Ammrah the Wild Mage
Medium
Female Human
11th Level
Wizard (Wild Mage)
Hit Dice:
11d4 + 33 (65 Hit Points)
Initiative: +4 (Dex)
Speed:
30
ft
AC: 17 (+4 Dex, +3 armor [bracers of defense])
Attacks:
+2 Quarter Staff of Purple Rays and Spheres +9 melee or Dagger +7 melee
Damage:
+2 Quarter Staff of Purple Rays and Spheres1d6+5 or dagger 1d4+2
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Spell casting
Special
Qualities: Wild Surges
Saves:
Fort +6, Ref +7, Will +10
Abilities: Str 14, Dex 18, Con 16, Int 20, Wis 16, Cha
16
Skills: Alchemy +19,
Bluff +10, Concentration +17, Craft (pottery) +19, Knowledge (arcana) +19,
Knowledge (planes) +19, Profession (gambler) +10, Scry +12, Spellcraft +19
Feats:
Heart of Chaos, Spell Focus (Wild), Greater Spell
Focus (Wild), Weapon Focus (Ray), Spell Mastery, Combat Casting, Craft Wondrous
Items
Ammrah the Wild is the first of Inzeladun's native wild mages. She learned wild magic by studying with Diandain the Xaositecht Big Boss. Diandain, as a sorcerer, really could not teach her wizardry, so she observed, studied, and, with her intense intellect and ability to grasp the concepts of Chaos that Diandain innately understood, she managed to quantify and write down spell formulae for wild magic.
She has a penguin named Mr. Flappy for a familiar, and travels with a priest of the Silver Tree named Osden and an alchemist named Vathelos. Kotz Mad Axe used to travel with her until his death under Inzeladun by Mind Flayers.
Ammrah dresses primarily in purple, but often
changes her hair color (usually either blonde or brown haired, but occasionally
she ventures out into wilder colors). She has a cursed magic item that
makes her perform random actions on occasion, but she doesn't know which item is
cursed. She wears bracers of defense, a ring of feather falling, a ring of
random magic (treat as rod of wonder), a bag of beans, and a tan bag of
tricks.
Combat
Ammrah fights with a +2 quarterstaff of purple
rays and spheres. The staff can shoot out a purple ray that does 1d6
points of damage per wizard level of the character using it. On a critical
hit with the ray, a wild surge is caused. The staff also creates
transparent, floating purple spheres that glow with a light purple color.
The spheres have a 6' diameter and, at creation, can be commanded to either
remain motionless, floating where created, or to follow at a specified distance,
or to go in a straight line in a direction of the creator's choice. The
sphere holds 140 lbs and is air permeable.
She also fights with her spells. Anytime she casts a spell, Ammrah must roll a d20. On a roll of 20, a wild surge develops along with the spell.
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