app
player information
● name: Bailey
● age: 25+
● contact:
geiszler
● other characters: N/A
character information
● name: Barry Bluejeans
● canon: The Adventure Zone
● canon point: After the Wedding
● age: Well he looks about mid-40s to 50s, that's the most important part. Actually about 160...something.
● (canon) background: It's... THE ADVENTURE ZONE!
● abilities: Magic (Speciality: Necromancy), Arcana Science, Swimming, Piano
● strengths:
● weaknesses:
● job skills (optional): Science, research, Very Advanced Magic, ability to pair denim with denim
● housing (optional): Casa del Taako
● network username: @NerdAlert
● network sample: link
● prose/action sample: tdm link
● name: Bailey
● age: 25+
● contact:
● other characters: N/A
character information
● name: Barry Bluejeans
● canon: The Adventure Zone
● canon point: After the Wedding
● age: Well he looks about mid-40s to 50s, that's the most important part. Actually about 160...something.
● (canon) background: It's... THE ADVENTURE ZONE!
● abilities: Magic (Speciality: Necromancy), Arcana Science, Swimming, Piano
● strengths:
+ the lover. His strongest motivation for things was his deep and endless love for his Lup, but that is not the end of his heart, by any means. He adores his put together family from the Starblaster and the other friends they've made along the way. Feelings, emotions, these are all necessary to have a firm grasp on to maintain sentience as a Lich. Without that, he's chaos. He's nothing. The DM makes a point of mentioning how much it hurt when Tres Horny Boys forgot about him in that decade alone, how much he missed his family. Love powers this nerd. Love defines this nerd. He can't help it. He's a big ol' teddy Bar just waiting to spread more goodness around.
+ nerd alert! Ya boi is good at figuring things out, right? Always ready to to solve that Riddle Puzzle (or any puzzle) and make something a little bit more easy for those around him. He is a problem solver and does not give up easy. See, the whole Lich thing. He's always curious, always hunting for the next break, always ready to go to figure things out. The type of nerd to absolutely get excited about the unknown.
+ adaptable. 100 years of a different world every year will do that to you. Even without that very difficult trial, Barry would probably still have been the type to look at a problem and want to get his way out of it quickly and safely. Bring it, Riverview. You're probably one of the less dangerous worlds he's been thrust upon.
● weaknesses:
- necromancy. Most wildly disagree with Barry's usage of Necromancy as a way for he and Lup to stick around when their bodies died during a cycle. They needed each other, right? It only makes sense for them to find a way to help each other in any way they can - to add another strategy against each dangerous world. However, it does slap the laws of nature right in the face. Barry may have only used necromancy against willing subjects, but he still was willing to do whatever was necessary to help, even if it meant playing with death. The worst part is he doesn't entirely see the problem beyond the obvious danger of how they could lose their consciousness. They were consenting, so what's everyone bent out of shape about?
- hesitant. He's less likely to act when it concerns him personally. Barry, before he learned how to swim, didn't want to jump in the water and have fun for fear of looking like 'a goobus' in front of his then crush. He doesn't want to come off as awkward, nerdy, or do something embarrassing. This can hold him back in his personal life to a detrimental amount. A 'I loved her for 21 years and never made a move because I didn't want to be rejected' kind of detrimental amount. He's also a Lich/Reaper who's afraid of the dark so. That's embarrassing as hell.
- nerd alert, part 2: nerd harder. Barry can lock himself away Jack Skellington style. Days at a time, barely remembering to eat if it weren't for his friends and two certain elves coaxing him with That Good Shit™. Typical nerdy boys, right? Ugh. Always gotta pound the metaphorical pavement for their Eureka moment.
● job skills (optional): Science, research, Very Advanced Magic, ability to pair denim with denim
● housing (optional): Casa del Taako
● network username: @NerdAlert
● network sample: link
● prose/action sample: tdm link
D&D HOUSEKEEPING
Cantrips, Unlimited Use.
Acid Splash [conjuration]
Blade Ward [abjuration]
Chill Touch [necromancy]
Dancing Lights [evocation]
Fire Bolt [evocation]
Friends [enchantment]
Light [evocation]
Mage Hand [conjuration]
Mending [transmutation]
Message [transmutation]
Minor Illusion [illusion]
Poison Spray [conjuration]
Prestidigitation [transmutation]
Ray of Frost [evocation]
Shocking Grasp [evocation]
True Strike [divination]
Spell Mastery Cantrips
Chill Touch [necromancy]
Ray of Sickness [necromancy]
Barry can prepare 22 wizard spells daily.
As a necromancer he's not bound to just use necromancy school spells, but they are his specialty.
First Level Wizard Spells 4/Day:
Alarm [abjuration]
Burning Hands [evocation]
Charm Person [enchantment]
Chromatic Orb [evocation]
Color Spray [illusion]
Comprehend Languages [divination]
Detect Magic [divination]
Disguise Self [illusion]
Expeditious Retreat [transmutation]
False Life [necromancy]
Feather Fall [transmutation]
Find Familiar [conjuration]
Fog Cloud [conjuration]
Grease [conjuration]
Identify [divination]
Illusory Script [illusion]
Jump [transmutation]
Longstrider [transmutation]
Mage Armor [abjuration]
Magic Missile [evocation]
Protection from Evil and Good [abjuration]
Ray of Sickness [necromancy]
Shield [abjuration]
Silent Image [illusion]
Sleep [enchantment]
Tasha's Hideous Laughter [enchantment]
Tenser's Floating Disk [conjuration]
Thunderwave [evocation]
Unseen Servant [conjuration]
Witch Bolt [evocation]
Second Level Wizard Spells 3/Day:
Alter Self [transmutation]
Arcane Lock [abjuration]
Blindness/Deafness [necromancy]
Blur [illusion]
Cloud of Daggers [conjuration]
Continual Flame [evocation]
Crown of Madness [enchantment]
Darkness [evocation]
Darkvision [transmutation]
Detect Thoughts [divination]
Enlarge/Reduce [transmutation]
Flaming Sphere [conjuration]
Gentle Repose [necromancy]
Gust of Wind [evocation]
Hold Person [enchantment]
Invisibility [illusion]
Knock [transmutation]
Levitate [transmutation]
Locate Object [divination]
Magic Mouth [illusion]
Magic Weapon [transmutation]
Melf's Acid Arrow [evocation]
Mirror Image [illusion]
Misty Step [conjuration]
Nystul's Magic Aura [illusion]
Phantasmal Force [illusion]
Ray of Enfeeblement [necromancy]
Rope Trick [transmutation]
Scorching Ray [evocation]
See Invisibility [divination]
Shatter [evocation]
Spider Climb [transmutation]
Suggestion [enchantment]
Web [conjuration]
Third Level Wizard Spells 3/Day:
Animate Dead [necromancy]
Bestow Curse [necromancy]
Blink [transmutation]
Clairvoyance [divination]
Counterspell [abjuration]
Dispel Magic [abjuration]
Fear [illusion]
Feign Death [necromancy]
Fireball [evocation]
Fly [transmutation]
Gaseous Form [transmutation]
Glyph of Warding [abjuration]
Haste [transmutation]
Hypnotic Pattern [illusion]
Leomund's Tiny Hut [evocation]
Lightning Bolt [evocation]
Magic Circle [abjuration]
Major Image [illusion]
Nondetection [abjuration]
Phantom Steed [illusion]
Protection from Energy [abjuration]
Remove Curse [abjuration]
Sending [evocation]
Sleet Storm [conjuration]
Slow [transmutation]
Stinking Cloud [conjuration]
Tongues [divination]
Vampiric Touch [necromancy]
Water Breathing [transmutation]
Fourth Level Wizard Spells 3/Day:
Arcane Eye [divination]
Banishment [abjuration]
Blight [necromancy]
Confusion [enchantment]
Conjure Minor Elementals [conjuration]
Control Water [transmutation]
Dimension Door [conjuration]
Evard's Black Tentacles [conjuration]
Fabricate [transmutation]
Fire Shield [evocation]
Greater Invisibility [illusion]
Hallucinatory Terrain [illusion]
Ice Storm [evocation]
Leomund's Secret Chest [conjuration]
Locate Creature [divination]
Mordenkainen's Faithful Hound [conjuration]
Mordenkainen's Private Sanctum [abjuration]
Otiluke's Resilient Sphere [evocation]
Phantasmal Killer [illusion]
Polymorph [transmutation]
Stone Shape [transmutation]
Stoneskin [abjuration]
Wall of Fire [evocation]
Fifth Level Wizard Spells 3/Day:
Animate Objects [transmutation]
Bigby's Hand [evocation]
Cloudkill [conjuration]
Cone of Cold [evocation]
Conjure Elemental [conjuration]
Contact Other Plane [divination]
Creation [illusion]
Dominate Person [enchantment]
Dream [illusion]
Geas [enchantment]
Hold Monster [enchantment]
Legend Lore [divination]
Mislead [illusion]
Modify Memory [enchantment]
Passwall [transmutation]
Planar Binding [abjuration]
Rary's Telepathic Bond [divination]
Scrying [divination]
Seeming [illusion]
Telekinesis [transmutation]
Teleportation Circle [conjuration]
Wall of Force [evocation]
Wall of Stone [evocation]
Sixth Level Wizard Spells 2/Day:
Arcane Gate [conjuration]
Chain Lighting [evocation]
Circle of Death [necromancy]
Contingency [evocation]
Create Undead [necromancy]
Disintegrate [transmutation]
Drawmij's Instant Summons [conjuration]
Eyebite [necromancy]
Flesh to Stone [transmutation]
Globe of Invulnerability [abjuration]
Guards and Wards [abjuration]
Magic Jar [necromancy]
Mass Suggestion [enchantment]
Move Earth [transmutation]
Otiluke's Freezing Sphere [evocation]
Otto's Irresistible Dance [enchantment]
Programmed Illusion [illusion]
Sunbeam [evocation]
True Seeing [divination]
Wall of Ice [evocation]
Seventh Level Wizard Spells 2/Day:
Delayed Blast Fireball [evocation]
Etherealness [transmutation]
Finger of Death [necromancy]
Forcecage [evocation]
Mirage Arcane [illusion]
Mordenkainen's Magnificent Mansion [conjuration]
Mordenkainen's Sword [evocation]
Plane Shift [conjuration]
Prismatic Spray [evocation]
Project Image [illusion]
Reverse Gravity [transmutation]
Sequester [transmutation]
Simulacrum [illusion]
Symbol [abjuration]
Teleport [conjuration]
Eight Level Wizard Spells 1/Day:
Antimagic Field [abjuration]
Antipathy/Sympathy [enchantment]
Clone [necromancy]
Control Weather [transmutation]
Demiplane [conjuration]
Dominate Monster [enchantment]
Feeblemind [enchantment]
Incendiary Cloud [conjuration]
Maze [conjuration]
Mind Blank [abjuration]
Power Word Stun [enchantment]
Sunburst [evocation]
Telepathy [evocation]
Ninth Level Wizard Spells 1/Day:
Astral Projection [necromancy]
Foresight [divination]
Gate [conjuration]
Imprisonment [abjuration]
Meteor Swarm [evocation]
Power Word Kill [enchantment]
Prismatic Wall [abjuration]
Shapechange [transmutation]
Time Stop [transmutation]
True Polymorph [transmutation]
Weird [illusion]
Wish [conjuration]
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Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level.
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Necromancy Wizard Feats:
Level 2: Necromancy savant - the time and cost to put a necromancy spell into your spellbook is halved.
Level 2: Grim Harvest - kill something with a spell of 1st level or higher, gain hp equal to twice the spell level, or three times if it is necromancy school.
Level 6: Learn Animate Dead spell and can have extra undead servants.
Level 10: Inured to Undeath - resistance to necrotic damage, cannot have maximum hp reduced.
Level 14: Command Undead.
Level 18: Spell mastery. Choose a 1st level and 2nd level wizard spell. Cast these at the lowest level at will.