people who agreed to be charmed to ensure their loyalty), and unused rooms. These rooms are not tagged on the map, and nothing useful to adventurers is found there. Despite being home to the Thayans, the place isn't decorated strangely or with morbid souvenirs; the Thayans are here to do business and encourage trade, and obviously evil trappings tend to scare off customers.

All doors are strong wooden doors, and all windows are protected by metal bars (shutters on the outside can be opened or closed from within the room but the bars prevent Small or larger creatures from entering).

1. LIVING ROOM

This living area is used when the senior Thayans need to meet with important city officials or dignitaries from nearby lands.

2. SERVANT WING

All the rooms adjoining this area belong to the servants for this mansion. All are local people who agreed to charm person and mind-reading spells to insure their loyalty. They are treated well by the Thayans and will not betray them, but are not willing to die for their employers.

3. LIBRARY

This library contains a few histories of Thay, Thayan propaganda materials (in the guise of Thayan fiction, poetry, and history), and other nonmagical books. The materials here are worth 1,000 gp to a collector.

4. WIZARD BEDROOM (EL 5, 6, 7, OR 9)

These six bedrooms are the living spaces for the mid-level Thayan wizards: an abjurer 8/Red Wizard 1, illusionist 7, enchanter 6, transmuter 6, enchanter 5, illusionist 5, and transmuter 5. Two of the 5th-level wizards share the southeast bedroom. Each room contains one bed, small table, chair, wardrobe, and locked chest (containing personal items) per inhabitant.

The wizards have trained together, support each other magically in combat, and are familiar with each other's common practices. Each room is guarded by a silent alarm spell that wakes the occupant(s) automatically if a creature enters. See Thayan Wizards, page 73, for statistics for these spellcasters.

5. SENIOR WIZARD BEDROOM (EL 11)

This is the bedroom of the lieutenant wizard to Tola Vrass. The room has a bed, a locked chest with personal items, a wardrobe, two tables, two chairs, and a small couch.

The lieutenant's room is warded by an alarm spell, and his door is held closed by an arcane lock spell. If he is awakened by noise elsewhere in the building, he immediately goes to Tola Vrass's foyer (area 6a) to make sure she is not in danger, but does not disturb her unless he believes the enclave is under attack.

SENIOR WIZARD CR 11
Male Mulan human transmuter 8/Red Wizard 3
LE Medium humanoid
Init +2; Senses Listen +3, Spot +3
Languages Chessentan, Common, Damaran, Mulhorandi, empathic link
AC 16, touch 13, flat-footed 14
hp 43 (11 HD)
Fort +5, Ref +6, Will +11; +2 against transmutation spells
Speed 30 ft. (6 squares)
Melee mwk dagger +5 (1d4-1/19-20)
Ranged mwk light crossbow +8 (1d8/19-20)
Base Atk +5; Grp +4
Combat Gear wand of fireball (50 charges), potion of cure moderate wounds, scroll of expeditious retreat, mage armor, protection from arrows, and shield
Wizard Spells Prepared (CL 12th):
6th -- chain lightning (DC 19), disintegrate (DC 21)
5th -- baleful polymorph (DC 20), cone of cold (DC 18), quickened magic missile
4th -- dimension door, fire shield, lesser globe of invulnerability, shout (DC 17)
3rd -- blink, deep slumber (DC 16), fireball (2) (DC 16), haste (2)
2nd -- knock, scorching ray (4) (+7 ranged touch), touch of idiocy (+4 melee touch)
1st -- alarm (3)*, burning hands (DC 14), expeditious retreat, shield
0 -- dancing lights, detect magic, mage hand, prestidigitation, ray of frost (+7 ranged touch)
* Already cast
Prohibited schools: illusion, necromancy, abjuration
Abilities Str 8, Dex 14, Con 13, Int 17, Wis 12, Cha 10
SQ familiar, spell power +1
Feats Alertness[B] (when familiar is withion 5 ft.), Combat Casting, Craft Magic Arms and Armor[B], Quicken Spell, Scribe Scroll[B], Spell Focus (transmutation), Tattoo Focus, Toughness
Skills Bluff +3, Concentration +15 (+19 casting defensively), Craft (alchemy) +9, Gather Information +2, Knowledge (arcana) +17, Knowledge (Moonsea local) +17, Knowledge (Thay local) +17, Listen +3, Spellcraft +19, Spot +3
Possessions combat gear plus bracers of armor +2, ring of protection +1, amulet of natural armor +1, masterwork dagger, masterwork light crossbow, cloak of protection +1
Spellbook spells prepared plus 0 -- all except illusion, necromancy, and abjuration; 1st -- charm person, magic missile, sleep; 2nd -- fox's cunning; 5th -- feeblemind, teleport

SNAKE FAMILIAR CR --
N Tiny magical beast (augmented animal)
Init +3; Senses scent; Listen +6, Spot +6
Languages empathic link, speak with master, speak with reptiles
AC 21, touch 15, flat-footed 18
hp 21 (11 HD)
Resist improved evasion
Fort +3, Ref +6, Will +10
Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Melee bite +10 (1 plus poison)
Space 2 1/2 ft.; Reach 0 ft.
Base Atk +5; Grp -6
Atk Options deliver touch spells, poison (DC 16, 1d6 Con/1d6 Con)
Abilities Str 4, Dex 17, Con 11, Int 9, Wis 12, Cha 2
Feats Weapon Finesse
Skills Balance +11, Climb +11, Concentration +15, Hide +15, Listen +6, Spot +6, Swim +5

6. TOLA VRASS'S BEDROOM (EL 13)

This is the bedroom of Tola Vrass, head of the Hillsfar enclave. The room has a bed, a locked chest with personal items, a wardrobe, two tables, two chairs, and a small couch. Paperwork on one of the desks pertains to enclave functions (income and expenses, vendor lists, tallies of items created), the other more personal records (notes on spells she has heard of and wants to investigate, partially written correspondence to Maalthiir, and so on).

One Thayan soldier (fighter 5) is stationed in her foyer (area 6a) at all times.

Tola Vrass's room is warded by an alarm spell, and her door is shut with an arcane lock.

TOLA VRASS CR 13
Female Mulan human wizard 8/Red Wizard 5
LE Medium humanoid
Init +2; Senses Listen +3, Spot +3
Languages Chessentan, Common, Damaran, Mulhorandi, empathic link
AC 17, touch 13, flat-footed 15
hp 50 (13 HD)
Fort +6, Ref +7, Will +13; +2 against evocation spells
Speed 30 ft. (6 squares)
Melee mwk dagger +6/+1 (1d4-1/19-20)
Ranged mwk light crossbow +9 (1d8/19-20)
Base Atk +6; Grp +5
Combat Gear wand of fireball (50 charges), potion of cure serious wounds, scroll of expeditious retreat, mage armor, protection from arrows, shield, and teleport
Wizard Spells Prepared (CL 15th):
7th -- quickened fireball (DC 20), prismatic spray (DC 24)
6th -- chain lightning (DC 23), disintegrate (DC 21), geas/quest
5th -- baleful polymorph (DC 20), cone of cold (DC 22), feeblemind (DC 20), quickened magic missile, teleport
4th -- dimension door (2), fire shield, lesser globe of invulnerability, shout (2) (DC 21)
3rd -- blink, deep slumber (DC 18), fireball (2) (DC 20), fly, haste
2nd -- knock, scorching ray (4) (+8 ranged touch), touch of idiocy (+5 melee touch)
1st -- alarm*, burning hands (DC 18), charm person (DC 18), magic missile (3), shield
0 -- detect magic, mage hand, open/close, prestidigitation, ray of frost (+7 ranged touch)
* already cast
Prohibited schools: illusion, necromancy, abjuration
Abilities Str 8, Dex 14, Con 13, Int 20, Wis 12, Cha 10
SQ circle leader, familiar, spell power +2
Feats Alertness[B] (if familiar within 5 ft.), Brew Potion, Combat Casting, Craft Magic Arms and Armor[B], Craft Wand[B], Quicken Spell, Scribe Scroll[B], Spell Focus (transmutation), Tattoo Focus, Toughness
Skills Bluff +2, Concentration +17 (+21 casting defensively), Craft (alchemy) +13, Gather Information +2, Knowledge (arcana) +21, Knowledge (Moonsea local) +21, Knowledge (Thay local) +21, Listen +3, Move Silently +5, Spellcraft +23, Spot +3
Possessions combat gear plus bracers of armor +3, ring of protection +1, amulet of natural armor +1, masterwork dagger, masterwork light crossbow, cloak of protection +2, headband of intellect +2
Spellbook spells prepared plus 0 -- all except illusion, necromancy, and abjuration; 1st -- sleep; 2nd -- fox's cunning; 6th -- contingency; 7th -- ethereal jaunt

CAT FAMILIAR CR --
N Tiny magical beast (augmented animal)
Init +2; Senses low-light vision, scent; Listen +3, Spot +3
Languages empathic link, speak with master, speak with felines
AC 18, touch 14, flat-footed 16
hp 25 (13 HD)
Resist improved evasion
Fort +3, Ref +5, Will +11
Speed 30 ft. (6 squares)
Melee claw +10/+5 (1d2-4)
Space 2 1/2 ft.; Reach 0 ft.
Base Atk +6; Grp -6
Atk Options deliver touch spells
Abilities Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 7
Feats Weapon Finesse
Skills Balance +10, Bluff +2, Climb +6, Concentration +17, Hide +14, Jump +10, Listen +3, Move Silently +6, Spot +3

7. GUARDED ROOF ACCESS (EL 3)

Both of these rooms contain an audible alarm spell (cast by the lieutenant from area 5 each morning). A guard (fighter 3) stands within the hallway at all times, ready to respond to the sound of the spell and call for reinforcements if necessary. Since the Thayans don't use the roof, anyone going to or from the roof is immediately under suspicion.

ROOF (NOT DEPICTED ON MAP)

A 4-foot-high wall surrounds the roof of the manor. The Thayans almost never go on the roof, though if a battle breaks out on the enclave grounds a wizard can come here to observe and assist with ranged spells. A few nonperishable items (planks, nails, and so on) are stored here, but otherwise the roof has nothing of interest to adventurers other than as a possible means of entering the building.

THAYAN WIZARDS

This location contains many Thayan wizards. Rather than using a tremendous amount of space giving each of them a statistics block, their information is presented here in the table format used in Lords of Darkness (page 62). The material here is based on the Thayan wizard table in Lords of Darkness but is updated to take into account the changes in the Red Wizard prestige class and regional feats from the D&D 3.5 revision.

Ability Scores: Str 8, Dex 14, Con 13, Int 15 (16 at 4th, 17 at 8th), Wis 12, Cha 10.

Combat Spells: Because the Thayan wizards sell their magical services (either directly or through making magic items), some of their daily spell slots are set aside for that purpose and (given how most enclave items are nonaggressive) unavailable or inappropriate for combat use. For the sake of simplicity, assume that half of an enclave wizard's prepared spells are used for taking care of its daily duties (including practice and study) and the remainder can be used for offense and defense.

Equipment: Thayan wizards tend to have more magic items than characters from other regions because their magic gear was acquired in Thay, from an enclave at a 10% discount, or they made it themselves.

The typical magic equipment for a Thayan wizard of 1st through 10th level is given below. When an option appears in parentheses preceded by "or," this change applies to Thayan wizards who have specialized in the school of divination, enchantment, or illusion.

1st Level: potions of cat's grace, cure light wounds, and spider climb; scrolls of Aganazzar's scorcher (or shadow spray), Snilloc's snowball swarm (or invisibility), dispel magic, fly, and shield (2).

2nd Level: wand of magic missile (CL 5th, 20 charges) (or sleep); potions of cure light wounds, and invisibility; elixirs of hiding and love; scrolls of Aganazzar's scorcher (or shadow spray), Snilloc's snowball swarm (or invisibility), dispel magic, fly, shield (2), and web.

3rd Level: wand of magic missiles (CL 5th, 20 charges) (or sleep); potions of invisibility, intelligence, cure moderate wounds (2), jump (CL 3rd), and mage armor (CL 3rd); scrolls of Aganazzar's scorcher (or shadow spray), Snilloc's snowball swarm (or invisibility), dispel magic, fly, and shield (2).

4th Level: wand of magic missiles (CL 5th, 20 charges) (or sleep), bracers of armor +1, wand of detect magic (CL 5th, 50 charges); potions of cure moderate wounds and fox's cunning; scrolls of dispel magic, web, fly, shield (2), and lightning bolt (or hold person).

5th Level: bracers of armor +1, cloak of resistance +1, wand of mage hand (Cl 5th, 20 charges); potions of cure serious wounds and fox's cunning; scrolls of dispel magic, web (2), shield (2), wall of fire (or confusion), and fireball (2) (or displacement [2]).

6th Level: wand of blindness/deafness (CL 5th, 25 charges), bracers of armor +1, cloak of resistance +1, Q uaal's feather token (whip); potions of cure moderate wounds and fox's cunning; scrolls of dispel magic, web, shield (2), and ice storm (or improved invisibility).

7th Level: bracers of armor +1, cloak of resistance +1, ring of protection +1, wand of Melf's acid arrow (CL 5th, 30 charges); potion of protection from elements ( fire); scrolls of dispel magic, web, shield (2), create magic tattoo (2), and Melf's acid arrow (CL 7th).

8th Level: bracers of armor +1, cloak of resistance +1, ring of protection +1, wand of magic missile (CL 9th, 25 charges) (or shocking grasp [CL 9th, 25 charges]); potion of cure serious wounds; elixir of fire breath; scrolls of dispel magic, web, shield (2), wall of ice (2) (or charm monster [2]), and fireball (CL 7th) (or summon monster III [CL 7th]).

9th Level: cloak of resistance +1, ring of protection +1, bracers of armor +2, hand of the mage; potion of cure serious wounds; scrolls of dispel magic, web, shield (2), and summon monster IV (CL 8th).

10th Level: cloak of resistance +1, ring of protection +1, bracers of armor +2, wand of lightning bolt (CL 9th, 25 charges) (or dispel magic [CL 9th, 25 charges]), brooch of shielding; potion of fox's cunning; scrolls of protection from arrows, web, shield (2), fireball (CL 10th) (or dispel magic [CL 10th]), flesh to stone, and teleport.

Feats: All Thayan wizards are human, and therefore all of them have a total of three feats at 1st level (including the Scribe Scroll feat from being a wizard). The typical feat selection for a Thayan wizard is as follows: 1st, Scribe Scroll, Tattoo Focus, Toughness; 3rd, Brew Potion; 5th, Craft Magic Arms and Armor; 6th, Combat Casting; 9th, Spell Focus; 10th, Quicken Spell.

NPC THAYAN WIZARDS

AC Init Speed Dagger Light Crossbow Spellc/Kno Craft (Alch) Spells/Day
(1d4) (1d8) F/R/W (Any 3) Con
12 +2 30 ft. -1 +2 +1/+2/+3 +6 +5 -- 4/3
12 +2 30 ft. +0 +3 +1/+2/+4 +7 +6 -- 5/4
12 +2 30 ft. +0 +3 +2/+3/+4 +8 +7 -- 5/5/3
13 +2 30 ft. +1 +4 +2/+3/+5 +10 +8 -- 5/5/4
13 +2 30 ft. +1 +4 +3/+4/+6 +11 +9 +4 5/5/4/3
13 +2 30 ft. +2 +5 +4/+5/+7 +12 +10 +5 5/5/5/4
14 +2 30 ft. +2 +5 +4/+5/+7 +13 +11 +6 5/6/5/3/3
14 +2 30 ft. +3 +6 +4/+5/+8 +14 +12 +7 5/6/5/4/4
15 +2 30 ft. +3 +6 +5/+6/+8 +15 +13 +8 5/6/6/4/3/3
15 +2 30 ft. +4 +7 +5/+6/+9 +16 +14 +9 5/6/6/4/4/4

Spellc/Kno: Spellcraft and Knowledge check modifier. Con: Concentration check modifier. Alch: Craft (alchemy) check modifier.

* This table shows the game statistics for Thayan wizards of levels 1st-10th, but the only 9th-level character in the enclave actually has one level of the Red Wizard prestige class. That one level in the prestige class has only a small impact on his game statistics compared to the values on the table (Fort and Ref saves are 1 lower, Will save is 2 higher).

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