Wizard Spells/Day (4/6/5/5/5/5/3/3/2; DC=15+ spell level; Enchantment and Transmutation spells have DC=16+ spell level): 0- detect magic, light, mage hand, read magic; 1st- burning hands, disguise self, mage armor, magic missile, ray of enfeeblement, shield; 2nd- bull's strength*, continual flame, detect thoughts, Melf's acid arrow, scorching ray; 3rd- dispel magic (x2), fireball, hold person*, magic circle against evil; 4th- charm monster*, ice storm, remove curse, summon monster IV; 5th- baleful polymorph*, dismissal, hold monster*, quickened magic missile, telekinesis, teleport; 6th- flesh to stone*, still silent polymorph*, trueseeing; 7th- control weather*, mass hold person*, plane shift*; 8th- protection from spells, quickened wall of fire
Druid Spells/Day (4/3/2; DC=13+ spell level): 0- create water, cure minor wounds, detect poison, know direction; 1st- charm animal*, cure light wounds, obscuring mist; 2nd- animal messenger, hold animal*
*= indicates a spell from either the School of Enchantment or the School of Transmutation
Magic Items: +2 ghost touch longsword, +6 bracers of armor, +1 ring of protection, amulet of proof against detection and location, staff of enchantment (42 charges), wand of suggestion (15 charges), wand of summon monster II (22 charges), scroll of cure moderate wounds, scroll of invisibility, potion of greater magic fang
Other Equipment: Silver dagger, material spell components, spellbook
Morgalad is the wise wizard of the Kingdom of Galorand serving as young King Alberik's Royal Mage and counselor. The wizard is well known throughout the island nation and often at odds with the deposed Queen Mother who has sought the throne for herself. In fact, it was Morgalad's wisdom and experience that helped defeat the wicked Queen and allow the young prince to ascend the throne as was proper and fitting.
Little is known about the wizard's past or even if he was born in Galorand, but rumors are whispered that his father may have had some fiendish heritage which implies that some outsider blood may flow through his veins.
Description: Morgalad appears as a elderly male human possibly of Aldari or Jendi descent, though technically he is a "tiefling." The mage appears as the quintessential wizard wearing long, flowing gray robes and a wide brimmed pointed hat. He carries a gnarled staff capped with a silver figurehead which he uses as a walking staff. Many talismans and charms of various sorts like feathers, stones, animal bones and herbs dangle from his belt and his robes, their true purpose unknown. Morgalad is 5'9" and weighs 146 pounds. He has long gray hair, gray beard and moustache. His eyes are a bright blue. His true age is unknown.
Personality: Morgalad is quite charming and enjoys a conversation with anyone he meets, a true extrovert. He is personable, courtly and well-mannered as befits someone serving in the Royal Court. Morgalad is quite intuitive and knowledgable in the ways of the world and a person of great wisdom and intelligence. He speaks quite matter-of-factly though he can become quite emotional when under duress.
Combat
Morgalad is an extremely powerful spellcaster and an expert at counterspelling. The fact that he is an Archmage as well only adds to his reputation as someone best to avoid in a magical duel. Although armed with a potent sword and staff, the mage knows that his true strength lies in his spellcasting.
The wizard is not afraid to let loose his greatest spellcraft but will usually attempt to ascertain an opponent's true threat through a detect thoughts spell or with true seeing. If an opponent is obviously not a real threat, Morgalad will attempt to cast hold person or hold monster or plant a suggestion using his staff or wand. Evil figures or more powerful opponents will not fare so well. Such enemies will be targeted by a baleful polymorph, fireball or ice storm. Fighter-types will be targeted by a ray of enfeeblement while enemy wizards and clerics will be struck by multiple magic missiles.
In rare cases when the enemy proves to be a true threat, Morgalad will instantly create a blazing wall of fire followed by a magic circle against evil. With these defenses in place, the archmage will either conjure forth a number of monsters using his wand or he will cast bull's strength and greater magic fang upon himself followed by a silent still polymorph to engage an enemy in melee.