Arcane Research +5, Lore +9, Moon Magic (Lunitari), Order Secrets, Summon Familiar, Tower Resources.
Concentration +26, Decipher Script +25, Knowledge (arcana) +33, Knowledge (geography) +12, Knowledge (history) +25, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility and royalty) +9, Knowledge (religion) +9, Knowledge (the planes) +25, Spellcraft +32
Eschew Materials*, Greater Spell Penetration, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Concentration), Skill Focus (Knowledge-Arcana), Spell Focus (enchantment), Spell Penetration, Still Spell. (*Belize acquired the Eschew Materials feat as a part of his Test of High Sorcery.)
Common, Elven, Ergot, Ergothian (dead language), Magius, Solamnic.
Wizard Spells per Day: (4/6/6/5/5/5/4/3/2/1; DC 15+spell level, DC 17+spell level for enchantments). As the Master of the Red Robes, Belize has access to all the spells in the Player's Handbook, Dragonlance Campaign Setting, and Towers of High Sorcery.
+2 spell storing dagger.
Amulet of natural armor +2, bracers of armor +4, cloak of resistance +5, ring of protection +3, +2 spell storing dagger. As the Master of the Red Robes, Belize has access to a lot of items, a spellbook of extra-dimensional travel by Fistandantilus and a thousand-year old tome on magical portals by the Black Robe, Harz Takta.
A secretive mage who usually talks in a whisper, Belize has no familiar and has no interest in training apprentices. He has a habit of not using wards and traps, but marking everything in his home magically, so he can hunt and slay the thief personally.
Acknowledgements: I would like to acknowledge the help of Kendermage and the assistance of Brightblade.
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