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GreysonWulffe

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    QtxOs22.png

     


    Shazzar | The Wizard


     

    Never one to really compare his lot in life to those of others, Shazzar is not as bothered about this family's ostentatious display of wealth in the face of the poverty faced by the rest of the town. After all, he is yet to see if this wealth has been acquired through unscrupulous means, so he opts to reserve judgment. 'And I can fix the issue with any dirt or filth we bring into the manor through our boots,' he notes silently. 'However, I don't think I'll be able to mend holes in walls as easily.'

     

    Situated just in front of their rear guard, Giselle, he glances at the doors to the west and to the east as they pass by. 'I would've expected us to clear each room as we go,' he thinks. 'For one, I'm not comfortable with advancing into the unknown while leaving more unknowns behind me. Then again, these fellows are the adventuring types - they would certainly know more about moving through this kind of place with a purpose. Best to just keep up, let them do what they're good at.'

     

    And so with his staff in one hand and a ball of fire in the other, the middle-aged wizard marches along with the party.

     

    Stat Block

    Belshazzar "Shazzar" Zidon

    Male Human Cloistered-Scholar Wizard 1


    hp 8/8 ▪ AC 15 (Mage Armor) ▪ Speed 30 ft

    HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11


    STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1)


    Saves Intelligence +5, Wisdom +3

    Skills Arcana +5, History +5, Insight +3, Investigation +5

    Languages Common, Draconic, Elvish, Infernal


    Features Arcane Recovery♦ Arcane Recovery ♦
    You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
    (1/1 use), Library Access♦ Library Access ♦
    Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

    You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

    Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
    , Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦
    Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame

    In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

    Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid.
    , Ritual Casting♦ Ritual Casting ♦
    You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    , Spellbook♦ Spellbook ♦
    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

    ♦ Copying a Spell into the Book ♦
    When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

    Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    ♦ Replacing the Book ♦
    You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    ♦ The Book’s Appearance ♦
    Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


    Attacks

     ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40

     ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage


    Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5

     ▬ CantripsMage HandConjuration
    Casting Time: 1 action
    Range: 30 feet
    Target: A point you choose within range
    Components: V S
    Duration: 1 minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.

    Flavor:
    "Apókryfo chéri"
    The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band.
    Mind SliverEnchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

    At Higher Levels:
    This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Flavor:
    "Spáse to myaló sou"
    PrestidigitationTransmutation
    Casting Time: 1 action
    Range: 10 feet
    Target: See text
    Components: V S
    Duration: Up to 1 hour

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire.
    ♦ You instantaneously clean or soil an object no larger than 1 cubic foot.
    ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Flavor:
    "Mageía"

     ▬ 1st (1/2 slots): Comprehend LanguagesDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    Flavor:
    "Gnorízei óles tis glósses"
    ®, *Detect MagicDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Flavor:
    "Epitrépste mou na do apókryfes ávres"
    For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.
    ©®, Find FamiliarConjuration (Ritual)
    Casting Time: 1 hour
    Range: 10 feet
    Target: An unoccupied space within range
    Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

    You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Flavor:
    "Akoúste to kálesmá mou, kollitós mou fíle"
    At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.
    ®, *Feather FallTransmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Target: Up to five falling creatures within range
    Components: V M (A small feather or piece of down)
    Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Flavor:
    "Sýllipsi"
    A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent.
    , *Mage ArmorAbjuration
    Casting Time: 1 action
    Range: Touch
    Target: A willing creature who isn't wearing armor
    Components: V S M (A piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

    Flavor:
    "Panoplía tou apókryfou"
    Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly.
    , *Magic MissileEvocation
    Casting Time: 1 action
    Range: 120 feet
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At Higher Levels:
    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

    Flavor:
    "Apókryfa véli"
    Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.

     

    Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3

     ▬ CantripsGuidanceDivination
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V S
    Duration: Up to 1 minute

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Flavor:
    "Eíthe to Oghma na sas kathodigísei"
    The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand.
    Produce FlameConjuration
    Casting Time: 1 action
    Range: Self
    Target: Self or a creature within 30 feet of you
    Components: V S
    Duration: 10 minutes

    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

    You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

    At Higher Levels:
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Flavor:
    "Apó to típota, fotiá"
    The flickering flame is a pale blue in color and takes on a teardrop shape.

     ▬ 1st (1/1 use): GoodberryTransmutation
    Casting Time: 1 action
    Range: Touch
    Target: See text
    Components: V S M (A sprig of mistletoe)
    Duration: Instantaneous

    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

    Flavor:
    "Threptiká moúra"
    The berries are perfect orbs in shape and have a perfect sheen to them.


    Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 4 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp


    Narra | The Familiar

    spacer.pngOwl (Tiny Fey)


    hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft.

    HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13


    STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2)


    Skills Perception +3, Stealth +3


    Features FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing & SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.Deliver Touch SpellsWhen you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.Link With MasterWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.Pocket DimensionAs an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

     

     

    ֎ ֎ ֎

  2. Mikhael Brynleifson
    Spell-Slinging Hexblade From The Far North, Sworn To Avenge His Own Murder


    (MW Character Sheet | DescriptionThis tall, wiry young man has his father's dark eyebrows, his mother's amber eyes, and a very pale complexion and silvery-white hair that are common for his people. He speaks in a high baritone, with a musical lilt that many might attribute to elves, and manages to be soft-spoken and silver-tongued all at once. He moves in a graceful manner that is somewhat elf-like, and has a warm smile and is quick to laughter, but those who pay close attention will see the deep pain in his eyes, and a ruthless aggression that bursts forth when he goes into battle. He has an easy-going and casual swagger, coupled with an air of self-confidence; he easily comes across as friendly and charming, all while making others wary about messing with him.

    He wears a dark, leather duster that seems tailored for his physique, and a well-worn dark-green cloak. A small axe is tucked in the back of his belt, and strapped across his slender back is some kind of six-stringed instrument. In his hand is an intricately-decorated metal walking cane.
    )


    76d48b6ce7cc3d2cfd6b8b58fa625ff4.pngClass, Race, Background
    Male Human Warlock (Hexblade)While his sub-class provides him martial capabilities, I intend to play him primarily as a caster, with a focus on utility first, and combat second. If he gets to it, he'll take the [I]Pact of the Tome[/I], and expand his spellcasting capabilities even more.

    He is not reliant on magic weapons like most Hexblades and Bladelocks might be expected to, but he might still be interested in a worthy one-handed melee weapon that he can use with his Hex Warrior feature, just in case he is forced into melee.
    of the Far Traveler background

     

    Origin
    I am Sossrim, hailing from the lands of Sossal, far to the north. My village lies at the foot of a mountain where a tribe of elves have resided long before our village was ever established. Over generations - well, human generations anyway - the villagers and the elves have grown close, and it is now difficult for outsiders to distinguish the border between the human village and the elven tribe.

     

    Past is Prologue
    For the most part, I'd say I've had a normal upbringing. Still, I'm the grandson of the dragon-slayer 

    Gísli Erlingsson, and this earned me some respect and some "leeway" in my community.

     

    Some months ago, I was ambushed by ruffians while on my way home from the elven tribe. Before leaving me to die, the leader of the ruffians whispered harshly, "The Cult of the Dragon never forgets and always avenges".

     

    Before I lost consciousness, I saw in my mind's eye flashes of a magnificent sword, and heard in my head a deep, throaty voice that offered me the power to avenge my murder in exchange for fealty to it. I've always been taught to be wary of demons and evil spirits, but perhaps out of desperation, I accepted the offer. It was then that I lost consciousness.

     

    When I awoke the next time, I was lying atop a hill that overlooked the village. I stood witness to a funeral pyre that had been set for me. I did not - and still do not - know if they actually burned my body there. A gut instinct told me that I really shouldn't reveal myself back there - at least not yet. If people believe me to be dead, then I may move more freely to find my own killers. And so, guided by instincts that I feel are provided to me by that otherworldly sword in my visions, I travelled south.


    Loyalties
    In my travels, I've heard of and encountered the Zhentarim in the port city Westgate. They have a strong intelligence network, and have negligible codes and ideals - certainly very useful for me in my hunt for the Cult of the Dragon. Despite their supposed secrecy, it was easy enough to get into the organization: I learned that the half-elf Imaryn Daemys is one of their local captains, eased my way into her life (and bed - she couldn't resist an adoring gaze and a charming smile), and soon enough, I was a full-fledged Zhent.

     

    I'm in no way loyal to the organization, however. They are a means to an end, and I will only play by their rules so long as they do not diverge from my own goals.


    Reason for Joining the Caravan
    According to the last information that I've gleaned, the Cult of the Dragon has something brewing in, around, or targeting Greenest. If the information is accurate, this might be the closest I'll get to the Cult yet.

    While traveling alone might be faster, I acknowledge that the path is dangerous, so I'm considering joining the caravan. I'm no merchant, but I'm handy in a fight so I can help defend the caravan, and also have a guitar and a song in my heart so I can lift the spirits of the travelers. I don't think I'm ready to reveal that I'm a Zhent and that I'm the agent of an otherworldly power, so maybe I'll be playing the tourist card for now - just a young lad looking to experience the world.

     

    Is Might Right?
    I was raised on the idea of cooperation and altruism. But then I allowed myself to be ambushed by the Cult because of my weakness, and had that mystic sword return and empower me through its own might. So lately, I've been torn on this topic, with my ideals going against it, but my practical experiences showing me otherwise.


    Deity
    Following tradition, I was raised to worship deities of nature and harvest, such as Chauntea and Mielikki. But with none of them responding to my call during my time of direst need, I have to say that my faith has been shaken terribly. While I don't think I'm ready to discard the gods altogether, I'm finding myself trusting my Otherworldly Master, the Mystic Sword, more and more with each encounter or challenge that I overcome, even if I'm yet to know its name.

     



    Music
    He has an Elven quality to him, perhaps due to the mixing of the Elves and the Humans in his part of the world. He is graceful, curious, cunning, but also fickle at times.

     

    When he goes into battle, though, he becomes fractured and aggressive. While he is the grandson of a dragon-slayer, he was never raised for battle. It is only through the power of his Otherworldly Master that he has gained any battle prowess, and he is yet to really get a grip on it. When he fights, he draws from the darkness and anger within, caused by his own murder, and his Hexblade powers take over from there.

     

    The Mystic Sword, his otherworldly patron, comes to him in visions. When it does, the world around him is always bleak and gray, and cracks like glass when the Mystic Sword comes slamming into the ground from the darkness above. The environment is always both forlorn and terrifying, as if the Mystic Sword is trying to impress that it is the only hope in a forsaken world.


    Posting Rate
    I can post at any rate. I'll match the overall pace of the game, even if it goes to a daily posting. 
     

    Level Advancement

    Mikhael's Level Advancement

    Level 2: Warlock

     

    Advancing to Level 2

    • Class: Warlock 2
    • HP: Taking the average (5). Now at 17 Max HP.
    • Spells: +1 spell known (Charm Person)
    • Features: Eldritch Invocation (Agonizing Blast, Mask Of Many Faces)

     

    Notes about the chapter

    • The above-ground battle was nice and intense. I liked it.
    • The underground scenes got a little confusing, especially in terms of direction. Not sure if this was intentional, though - I know my real-life GM intentionally switches to more confusing directions when underground or whenever it becomes difficult to discern the cardinal directions in-game.

     

     

     

  3. Ok, if that's the intended behavior, then I'm fine with it. I was just a bit concerned because I'm seeing things that I think I'm not supposed to see according to this system note:

    "This is a closed game, meaning only members of the club can see content within it."

     

    Quote

    Not sure that can be prevented, still not allowing you to post in the thread is it? Just view it?

     

    I could still access the Reply box, though I didn't submit any reply because I'm technically not a member of that closed game - it didn't feel right to post there.

  4. Here's the sequence of events:

    1. The game was public.
    2. I applied to the game and followed it. I didn't join it so I'm not a member.
    3. The GM replied to the app, mentioning me. This created a notification for me.
    4. The game was closed and I'm not a member.
    5. By using the link created by Following the game, I can get to the Overview page and nowhere else. But if I follow the notification created in Step (3), I can get to the specific thread where the mention was created. From there, I can jump along the chain of folders and access the threads in those folders. For example, I can access the chain "Game Name > Applications Folder > My Application".

     

    While this access is very limited (I can only access that chain that leads to the thread where I'm mentioned), it still allows me into a closed game where I'm not a member.

  5. Yeah, the buttons here can't be arranged horizontally like in the OG Weave - they will line up vertically so if you have quite a number of them, it expands your post space.

     

    My suggestion is to make the statblocks concise so they fit under just one button, and employ OOC's to handle additional text when possible.

     

    Here's a post for a Curse Of Strahd game I'm playing in here:

      

    QtxOs22.png

     


    Shazzar | The Wizard


     

    Ever mindful of his surroundings, Shazzar takes careful note of everything around him, even as he scrambles to keep up with the swiftly-advancing Dynaheir and Joliet so that he can provide them with much-needed light from the arcane fireCantrip: Produce Flame that floats over the tip of his staff. 'Such brave young women,' he observes. 'But to rush headlong into the unknown. Ah, the recklessness of youth.'

     

    Gently, the middle-aged wizard places a hand on the back of the muscular woman's shoulder, meaning to catch her attention without impeding her. "It might be best if we stay together, Dyna," he says softly, as if afraid to attract the attention of the darkness at the edges of his firelight. "This is a place unknown to all of us, and while I doubt neither your skill nor your strength, I think you have nothing to lose and everything to gain by finding safety in our numbers."

     

    Then, he reaches into his pack for an unlit torch and offers it to the barbarian. "But if you do need to rush ahead, you might keep this with you, to light your way."

     

    Looking over his shoulder, he addresses the entirety of the group as he nods toward the shield and the sword on the walls. "If any of you are looking for additional arms, I think the house is offering some."

     

    Stat Block

    Belshazzar "Shazzar" Zidon

    Male Human Cloistered-Scholar Wizard 1


    hp 8/8 ▪ AC 15 (Mage Armor) ▪ Speed 30 ft

    HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11


    STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1)


    Saves Intelligence +5, Wisdom +3

    Skills Arcana +5, History +5, Insight +3, Investigation +5

    Languages Common, Draconic, Elvish, Infernal


    Features Arcane Recovery♦ Arcane Recovery ♦
    You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
    (1/1 use), Library Access♦ Library Access ♦
    Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

    You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

    Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
    , Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦
    Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame

    In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

    Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid.
    , Ritual Casting♦ Ritual Casting ♦
    You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    , Spellbook♦ Spellbook ♦
    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

    ♦ Copying a Spell into the Book ♦
    When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

    Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    ♦ Replacing the Book ♦
    You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    ♦ The Book’s Appearance ♦
    Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


    Attacks

     ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40

     ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage


    Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5

     ▬ CantripsMage HandConjuration
    Casting Time: 1 action
    Range: 30 feet
    Target: A point you choose within range
    Components: V S
    Duration: 1 minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.

    Flavor:
    "Apókryfo chéri"
    The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band.
    Mind SliverEnchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

    At Higher Levels:
    This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Flavor:
    "Spáse to myaló sou"
    PrestidigitationTransmutation
    Casting Time: 1 action
    Range: 10 feet
    Target: See text
    Components: V S
    Duration: Up to 1 hour

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire.
    ♦ You instantaneously clean or soil an object no larger than 1 cubic foot.
    ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Flavor:
    "Mageía"

     ▬ 1st (1/2 slots): Comprehend LanguagesDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    Flavor:
    "Gnorízei óles tis glósses"
    ®, *Detect MagicDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Flavor:
    "Epitrépste mou na do apókryfes ávres"
    For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.
    ©®, Find FamiliarConjuration (Ritual)
    Casting Time: 1 hour
    Range: 10 feet
    Target: An unoccupied space within range
    Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

    You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Flavor:
    "Akoúste to kálesmá mou, kollitós mou fíle"
    At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.
    ®, *Feather FallTransmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Target: Up to five falling creatures within range
    Components: V M (A small feather or piece of down)
    Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Flavor:
    "Sýllipsi"
    A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent.
    , *Mage ArmorAbjuration
    Casting Time: 1 action
    Range: Touch
    Target: A willing creature who isn't wearing armor
    Components: V S M (A piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

    Flavor:
    "Panoplía tou apókryfou"
    Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly.
    , *Magic MissileEvocation
    Casting Time: 1 action
    Range: 120 feet
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At Higher Levels:
    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

    Flavor:
    "Apókryfa véli"
    Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.

     

    Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3

     ▬ CantripsGuidanceDivination
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V S
    Duration: Up to 1 minute

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Flavor:
    "Eíthe to Oghma na sas kathodigísei"
    The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand.
    Produce FlameConjuration
    Casting Time: 1 action
    Range: Self
    Target: Self or a creature within 30 feet of you
    Components: V S
    Duration: 10 minutes

    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

    You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

    At Higher Levels:
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Flavor:
    "Apó to típota, fotiá"
    The flickering flame is a pale blue in color and takes on a teardrop shape.

     ▬ 1st (1/1 use): GoodberryTransmutation
    Casting Time: 1 action
    Range: Touch
    Target: See text
    Components: V S M (A sprig of mistletoe)
    Duration: Instantaneous

    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

    Flavor:
    "Threptiká moúra"
    The berries are perfect orbs in shape and have a perfect sheen to them.


    Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 5 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp


    Narra | The Familiar

    spacer.pngOwl (Tiny Fey)


    hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft.

    HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13


    STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2)


    Skills Perception +3, Stealth +3


    Features FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing & SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.Deliver Touch SpellsWhen you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.Link With MasterWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.Pocket DimensionAs an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

     

    OOC

    From the previous chapter, Shazzar has an active Produce Flame so he effectively has the light of a torch. He will also cast Prestidigitation on any lamp or torch that they encounter to illuminate the area further.

     

    If Dynaheir seems eager to continue charging ahead, Shazzar offers her one of his torches, lighting it with Prestidigitation as well. He will advise her to take it, even if she fights with two-handed weapons - after all, she can just drop the torch right before attacking.

     

    ֎ ֎ ֎
  6. 2 hours ago, Stengleronymous said:

    Excellent app, @GreysonWulffe. For your cooperative narrative, I'd like you to respond to the prompt in @Wondertain's app. Why is Mino among the strangers visiting the camp where Yanmo's family is, and what news do they bring that might catch the angry young Waterbender's attention?

     

    Got it. Thanks! 😊

     

    I've updated the first post to include the Cooperative Narrative.

  7. I dunno but Fate can be as loose or as specific as you want. It can only be "too open-ended" if you, as the GM, allow it to be.

     

    Your example campaigns are already pretty good sets of campaign and story aspects. If you establish them before character creation (or during game creation), the players will have to build their character aspects within those boundaries. And everything else that you might come up as a group later in the game will also be bounded by those campaign/story aspects. Nothing there can be open-ended unless you give them an exemption.

     

    I can still remember my real-life group's Fate Accelerated high-fantasy campaign that got a touch of space mecha when the party jumped into an unknown portal. The GM added story aspects that stayed until the party got back to their own world. That was a pretty unexpected twist - considering that it was a twist for the GM, too, 'coz we determined the exit point of that portal thru a random roll - that made for a unique campaign, and Fate handled it fairly well. :)

  8. So sorry, but I'm withdrawing this application. I got accepted in another game and I'm now at my limit of games to handle.

    Good luck to everyone! Happy Gaming! ☺️

     

    The withdrawn app

    1. Tell me a little about yourself
    Been doing PbP for nearly 10 years now, and have played several PbtA games (e.g. Dungeon World, Masks, SCUP, Uncharted Worlds) so while I haven't played Avatar Legends yet, I'm pretty confident I can pick it up fairly quickly. My ideal posting frequency would be once daily on weekdays - I tend to check the forums at night so I can do that pace at least. I was attracted to the app by the adventure premise and by how organized things here appear to be.
     

     

    2. How familiar are you with the world of Avatar?
    I'll admit: not very. I only got to really sit down and watch when I happened to be home and my cousin (the real fan) was watching. This meant I got to watch certain episodes here and there, never getting to complete the series.
     

     

    3. What's a favorite Avatar moment, and why?
    Because I've only watched a handful of episodes, I have very few moments to reference. But that Toph vs Boulder match called to me because of how this little kid fought with that stone-cold demeanor despite the handicap. Also, the final Aang vs Fire Lord match was exhilarating to me due to the clever and interesting ways they used their bending - I'm so tired of the overt displays of sheer force.
     

     

    4. Is there a playbook (or several) you're especially interested in?
    The Pillar certainly calls out to me - it's more about the tactics than being the leader, really. And then there's The Rogue, the unconventional hero, or the anti-hero - I've played a similar playbook, The Delinquent, in our Masks game and it made me appreciate the magic of PbtA in making these kinds of self-centered characters work in a team context.
     

     

    5. Tell me about the character you'd like to play in five sentences or less
    Mino of the Earth Kingdom grew up in a fairly-poor family, and had to rely much on his wits to survive. This way of life developed in him a skill for quick and tactical thinking. This skill drew fellow urchins and street kids to him, and in turn, those kids' reliance on him fostered a sense of leadership within him. As they grew older together, he and his group of kids rose above their petty crimes to become protectors of the weak, defending the townsfolk against bandits, raiders, and even the forces of the Fire Nation, engaging them through ambushes, sabotage, and even a few skirmishes using guerilla tactics.
     

     

    6. Fiction Narrative

    cejvorP.png

     

    Mino ▪ The Pillar ▪ Earthbender


     

    A gentle breeze wafts against Mino's face, carrying with it the familiar, acrid scent that somehow lingers upon the very persons of the troopers of the Fire Nation. Soon enough, he can hear their footsteps growing near. In their confidence, this small group of Fire Nation soldiers appear to have let their guard down, walking noisily along this wooded path as they do. 'Good for us,' Miho thinks. 'Makes things a lot simpler.'

     

    Soon enough, four figures come into view; clad in their distinctive crimson suits, it is rather unmistakable that these are indeed soldiers of the Fire Nation. 'I'm to make the first move,' Mino reminds himself silently. 'Not too soon - the last soldier has to cross that mark I made on that tree. And no lethal force - we need to drill these guys for information about their camp.'

     

    Finally, the last of the soldiers cross the cleverly-disguised mark, and Mino springs the ambush. The tan-skinned young man rises from his crouched position behind a thick tree, and through the connection of his bare feet to the ground, uses his earthbending to turn the ground under the soldiers' feet into quicksand. Immediately, the soldiers sink into the soft earth up to their ankles, and it is at that point that Mino, his amber eyes flashing with satisfaction, uses his earthbending again to cause the ground to harden like rock, effectively trapping the soldiers in place.

     

    Then, the dark-haired young man lets out a loud, piercing whistle - the signal for his companions. From the bushes that line the sides of the path, several teens spring into view, several lengths of vines in their hands. Using the vines like whips, they quickly lasso the soldiers' hands, preventing them from using their firebending.

     

    That is, all of the soldiers' hands except one. One of the teens, Bolu, still hasn't mastered the art of using a whip in each hand, and he misses one of the soldiers' hands. That soldier, perhaps realizing that they are not in a good position to put up any meaningful resistance, immediately throws a bolt of fire into the sky, with that fiery bolt exploding into a dazzling display that is similar to fireworks.

     

    Mino sighs with disappointment as he watches the fiery burst in the sky slowly dissipate. "That's a signal flare," he says, a hint of defeat in his tone despite his team having effectively disabled their targets within seconds. "Their camp's not far. Reinforcements will come soon enough. This is bad."

     

     

    7. Cooperative Narrative

    Follows from Wondertain's narrative

    cejvorP.png

     

    Mino ▪ The Pillar ▪ Earthbender


     

    It has been a few days of following this particular family of the Water Tribe, and in that time, young Mino has come to deem them as no threat. 'It was tiresome work, having to track them while trying to remain unseen,' the young earthbender thinks as he and his companion Chula approach as casually as they can. 'But I had to make sure of their allegiances. Now, I am sure they're not spies for the Fire Nation. In fact, the son might just be interested in joining our cause.'

     

    As soon as the older man - seemingly, the father of the small Water Tribe family - emerges from the tent, Mino stops his advance, clasps his palms together in front of his chest in a peaceful gesture, and bows respectfully. "A thousand blessings to you and your family, good sir," he says in greeting. "I am Mino and this is my friend Chula. We are of the Earth Kingdom."

     

    The young earthbender gives a hand signal and Chula steps forward to offer the old man a small package that is bundled in cloth. "Please, accept this food," Mino explains. "You must forgive us but we have been shadowing you for the last couple of days, and we have come to know that you are running low on food. We wanted to help you much sooner but we had to make sure that you are not spies for the Fire Nation."

     

    Then, he points in a direction. "If you wish, you may come to the safety of our camp after you have partaken of your meal. Spend the night with us, and in the morrow, we can take you to our village. There you might bide your time, regain your strength, and then decide if you wish to continue on your way or to stay." Of course, being young and not having any leadership standing in the village, Mino really does not have the authority to make such an offer, but his leadership in his ragtag gang has started to get to his head, and his village is welcoming of visitors who are not openly hostile.

     

    Finally, he casts a meaningful look toward the son, whom he has seen perform small, disguised feats of waterbending, even though his words still seem to be directed toward the old man. "As you might imagine, we are but a small part of our village, but we serve both as the sword and the shield of our community. If we can, we strike at our enemy, and if that enemy is the Fire Nation, we strike all the harder. You are under no obligation to join us in our cause, but you are most welcome if you so choose."

     

     

     

  9.   

    QtxOs22.png

     


    Shazzar | The Wizard


     

    Ever mindful of his surroundings, Shazzar takes careful note of everything around him, even as he scrambles to keep up with the swiftly-advancing Dynaheir and Joliet so that he can provide them with much-needed light from the arcane fireCantrip: Produce Flame that floats over the tip of his staff. 'Such brave young women,' he observes. 'But to rush headlong into the unknown. Ah, the recklessness of youth.'

     

    Gently, the middle-aged wizard places a hand on the back of the muscular woman's shoulder, meaning to catch her attention without impeding her. "It might be best if we stay together, Dyna," he says softly, as if afraid to attract the attention of the darkness at the edges of his firelight. "This is a place unknown to all of us, and while I doubt neither your skill nor your strength, I think you have nothing to lose and everything to gain by finding safety in our numbers."

     

    Then, he reaches into his pack for an unlit torch and offers it to the barbarian. "But if you do need to rush ahead, you might keep this with you, to light your way."

     

    Looking over his shoulder, he addresses the entirety of the group as he nods toward the shield and the sword on the walls. "If any of you are looking for additional arms, I think the house is offering some."

     

    Stat Block

    Belshazzar "Shazzar" Zidon

    Male Human Cloistered-Scholar Wizard 1


    hp 8/8 ▪ AC 15 (Mage Armor) ▪ Speed 30 ft

    HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11


    STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1)


    Saves Intelligence +5, Wisdom +3

    Skills Arcana +5, History +5, Insight +3, Investigation +5

    Languages Common, Draconic, Elvish, Infernal


    Features Arcane Recovery♦ Arcane Recovery ♦
    You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
    (1/1 use), Library Access♦ Library Access ♦
    Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

    You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

    Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
    , Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦
    Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame

    In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

    Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid.
    , Ritual Casting♦ Ritual Casting ♦
    You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    , Spellbook♦ Spellbook ♦
    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

    ♦ Copying a Spell into the Book ♦
    When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

    Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    ♦ Replacing the Book ♦
    You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    ♦ The Book’s Appearance ♦
    Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


    Attacks

     ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40

     ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage


    Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5

     ▬ CantripsMage HandConjuration
    Casting Time: 1 action
    Range: 30 feet
    Target: A point you choose within range
    Components: V S
    Duration: 1 minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.

    Flavor:
    "Apókryfo chéri"
    The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band.
    Mind SliverEnchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

    At Higher Levels:
    This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Flavor:
    "Spáse to myaló sou"
    PrestidigitationTransmutation
    Casting Time: 1 action
    Range: 10 feet
    Target: See text
    Components: V S
    Duration: Up to 1 hour

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire.
    ♦ You instantaneously clean or soil an object no larger than 1 cubic foot.
    ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Flavor:
    "Mageía"

     ▬ 1st (1/2 slots): Comprehend LanguagesDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    Flavor:
    "Gnorízei óles tis glósses"
    ®, *Detect MagicDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Flavor:
    "Epitrépste mou na do apókryfes ávres"
    For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.
    ©®, Find FamiliarConjuration (Ritual)
    Casting Time: 1 hour
    Range: 10 feet
    Target: An unoccupied space within range
    Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

    You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Flavor:
    "Akoúste to kálesmá mou, kollitós mou fíle"
    At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.
    ®, *Feather FallTransmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Target: Up to five falling creatures within range
    Components: V M (A small feather or piece of down)
    Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Flavor:
    "Sýllipsi"
    A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent.
    , *Mage ArmorAbjuration
    Casting Time: 1 action
    Range: Touch
    Target: A willing creature who isn't wearing armor
    Components: V S M (A piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

    Flavor:
    "Panoplía tou apókryfou"
    Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly.
    , *Magic MissileEvocation
    Casting Time: 1 action
    Range: 120 feet
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At Higher Levels:
    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

    Flavor:
    "Apókryfa véli"
    Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.

     

    Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3

     ▬ CantripsGuidanceDivination
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V S
    Duration: Up to 1 minute

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Flavor:
    "Eíthe to Oghma na sas kathodigísei"
    The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand.
    Produce FlameConjuration
    Casting Time: 1 action
    Range: Self
    Target: Self or a creature within 30 feet of you
    Components: V S
    Duration: 10 minutes

    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

    You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

    At Higher Levels:
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Flavor:
    "Apó to típota, fotiá"
    The flickering flame is a pale blue in color and takes on a teardrop shape.

     ▬ 1st (1/1 use): GoodberryTransmutation
    Casting Time: 1 action
    Range: Touch
    Target: See text
    Components: V S M (A sprig of mistletoe)
    Duration: Instantaneous

    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

    Flavor:
    "Threptiká moúra"
    The berries are perfect orbs in shape and have a perfect sheen to them.


    Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 5 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp


    Narra | The Familiar

    spacer.pngOwl (Tiny Fey)


    hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft.

    HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13


    STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2)


    Skills Perception +3, Stealth +3


    Features FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing & SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.Deliver Touch SpellsWhen you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.Link With MasterWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.Pocket DimensionAs an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

     

    OOC

    From the previous chapter, Shazzar has an active Produce Flame so he effectively has the light of a torch. He will also cast Prestidigitation on any lamp or torch that they encounter to illuminate the area further.

     

    If Dynaheir seems eager to continue charging ahead, Shazzar offers her one of his torches, lighting it with Prestidigitation as well. He will advise her to take it, even if she fights with two-handed weapons - after all, she can just drop the torch right before attacking.

     

    ֎ ֎ ֎
  10. This could be run as a reverse of the Corruption mechanic in Fate of Cthulhu. PC's start with Corrupted Aspects, and they "cleanse" them one by one. A Cleansed Aspect can then provide a bigger bonus, such as providing a +4 bonus instead of just +2 when invoked. The Corrupted High Concept will be the last to be cleansed, and the goal is to cleanse all of the PC's five aspects.

     

    Instead of a Corruption Counter, each PC has a Redemption Counter. Starts at zero, going up by 1 for each meaningful good deed, maybe goes down by 1 for each particularly grievous sin. When it gets to 4, the PC cleanses one of their Corrupted Aspects (rephrasing it accordingly), and the Redemption Counter is reset to zero.

     

    Maybe a starting PC would look like this:

     

    Mercurion the Undying

    • High Concept: Dread Sorcerer Seeking To Save A Daughter's SoulThis allows the PC to cast magic
    • Trouble: A Widow's CurseMaybe people die or get really sick when they stick around him too long, or if they earn his friendship. Something like the curse on Van Richten in "Curse Of Strahd".
    • Others:
      •  Great Strength From The Heart Of A UnicornBasically, super strength, but with the "corruption" stemming from how it was obtained through the killing of a pure creature.
      •  Opened My Mind's Eye Thru A Virgin SacrificeNarrative license for psionic abilities, might be restricted to just precognition or something. Note the reference to the great price for this power.
      •  The Ebon Staff Drinks The Blood Of My EnemiesA legendary implement or artifact of power. Obviously evil, but it might be purified like how Ahsoka Tano purified the kyber crystals of the Sixth Brother.

     

  11.   

    QtxOs22.png

     


    Shazzar | The Wizard


     

    'A monster in the basement that can roar so loudly that the windows in the upper levels are rattled,' Shazzar notes silently. 'Seems to be something that we cannot take lightly.'

     

    "Yes, the children should be kept as far from the threat while also away from the rain," he says in agreement with Sulimann. "Children, you should stay inside, just by the doors. Perhaps keep the doors open, so you might escape speedily should the need arise."

     

    Noting how the candlelight in the upper-level window seems to have been blown out, the middle-aged wizard conjures his own ball of fire to light his way. 'It seems like we cannot rely on the light provided by the house,' he thinks as he falls in line, behind the rest of his companions.

     

    Stat Block

    Belshazzar "Shazzar" Zidon

    Male Human Cloistered-Scholar Wizard 1


    hp 8/8 ▪ AC 15 (Mage Armor) ▪ Speed 30 ft

    HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11


    STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1)


    Saves Intelligence +5, Wisdom +3

    Skills Arcana +5, History +5, Insight +3, Investigation +5

    Languages Common, Draconic, Elvish, Infernal


    Features Arcane Recovery♦ Arcane Recovery ♦
    You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
    (1/1 use), Library Access♦ Library Access ♦
    Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

    You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

    Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
    , Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦
    Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame

    In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

    Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid.
    , Ritual Casting♦ Ritual Casting ♦
    You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    , Spellbook♦ Spellbook ♦
    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

    ♦ Copying a Spell into the Book ♦
    When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

    Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    ♦ Replacing the Book ♦
    You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    ♦ The Book’s Appearance ♦
    Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


    Attacks

     ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40

     ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage


    Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5

     ▬ CantripsMage HandConjuration
    Casting Time: 1 action
    Range: 30 feet
    Target: A point you choose within range
    Components: V S
    Duration: 1 minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.

    Flavor:
    "Apókryfo chéri"
    The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band.
    Mind SliverEnchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

    At Higher Levels:
    This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Flavor:
    "Spáse to myaló sou"
    PrestidigitationTransmutation
    Casting Time: 1 action
    Range: 10 feet
    Target: See text
    Components: V S
    Duration: Up to 1 hour

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire.
    ♦ You instantaneously clean or soil an object no larger than 1 cubic foot.
    ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Flavor:
    "Mageía"

     ▬ 1st (1/2 slots): Comprehend LanguagesDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    Flavor:
    "Gnorízei óles tis glósses"
    ®, *Detect MagicDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Flavor:
    "Epitrépste mou na do apókryfes ávres"
    For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.
    ©®, Find FamiliarConjuration (Ritual)
    Casting Time: 1 hour
    Range: 10 feet
    Target: An unoccupied space within range
    Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

    You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Flavor:
    "Akoúste to kálesmá mou, kollitós mou fíle"
    At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.
    ®, *Feather FallTransmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Target: Up to five falling creatures within range
    Components: V M (A small feather or piece of down)
    Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Flavor:
    "Sýllipsi"
    A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent.
    , *Mage ArmorAbjuration
    Casting Time: 1 action
    Range: Touch
    Target: A willing creature who isn't wearing armor
    Components: V S M (A piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

    Flavor:
    "Panoplía tou apókryfou"
    Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly.
    , *Magic MissileEvocation
    Casting Time: 1 action
    Range: 120 feet
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At Higher Levels:
    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

    Flavor:
    "Apókryfa véli"
    Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.

     

    Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3

     ▬ CantripsGuidanceDivination
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V S
    Duration: Up to 1 minute

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Flavor:
    "Eíthe to Oghma na sas kathodigísei"
    The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand.
    Produce FlameConjuration
    Casting Time: 1 action
    Range: Self
    Target: Self or a creature within 30 feet of you
    Components: V S
    Duration: 10 minutes

    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

    You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

    At Higher Levels:
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Flavor:
    "Apó to típota, fotiá"
    The flickering flame is a pale blue in color and takes on a teardrop shape.

     ▬ 1st (1/1 use): GoodberryTransmutation
    Casting Time: 1 action
    Range: Touch
    Target: See text
    Components: V S M (A sprig of mistletoe)
    Duration: Instantaneous

    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

    Flavor:
    "Threptiká moúra"
    The berries are perfect orbs in shape and have a perfect sheen to them.


    Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 5 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp


    Narra | The Familiar

    spacer.pngOwl (Tiny Fey)


    hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft.

    HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13


    STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2)


    Skills Perception +3, Stealth +3


    Features FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing & SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.Deliver Touch SpellsWhen you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.Link With MasterWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.Pocket DimensionAs an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

     

     

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    Shazzar | The Wizard


     

    "Ah, must be the Vistani's prince's castle," Shazzar notes aloud as he looks upon the dilapidated castle that sits on the towering cliffs, overlooking the town below. "Dark and foreboding, indeed."

     

    3fbfe5fd96efa230c0945b84e0281405809c9821.jpgBut then his mental note-taking is interrupted by the howling of wolves and by Joliet's warning. Instinctively, the wizard utters a spell and quickly draws several symbols in the air with his staff. The fist-sized symbols hover around him for a moment before dissipating into glowing dust that seem to be absorbed by his skin. Then, softly-glowing lines in arcane patterns form along his skin, indicating the arcane protection that he's manifested upon himself.

     

    Stat Block

    Belshazzar "Shazzar" Zidon

    Male Human Cloistered-Scholar Wizard 1


    hp 8/8 ▪ AC 15 (Mage Armor) ▪ Speed 30 ft

    HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11


    STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1)


    Saves Intelligence +5, Wisdom +3

    Skills Arcana +5, History +5, Insight +3, Investigation +5

    Languages Common, Draconic, Elvish, Infernal


    Features Arcane Recovery♦ Arcane Recovery ♦
    You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
    (1/1 use), Library Access♦ Library Access ♦
    Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

    You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

    Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
    , Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦
    Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame

    In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

    Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid.
    , Ritual Casting♦ Ritual Casting ♦
    You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    , Spellbook♦ Spellbook ♦
    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

    ♦ Copying a Spell into the Book ♦
    When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

    Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    ♦ Replacing the Book ♦
    You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    ♦ The Book’s Appearance ♦
    Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


    Attacks

     ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40

     ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage


    Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5

     ▬ CantripsMage HandConjuration
    Casting Time: 1 action
    Range: 30 feet
    Target: A point you choose within range
    Components: V S
    Duration: 1 minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.

    Flavor:
    "Apókryfo chéri"
    The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band.
    Mind SliverEnchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

    At Higher Levels:
    This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Flavor:
    "Spáse to myaló sou"
    PrestidigitationTransmutation
    Casting Time: 1 action
    Range: 10 feet
    Target: See text
    Components: V S
    Duration: Up to 1 hour

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire.
    ♦ You instantaneously clean or soil an object no larger than 1 cubic foot.
    ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Flavor:
    "Mageía"

     ▬ 1st (1/2 slots): Comprehend LanguagesDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    Flavor:
    "Gnorízei óles tis glósses"
    ®, *Detect MagicDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Flavor:
    "Epitrépste mou na do apókryfes ávres"
    For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.
    ©®, Find FamiliarConjuration (Ritual)
    Casting Time: 1 hour
    Range: 10 feet
    Target: An unoccupied space within range
    Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

    You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Flavor:
    "Akoúste to kálesmá mou, kollitós mou fíle"
    At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.
    ®, *Feather FallTransmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Target: Up to five falling creatures within range
    Components: V M (A small feather or piece of down)
    Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Flavor:
    "Sýllipsi"
    A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent.
    , *Mage ArmorAbjuration
    Casting Time: 1 action
    Range: Touch
    Target: A willing creature who isn't wearing armor
    Components: V S M (A piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

    Flavor:
    "Panoplía tou apókryfou"
    Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly.
    , *Magic MissileEvocation
    Casting Time: 1 action
    Range: 120 feet
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At Higher Levels:
    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

    Flavor:
    "Apókryfa véli"
    Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.

     

    Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3

     ▬ CantripsGuidanceDivination
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V S
    Duration: Up to 1 minute

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Flavor:
    "Eíthe to Oghma na sas kathodigísei"
    The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand.
    Produce FlameConjuration
    Casting Time: 1 action
    Range: Self
    Target: Self or a creature within 30 feet of you
    Components: V S
    Duration: 10 minutes

    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

    You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

    At Higher Levels:
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Flavor:
    "Apó to típota, fotiá"
    The flickering flame is a pale blue in color and takes on a teardrop shape.

     ▬ 1st (1/1 use): GoodberryTransmutation
    Casting Time: 1 action
    Range: Touch
    Target: See text
    Components: V S M (A sprig of mistletoe)
    Duration: Instantaneous

    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

    Flavor:
    "Threptiká moúra"
    The berries are perfect orbs in shape and have a perfect sheen to them.


    Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 5 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp


    Narra | The Familiar

    spacer.pngOwl (Tiny Fey)


    hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft.

    HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13


    STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2)


    Skills Perception +3, Stealth +3


    Features FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing & SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.Deliver Touch SpellsWhen you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.Link With MasterWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.Pocket DimensionAs an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

     

    OOC

    Shazzar casts Mage Armor on himself, increasing his AC from 12 to 15.

     

    If it's still allowed (I'm not sure how many actions we can take at this point in time), he summons his owl familiar Narra from her pocket dimension. He commands her to circle above them, way beyond the reach of wolves, so he can look through the owl's eyes as she surveys the battlefield.

     

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  13. QtxOs22.png

     


    Shazzar | The Wizard


     

    'Brave young woman,' Shazzar thinks with admiration over Joliet volunteering to scout ahead. 'Confident in her own abilities and not afraid to strike out on her own. She reminds me of my daughters.'

     

    The memory of her daughters then bring a different feeling in the wizard: worry. Walking over to the gunslinger, he places a gentle hand on her shoulder, and says in a fatherly tone, "You're very brave, Joliet. Please, do not stray too far ahead. We know not what awaits us here. May luck be always on your side."

     

    As he utters that last phrase, Shazzar channels some guiding magic into the young womanShazzar casts Guidance on Joliet, giving her a +1d4 bonus that she can use on any ability check she makes in the next minute.. Hopefully, that small blessing of guidance can help her blend even better into the mists.

     

    Stat Block

    Belshazzar "Shazzar" Zidon

    Male Human Cloistered-Scholar Wizard 1


    hp 8/8 ▪ AC 12 (Unarmored) ▪ Speed 30 ft

    HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11


    STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1)


    Saves Intelligence +5, Wisdom +3

    Skills Arcana +5, History +5, Insight +3, Investigation +5

    Languages Common, Draconic, Elvish, Infernal


    Features Arcane Recovery♦ Arcane Recovery ♦
    You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
    (1/1 use), Library Access♦ Library Access ♦
    Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

    You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

    Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
    , Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦
    Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame

    In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

    Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid.
    , Ritual Casting♦ Ritual Casting ♦
    You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    , Spellbook♦ Spellbook ♦
    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

    ♦ Copying a Spell into the Book ♦
    When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

    Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    ♦ Replacing the Book ♦
    You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    ♦ The Book’s Appearance ♦
    Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


    Attacks

     ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40

     ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage


    Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5

     ▬ CantripsMage HandConjuration
    Casting Time: 1 action
    Range: 30 feet
    Target: A point you choose within range
    Components: V S
    Duration: 1 minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.

    Flavor:
    "Apókryfo chéri"
    The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band.
    Mind SliverEnchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

    At Higher Levels:
    This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Flavor:
    "Spáse to myaló sou"
    PrestidigitationTransmutation
    Casting Time: 1 action
    Range: 10 feet
    Target: See text
    Components: V S
    Duration: Up to 1 hour

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire.
    ♦ You instantaneously clean or soil an object no larger than 1 cubic foot.
    ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Flavor:
    "Mageía"

     ▬ 1st (2/2 slots): Comprehend LanguagesDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    Flavor:
    "Gnorízei óles tis glósses"
    ®, *Detect MagicDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Flavor:
    "Epitrépste mou na do apókryfes ávres"
    For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.
    ©®, Find FamiliarConjuration (Ritual)
    Casting Time: 1 hour
    Range: 10 feet
    Target: An unoccupied space within range
    Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

    You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Flavor:
    "Akoúste to kálesmá mou, kollitós mou fíle"
    At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.
    ®, *Feather FallTransmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Target: Up to five falling creatures within range
    Components: V M (A small feather or piece of down)
    Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Flavor:
    "Sýllipsi"
    A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent.
    , *Mage ArmorAbjuration
    Casting Time: 1 action
    Range: Touch
    Target: A willing creature who isn't wearing armor
    Components: V S M (A piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

    Flavor:
    "Panoplía tou apókryfou"
    Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly.
    , *Magic MissileEvocation
    Casting Time: 1 action
    Range: 120 feet
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At Higher Levels:
    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

    Flavor:
    "Apókryfa véli"
    Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.

     

    Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3

     ▬ CantripsGuidanceDivination
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V S
    Duration: Up to 1 minute

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Flavor:
    "Eíthe to Oghma na sas kathodigísei"
    The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand.
    Produce FlameConjuration
    Casting Time: 1 action
    Range: Self
    Target: Self or a creature within 30 feet of you
    Components: V S
    Duration: 10 minutes

    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

    You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

    At Higher Levels:
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Flavor:
    "Apó to típota, fotiá"
    The flickering flame is a pale blue in color and takes on a teardrop shape.

     ▬ 1st (1/1 use): GoodberryTransmutation
    Casting Time: 1 action
    Range: Touch
    Target: See text
    Components: V S M (A sprig of mistletoe)
    Duration: Instantaneous

    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

    Flavor:
    "Threptiká moúra"
    The berries are perfect orbs in shape and have a perfect sheen to them.


    Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 5 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp


    Narra | The Familiar

    spacer.pngOwl (Tiny Fey)


    hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft.

    HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13


    STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2)


    Skills Perception +3, Stealth +3


    Features FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing & SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.Deliver Touch SpellsWhen you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.Link With MasterWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.Pocket DimensionAs an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

     

     

    ֎ ֎ ֎
  14. QtxOs22.png

     


    Shazzar | The Wizard


     

    For a brief moment, Shazzar looks quizzically at the muscular young woman. Then, he realizes the misunderstanding. "Ah, you were speaking of the voices in the mist," he replies. "I must apologize. I was speaking of the gates opening by themselves upon our approach." He acknowledges the voices in the mist but does not elaborate on his experience or its effect on him.

     

    A thoughtful look comes to the wizard. "Taking it all together - the invitation from the Vistani, the supernatural mist, the opening gates - it now appears to be some kind of game or test," he thinks aloud. "If this prince is trapped in this domain and has been so for many years, then he must be tired of the entertainment in just one place. He must seek entertainment from elsewhere and bring it here, to him. I'm starting to think that we are that entertainment."

     

    Then, with a fatherly smile and a wink to Dynaheir, he adds, "But, with your strength and determination, young Dyna, I'm sure we can break that idea easily enough." The wizard then follows the rest of the group through the open gates.

    Stat Block

    Belshazzar "Shazzar" Zidon

    Male Human Cloistered-Scholar Wizard 1


    hp 8/8 ▪ AC 12 (Unarmored) ▪ Speed 30 ft

    HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11


    STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1)


    Saves Intelligence +5, Wisdom +3

    Skills Arcana +5, History +5, Insight +3, Investigation +5

    Languages Common, Draconic, Elvish, Infernal


    Features Arcane Recovery♦ Arcane Recovery ♦
    You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
    (1/1 use), Library Access♦ Library Access ♦
    Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

    You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

    Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
    , Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦
    Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame

    In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

    Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid.
    , Ritual Casting♦ Ritual Casting ♦
    You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    , Spellbook♦ Spellbook ♦
    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

    ♦ Copying a Spell into the Book ♦
    When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

    Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    ♦ Replacing the Book ♦
    You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    ♦ The Book’s Appearance ♦
    Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


    Attacks

     ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40

     ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage


    Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5

     ▬ CantripsMage HandConjuration
    Casting Time: 1 action
    Range: 30 feet
    Target: A point you choose within range
    Components: V S
    Duration: 1 minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.

    Flavor:
    "Apókryfo chéri"
    The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band.
    Mind SliverEnchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

    At Higher Levels:
    This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Flavor:
    "Spáse to myaló sou"
    PrestidigitationTransmutation
    Casting Time: 1 action
    Range: 10 feet
    Target: See text
    Components: V S
    Duration: Up to 1 hour

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire.
    ♦ You instantaneously clean or soil an object no larger than 1 cubic foot.
    ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Flavor:
    "Mageía"

     ▬ 1st (2/2 slots): Comprehend LanguagesDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    Flavor:
    "Gnorízei óles tis glósses"
    ®, *Detect MagicDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Flavor:
    "Epitrépste mou na do apókryfes ávres"
    For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.
    ©®, Find FamiliarConjuration (Ritual)
    Casting Time: 1 hour
    Range: 10 feet
    Target: An unoccupied space within range
    Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

    You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Flavor:
    "Akoúste to kálesmá mou, kollitós mou fíle"
    At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.
    ®, *Feather FallTransmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Target: Up to five falling creatures within range
    Components: V M (A small feather or piece of down)
    Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Flavor:
    "Sýllipsi"
    A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent.
    , *Mage ArmorAbjuration
    Casting Time: 1 action
    Range: Touch
    Target: A willing creature who isn't wearing armor
    Components: V S M (A piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

    Flavor:
    "Panoplía tou apókryfou"
    Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly.
    , *Magic MissileEvocation
    Casting Time: 1 action
    Range: 120 feet
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At Higher Levels:
    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

    Flavor:
    "Apókryfa véli"
    Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.

     

    Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3

     ▬ CantripsGuidanceDivination
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V S
    Duration: Up to 1 minute

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Flavor:
    "Eíthe to Oghma na sas kathodigísei"
    The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand.
    Produce FlameConjuration
    Casting Time: 1 action
    Range: Self
    Target: Self or a creature within 30 feet of you
    Components: V S
    Duration: 10 minutes

    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

    You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

    At Higher Levels:
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Flavor:
    "Apó to típota, fotiá"
    The flickering flame is a pale blue in color and takes on a teardrop shape.

     ▬ 1st (1/1 use): GoodberryTransmutation
    Casting Time: 1 action
    Range: Touch
    Target: See text
    Components: V S M (A sprig of mistletoe)
    Duration: Instantaneous

    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

    Flavor:
    "Threptiká moúra"
    The berries are perfect orbs in shape and have a perfect sheen to them.


    Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 5 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp


    Narra | The Familiar

    spacer.pngOwl (Tiny Fey)


    hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft.

    HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13


    STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2)


    Skills Perception +3, Stealth +3


    Features FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing & SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.Deliver Touch SpellsWhen you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.Link With MasterWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.Pocket DimensionAs an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

     

     

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  15. QtxOs22.png

     


    Shazzar | The Wizard


     

    "Interesting," Shazzar notes out loud as he inspects the broken statues. "A strong resemblance in these two statue-heads. Likely to be a father-and-son pair. Could be the prince and his king-father, or the former rulers before the current prince conquered the land."

     

    Then, his attention is drawn by the gates screeching open by their own accord. "I must disagree, young Dynaheir," the middle-aged wizard says as he rises to his full height and starts for the open gateway, along with the others of the group. "This does not appear to be an attempt to confuse and frighten - if it is, then it is a very poor attempt. On the contrary, I believe that this unseen power is actually drawing us in. For what reason, though, I am not sure. Are we here because it needs our help like the Vistani explained? Or has it drawn us here so it can amuse itself at our expense?"

    Stat Block

    Belshazzar "Shazzar" Zidon

    Male Human Cloistered-Scholar Wizard 1


    hp 8/8 ▪ AC 12 (Unarmored) ▪ Speed 30 ft

    HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11


    STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1)


    Saves Intelligence +5, Wisdom +3

    Skills Arcana +5, History +5, Insight +3, Investigation +5

    Languages Common, Draconic, Elvish, Infernal


    Features Arcane Recovery♦ Arcane Recovery ♦
    You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
    (1/1 use), Library Access♦ Library Access ♦
    Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

    You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

    Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
    , Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦
    Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame

    In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

    Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid.
    , Ritual Casting♦ Ritual Casting ♦
    You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    , Spellbook♦ Spellbook ♦
    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

    ♦ Copying a Spell into the Book ♦
    When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

    Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    ♦ Replacing the Book ♦
    You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    ♦ The Book’s Appearance ♦
    Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


    Attacks

     ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40

     ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage


    Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5

     ▬ CantripsMage HandConjuration
    Casting Time: 1 action
    Range: 30 feet
    Target: A point you choose within range
    Components: V S
    Duration: 1 minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.

    Flavor:
    "Apókryfo chéri"
    The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band.
    Mind SliverEnchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

    At Higher Levels:
    This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Flavor:
    "Spáse to myaló sou"
    PrestidigitationTransmutation
    Casting Time: 1 action
    Range: 10 feet
    Target: See text
    Components: V S
    Duration: Up to 1 hour

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire.
    ♦ You instantaneously clean or soil an object no larger than 1 cubic foot.
    ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Flavor:
    "Mageía"

     ▬ 1st (2/2 slots): Comprehend LanguagesDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    Flavor:
    "Gnorízei óles tis glósses"
    ®, *Detect MagicDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Flavor:
    "Epitrépste mou na do apókryfes ávres"
    For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.
    ©®, Find FamiliarConjuration (Ritual)
    Casting Time: 1 hour
    Range: 10 feet
    Target: An unoccupied space within range
    Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

    You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Flavor:
    "Akoúste to kálesmá mou, kollitós mou fíle"
    At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.
    ®, *Feather FallTransmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Target: Up to five falling creatures within range
    Components: V M (A small feather or piece of down)
    Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Flavor:
    "Sýllipsi"
    A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent.
    , *Mage ArmorAbjuration
    Casting Time: 1 action
    Range: Touch
    Target: A willing creature who isn't wearing armor
    Components: V S M (A piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

    Flavor:
    "Panoplía tou apókryfou"
    Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly.
    , *Magic MissileEvocation
    Casting Time: 1 action
    Range: 120 feet
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At Higher Levels:
    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

    Flavor:
    "Apókryfa véli"
    Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.

     

    Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3

     ▬ CantripsGuidanceDivination
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V S
    Duration: Up to 1 minute

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Flavor:
    "Eíthe to Oghma na sas kathodigísei"
    The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand.
    Produce FlameConjuration
    Casting Time: 1 action
    Range: Self
    Target: Self or a creature within 30 feet of you
    Components: V S
    Duration: 10 minutes

    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

    You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

    At Higher Levels:
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Flavor:
    "Apó to típota, fotiá"
    The flickering flame is a pale blue in color and takes on a teardrop shape.

     ▬ 1st (1/1 use): GoodberryTransmutation
    Casting Time: 1 action
    Range: Touch
    Target: See text
    Components: V S M (A sprig of mistletoe)
    Duration: Instantaneous

    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

    Flavor:
    "Threptiká moúra"
    The berries are perfect orbs in shape and have a perfect sheen to them.


    Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 5 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp


    Narra | The Familiar

    spacer.pngOwl (Tiny Fey)


    hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft.

    HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13


    STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2)


    Skills Perception +3, Stealth +3


    Features FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing & SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.Deliver Touch SpellsWhen you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.Link With MasterWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.Pocket DimensionAs an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

     

     

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  16. QtxOs22.png

     


    Shazzar | The Wizard


     

    Having heard the voices of his daughters and his deceased wife, all of them casting him away with much hatred, as they passed through the mysterious mists, Shazzar is so very keen to step off of the Vistani wagon. While he acknowledges that the voices were not truly those of her family and were part of the magic of the mists, he also cannot deny that it had struck a nerve in him, tugging at his old heartstrings.

     

    Choosing to focus on their current circumstances - more to distract himself from longing for his family than anything - the wizard steps toward the two statue heads that lie on the ground, by the sides of the dirt road. "Interesting," he remarks aloud as he visually takes in as much details as he can and tries to find any information that they might use. "Sentinels standing guard over the gates of the domain. Surely meant to display power and prestige. Why are they decapitated, though? A deliberate act by the prince, or an attack against him?"

     

    Stat Block

    Belshazzar "Shazzar" Zidon

    Male Human Cloistered-Scholar Wizard 1


    hp 8/8 ▪ AC 12 (Unarmored) ▪ Speed 30 ft

    HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11


    STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1)


    Saves Intelligence +5, Wisdom +3

    Skills Arcana +5, History +5, Insight +3, Investigation +5

    Languages Common, Draconic, Elvish, Infernal


    Features Arcane Recovery♦ Arcane Recovery ♦
    You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
    (1/1 use), Library Access♦ Library Access ♦
    Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

    You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

    Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
    , Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦
    Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame

    In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

    Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid.
    , Ritual Casting♦ Ritual Casting ♦
    You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    , Spellbook♦ Spellbook ♦
    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

    ♦ Copying a Spell into the Book ♦
    When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

    Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    ♦ Replacing the Book ♦
    You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    ♦ The Book’s Appearance ♦
    Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


    Attacks

     ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40

     ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage


    Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5

     ▬ CantripsMage HandConjuration
    Casting Time: 1 action
    Range: 30 feet
    Target: A point you choose within range
    Components: V S
    Duration: 1 minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.

    Flavor:
    "Apókryfo chéri"
    The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band.
    Mind SliverEnchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

    At Higher Levels:
    This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Flavor:
    "Spáse to myaló sou"
    PrestidigitationTransmutation
    Casting Time: 1 action
    Range: 10 feet
    Target: See text
    Components: V S
    Duration: Up to 1 hour

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire.
    ♦ You instantaneously clean or soil an object no larger than 1 cubic foot.
    ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Flavor:
    "Mageía"

     ▬ 1st (2/2 slots): Comprehend LanguagesDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    Flavor:
    "Gnorízei óles tis glósses"
    ®, *Detect MagicDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Flavor:
    "Epitrépste mou na do apókryfes ávres"
    For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.
    ©®, Find FamiliarConjuration (Ritual)
    Casting Time: 1 hour
    Range: 10 feet
    Target: An unoccupied space within range
    Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

    You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Flavor:
    "Akoúste to kálesmá mou, kollitós mou fíle"
    At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.
    ®, *Feather FallTransmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Target: Up to five falling creatures within range
    Components: V M (A small feather or piece of down)
    Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Flavor:
    "Sýllipsi"
    A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent.
    , *Mage ArmorAbjuration
    Casting Time: 1 action
    Range: Touch
    Target: A willing creature who isn't wearing armor
    Components: V S M (A piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

    Flavor:
    "Panoplía tou apókryfou"
    Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly.
    , *Magic MissileEvocation
    Casting Time: 1 action
    Range: 120 feet
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At Higher Levels:
    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

    Flavor:
    "Apókryfa véli"
    Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.

     

    Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3

     ▬ CantripsGuidanceDivination
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V S
    Duration: Up to 1 minute

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Flavor:
    "Eíthe to Oghma na sas kathodigísei"
    The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand.
    Produce FlameConjuration
    Casting Time: 1 action
    Range: Self
    Target: Self or a creature within 30 feet of you
    Components: V S
    Duration: 10 minutes

    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

    You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

    At Higher Levels:
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Flavor:
    "Apó to típota, fotiá"
    The flickering flame is a pale blue in color and takes on a teardrop shape.

     ▬ 1st (1/1 use): GoodberryTransmutation
    Casting Time: 1 action
    Range: Touch
    Target: See text
    Components: V S M (A sprig of mistletoe)
    Duration: Instantaneous

    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

    Flavor:
    "Threptiká moúra"
    The berries are perfect orbs in shape and have a perfect sheen to them.


    Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 5 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp


    Narra | The Familiar

    spacer.pngOwl (Tiny Fey)


    hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft.

    HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13


    STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2)


    Skills Perception +3, Stealth +3


    Features FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing & SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.Deliver Touch SpellsWhen you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.Link With MasterWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.Pocket DimensionAs an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

     

     

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