Jump to content

GreysonWulffe

Members
  • Posts

    145
  • Joined

Posts posted by GreysonWulffe

  1. QtxOs22.png

     


    Shazzar | The Wizard


     

    Shazzar crosses his arms over his chest, a thoughtful look on his face. 'Interesting,' he thinks. 'A land that sounds to be encased in supernatural mist that the lord of the domain controls. "I am the Land" is a common expression for conquerors - I guess that reinforces the idea that he controls that domain. Must be of great power, indeed.'

     

    Next, his thoughts go to the Madam Eva that the Vistana speaks about. 'This Madam Eva sounds to be a mystic of some sort. At the very least, she might set me on the path to that which I seek.'

     

    Finally, the wizard turns to Stanimir. "Well, if it is as you say and there is no longer any time to return to Daggerford, then off to your misty land we shall go," he replies with a smile. "After all, the task is done, and I am sure that the Duchess will be true to her word. We can always collect our reward at a later time."

     

    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.

     

     

    ֎ ֎ ֎

     

  2. QtxOs22.png

     


    Shazzar | The Wizard


     

    Having certain goals of his own - in particular, the mastery of time itself - Shazzar carefully weighs the old Vistana's offer. 'If I leave with them now, I will not be able to claim the Duchess' reward,' he thinks. 'Aside from the monetary gain, I will be having the Duchess' good word, which might allow me access to libraries that might contain knowledge beyond that held in Candlekeep. What might these colorful travelers and their cursed lord have to offer?'

     

    The middle-aged wizard coughs, mostly to gain the old Vistana's attention. "You must pardon my inquisitiveness, Stanimir, for your request comes with so much distant history but very little in terms of actionable information," he begins.

     

    "Tell us: What is the nature of this curse that befalls your prince? What does it mean for us to end the curse on him? I think these we must know if we are to prepare accordingly to lift the curse.

     

    "This power to leave your prince's domain - what is the nature of that power? Is there a supernatural barrier around his domain that lets you pass by virtue of your ancestry? Or is it just a rule of law that exempts your people?"

     

    Finally, he asks of the topic that actually interests him. "You say that your Madam Eva knows all. What does that mean? Does she know everything about the curse specifically? Or does she know all?" Then, silently to himself, he adds, 'Does she know ancient magic that might reverse time?'

     

    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.

     

     

    ֎ ֎ ֎

     

  3. QtxOs22.png

     


    Shazzar | The Wizard


     

    Taken in by the music and Kezia's youthful spirit, Shazzar loses himself in the dance. It is as if the lively music and the pregnant woman's hypnotic dance are able to draw out the last vestiges of youth that yet remain hidden in the core of his being, and the middle-aged wizard becomes uncharacteristically energetic - much to his own pain, as he discovers soon enough.

     

    "Ah, but these old bones cannot keep this up for too long, Kezia my dear," he admits, panting heavily as he slows his dance to a stop. He ignores the woman stepping on his foot - the many years of standing in Candlekeep have deadened much of the sensation there anyway. "I can only speak to what the Duchess has shared with us, and not to any other intentions she might have. From what she has told unto us, her only intention is to have you and your kin to no longer be in and around Daggerford. If I have to wager a guess, I would say that your lifestyle, while still valid, does not meet her expectations and her standards. While I might not agree with her, she wields authority in this place. I must defer to her judgment and her ruling, I am sorry."

     

    Upon hearing the old Vistana's offer, Shazzar raises an eyebrow in surprise. "A story in exchange for the completion of our task?" he says. "I think that exchange more than fair. Perhaps we should hear their story. What say you, companions?"

     

    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.

     

     

    ֎ ֎ ֎

     

     

  4. 10 hours ago, Mamori23 said:

     Show 'em what those Wizards do at Candle Keep!

    I mean... old folks in isolation... their minds filled with limitless, uninhibited imagination... with no eyes watching...

     

    You really don't wanna see what we do at Candlekeep...

  5. QtxOs22.png

     


    Shazzar | The Wizard


     

    The middle-aged wizard takes in the information that has been provided freely by the old Vistana, Stanimir. 'So open and so forthcoming of their people's history and culture,' Shazzar notes silently. 'I suppose that they are just folk who are truly proud of their heritage - or those who feel that they need to prove themselves and to be understood by others.'

     

    Having no interest in card games, Shazzar lets himself be drawn in by the instrumental music that somehow melds quick and slow beats seamlessly. "Ah, but do not count me out just yet, young lady,"  the wizard says with a fatherly smile as he bows and takes the hand of Kashi's pregnant wife. "There is yet rhythm and dance these old bones. It will be my honour, m'lady, if you shall grace me with this dance. And perhaps I shall share more of the Duchess' demands if you shall share your name. A fair exchange, yes?"

     

    As he starts a slow but still fairly-graceful dance, he whispers a phrase laced with arcane magic that is meant to guide his steps. 'I know I'm no dancer by any means, but I still have my dignity,' he thinks, chuckling silently in his head. 'I can't be tripping on my own robes now, especially not in front of this pregnant mother.'

     

    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.

     

    OOC

    Shazzar will Perform a dance, I guess, and he'll put in some Guidance so he doesn't make a total fool of himself. :D

     

    ֎ ֎ ֎

     

  6. 29 minutes ago, Mamori23 said:

    @GreysonWulffe Do you want to take the dance first with her or I as the music Gregorotto chosen I'd think make Altair want say screw it and dance since it reminds him so much of home. 

    Shazzar will dance since the music has a slower portion that he can follow. And he's got +2 Dex so he's still limber enough. :D

  7. QtxOs22.png

     


    Shazzar | The Wizard


     

    Even before the paladin Altair poses the question, Shazzar has already been scouring his mind for any lore that he might have encountered above the mentioned names. However, he turns up a blank.

     

    Leaning close to the paladin so as to not be overheard by anybody else, the middle-aged wizard whispers in reply, "I apologize, my friend, but the names are meaningless to me. Perhaps I have never encountered them before. But I am getting old, and I have been forgetting things only to recall them later - it might very well be that I have encountered the terms before and just cannot recall them in this moment."

     

    Then, he regards the thickening fog around them. "Curious," he says, mostly to himself. "This mists grow thick much too quickly, even though there is no wind pushing them and no geographic or structural formations here to contain and gather them here. Very curious, indeed."

     

    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.

     

     
    ֎ ֎ ֎
  8. Rolling in the post itself and here in the OOC thread works for me. :)

     

    Maybe I need to roll now, actually. Would Shazzar know anything about the stuff that the Vistani were talking about (i.e. Barovia, Darkon, Mordent, the Archmage)?

  9. Welp, moving the image to the header/legend of the fieldset didn't work for me in this post. All the changes inside the fieldset were still discarded, but the changes outside the fieldset were saved properly.

     

    I guess my obsession with floating portraits is forcing me to find another way. 😆

  10.  
     

    QtxOs22.png

     


    Shazzar | The Wizard


     

    For a moment, Shazzar looks quizzically at the muscular young woman. He finds it disorienting to hear the sounds of the words differently with his ears and then grasp their meaning with his mind. It is like lightning preceding the thunder - the sound hits his ears, and then the meaning comes to his mind.

     

    Finally, a moment later, he gives Dynaheir the smile a father might offer his amusing daughter. "Yes, dear Dynaheir," he replies with a small chuckle. "Even Pig Thorass. I must apologize, however - I can understand the language you speak, but I cannot speak it myself."

     

    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.

     

    OOC

    Active Effect: Comprehend Languages (1 hour)

     

    ֎ ֎ ֎

  11. Well, the spell supplies the literal meaning of any language that he hears/touches. "Pig Thorass" is still a language, so he should at least grasp the literal meaning of Dyna's phrase. He can't speak it, though. 😉

  12. 12 hours ago, Kavonde said:

    Dynaheir-120x150.png

    DYNAHEIR | HP 15/15 | AC 15 | Initiative +2 | Passive Perception 12

     

    Dynaheir, who was vigilantly standing guard over him as he cast the ritual, looks at Shazzar with a sincerely impressed expression. "Even-ay Ig-pay Orass-thay?" 

     

    Is this meant for Shazzar? I don't know what to make of this, hehe. 😆

  13. Makes sense. Thanks for the tips. :)

     

    I'll be honest - the current setup of BALDR makes the space of each post rather cluttered, with so many "metadata" stuff (e.g. "Posted X hours ago", "[+] Quote") standing so close to the main body/content of the post. I find that wrapping the main body/content of the post in a fieldset helps direct the eyes toward it, so I don't want to drop the fieldset if I can help it.

     

    I'll be putting the portrait in the header/legend of the fieldset from now on instead, in aid of more easily replicating the post template.

     

     

  14. I think I have a similar case.

    1. In creating this post, I quoted this earlier post.
    2. Used [Ctrl + Right Click] and removed the "quote box" while keeping the content.
    3. Modified the body of the post to describe the character's new actions.
    4. Added the "OOC" spoiler at the bottom of the post.
    5. Submitted the reply.

    However, upon submitting the reply, the changes in Step 3 were discarded. So, the new post looked exactly like the old, quoted post but with the "OOC" spoiler at the bottom.

     

    Of course, you wouldn't see the error in the new post anymore because I went back to edit it. I'm just using it to illustrate the sequence of events for me. ;)

  15. spacer.png

    Shazzar | Human Wizard


     

    Sensing that his newfound companions are in agreement with his suggestion, Shazzar nods. "Very well," he replies as he unlatches the tome from his broad belt. "I will need about ten minutes. Please keep watch for me."

     

    25a3abc0e37cf257edb8415ade724bac.jpgThe middle-aged wizard places the tome on the ground, between his feet, and opens it to a specific page. He begins an arcane chant in a language that none of the others can understand and traces several runes in the ground around him with the use of his staff. A few minutes into the ritual, the runes start to glow and faintly-glowing lines start drawing themselves around those runes, eventually forming a complete magic circle, at the center of which stands the wizard.

     

    At the culmination of the ritual, Shazzar utters his name, and taps his staff on the ground, right in the center of the circle. The magic circle, along with the runes that had been traced on the ground, crumbles into faintly-glowing dust that is blown away by the night wind. Shazzar's eyes flash with a bluish light before returning to their normal condition.

     

    He picks up the tome and secures it to his belt once more. "It is done," he says, finally. "I can understand any language that is spoken or written before me. I am ready."

     

    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 | Fey Familiar

    spacer.pngOwl (Tiny Female Fey)


    hp 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 Master (100ft)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.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 Comprehend Languages as a ritual for the next 10 minutes. It allows him to understand any spoken or written language for the next 1 hour. This is a non-Concentration effect.

    ֍ ֍ ֍


     

  16. Ol' Shazzar

    Belshazzar Zidon | Human Wizardspacer.png


     

    Shazzar bows respectfully as he accepts the pouch of coins that is offered to him. 'I do not have so much need for this gold,' he thinks as he secures the pouch to his belt. 'While it will certainly help with purchases, I am more interested in the paths to libraries and all sorts of knowledge that the Duchess' commendation and good word can open for me.'

     

    Not really the adventuring type, the middle-aged fledgling wizard lets the more-experienced and the more-daring members of the group to lead the way. When they come within earshot of the camp, he realizes that he does not understand the language being spoken there. Reflexively, his free hand goes to the intricate, leather-bound tome that hangs from his belt.

     

    "Stay a moment, my friends, if you will," he calls out softly so that only his companions might hear. "I believe none of us speak the tongue being spoken in that camp at this moment. But I have knowledge of sorcery that will allow me to speak any tongue that is spoken on this mortal realm. If you think that speaking their tongue will be of help to us, I can manifest that sorcery now. I will need only a few minutes."

     

    Stat Block

    Belshazzar 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 | Fey Familiar

    spacer.pngOwl (Tiny Female Fey)


    hp 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 Master (100ft)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.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 has the Comprehend Languages spell in his spellbook, but it is not prepared. If the party agrees to it, he can cast it as a ritual on himself - doing so would take 10 minutes.

    ֍ ֍ ֍

     

  17. On 9/26/2022 at 4:16 PM, Gregorotto said:

    I'm down with all of those; I'll take a wish list of magic items at your leisure.

     

    I've put together a small list of magic items that Shazzar can make good use of as a Wizard, grouped by rarity and arranged by preference. :)

     

    Common

    1. Hat of Wizardry [Tasha’s]
    2. Enduring Spellbook [Xanathar’s]

    Uncommon

    1. Arcane Grimoire +1 [Tasha’s]
    2. Broom of Flying [DMG]
    3. Pearl of Power [DMG]
    4. Immovable Rod [DMG]
    5. Figurine of Wondrous Power (Silver Raven) [DMG]
    6. Eyes of Minute Seeing [DMG]

    Rare

    1. Magic spellbook: Alchemical Compendium, Astromancy Archive, Planecaller’s Codex, or Protective Verses [Tasha’s]
    2. Ring of Spell Storing [DMG]
    3. Figurine of Wondrous Power (Ebony Fly, Onyx Dog, Serpentine Owl) [DMG]
    4. Amulet of Health [DMG]
    5. Barrier Tattoo [Tasha’s]

     

  18. Ol' Shazzar

    Belshazzar Zidon | Human Wizardspacer.png


     

    Shazzar regards the powerfully-built tiefling with some embarrassment, though him blushing does not show much on his dark-brown skin. "Ah, but you must pardon me, Sulimann," he replies in his rich, resonant voice. "I am but a fledgling mage, merely taking my first steps into the studies of the arcane. I must admit that I am nowhere near of comparable skill and expertise to the renowned Red Wizards of Thay."

     

    He lightly taps his elaborate staff on the ground and a woman's disembodied handCantrip: Mage Hand that is made of wispy, bluish smoke and that has a wedding band around its ring finger appears on top of it. "That said, what is sorcery but the extension of the sorcerer's mind?" he says as the ghostly hand moves as if to present its palm, and a small ball of bluish fireCantrip: Produce Flame appears over that palm. "My mind is ready and sharp, Sulimann, worry you not. If ever there is need for the arcane, the arcane I shall bring."

     

    He gives the massive tiefling a friendly wink and a warm smile before allowing both the spectral hand and the ball of fire to dissipate like smoke.

     

    Stat Block

    Belshazzar 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, 2 gp, 5 sp, 5 cp


    Narra | Fey Familiar

    spacer.pngOwl (Tiny Female Fey)


    hp 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 Master (100ft)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.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.

     

    ֍ ֍ ֍

  19. 11 hours ago, Gregorotto said:

    Checking both sites is going to prove irritating in the long run... but I think I prefer it here, now.

     

    Why don't you move your other games here once their current episodes/chapters are done? You can start the new chapters here. 😄

  20. Ol' Shazzar

    Belshazzar Zidon | Human Wizardspacer.png


     

    "By twilight at Southgate," Belshazzar Zidon, or simply Shazzar to those who know him, repeats to himself as he makes his way to the designated location. Being a resident of the town, he already knows the way instinctively, and does not need to think about how to get there. "By the wisdom of Oghma, why does it have to be at night? These old eyes are no longer as keen as they used to be."

     

    He reaches for the back of the broad, leather belt around his waist, feeling for the sheathed dagger that is strapped there. "Come armed, the letter said," he says to nobody in particular, repeating the instructions from the Duchess' letter, which had been handed to him just earlier that day, while he was perusing the new batch of books that had just arrived at the local bookstore. "Well, this is all I have got. I hope it will suffice. Even more, I hope I will not have real use for it."

     

    This tall, middle-aged man has graying hair and beard; and a dark, even complexion. While he stands straight enough, he has the overall bearing and appearance of someone who has not been on the road a lot. He is clad in robes made mostly of hardy, bluish-gray linen, underneath a hooded cloak of dark-blue wool that has a metal clasp emblazoned with the symbol of Candlekeep. Aside from the dagger, several pouches and an elaborate tome are also attached to his broad belt. In his hand is an oak staff that has been somehow worked into shape without tool marks left on it, and that is reinforced on either end by metal strips that have been bent or molded into graceful shapes.

     

    Upon receiving the missive earlier that day, Shazzar had immediately decided to respond in the positive. After all, he needs funding to get back to Candlekeep and perhaps to other arcane libraries in the Realms so he can continue his studies on the arcane arts, and the money and the good word of Duchess Morwen should set him well on his way. While he has not met the woman yet, he knows of her reputation and trusts that she will stay true to her word.

     

    When he finally sees and hears the Duchess, Shazzar merely nods in acknowledgment, maintaining his silence. He understands the task well enough, even if he doubts what he might contribute to the effort. He is aware of the colorful folk that have made camp just outside of town, and has even run into a few of them in the streets. He has no quarrel with them, but it seems that the Duchess has, as well as other townsfolk that the vagrants seem to have accosted. 'These two young women seem to have everything well in hand,' he thinks as he regards the woman in the wide-brimmed hat and the burly one. 'I might as well hang back and see what I can do from here.'

     

    He does step forward to introduce himself once introductions are made. "A good evening to all," he says with a slight bow. "My name is Belshazzar - you can call me Shazzar, if you are so inclined. Whatever aid my humble arcane talents may provide, it is yours."

     

    Stat Block

    Belshazzar 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

     ▬ Cantrips: Mage Hand, Mind Sliver, Prestidigitation

     ▬ 1st (2/2 slots): Comprehend Languages®, Detect Magic©®, Find Familiar®, Feather Fall, Mage Armor, Magic Missile

     

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

     ▬ Cantrips: Guidance, Produce Flame

     ▬ 1st (1/1 use): Goodberry


    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, 2 gp, 5 sp, 5 cp


    Narra | Fey Familiar

    spacer.pngOwl (Tiny Female Fey)


    hp 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 Master (100ft)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.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.

     

    ֍ ֍ ֍

  21. 4 minutes ago, Gregorotto said:

    I'm down with all of those; I'll take a wish list of magic items at your leisure.

     

    Thanks. But since we haven't really started yet, maybe I'll hold off on that wish list until we're a few "sessions" into the game. :)

     

    5 minutes ago, Gregorotto said:

    I'm curious about your ideas for expanding options for familiars. I see you've got ideas for it and fluff-wise I like the ideas, so this shouldn't be an issue, but mechanics are also a consideration I want to bring into it. How often were you wanting it to be able to change forms? Those forms are fine, by all means. If you have any resources you'd like to suggest I'm fine with that. Does the spirit have a name?

     

    Oh, I really didn't have anything concrete in mind. Now, I'm thinking you might introduce some stuff in the story, such as a custom ritual that expands on Find Familiar, or maybe a Figurine of Wondrous Power. :)

     

    By default, Shazzar can just cast Find Familiar again to change its form so the shapeshifting is pretty low on my list. Of course, I wouldn't say no to something like the ability to change shape once per long rest. ;)

     

    I've named the spirit Narra. It's in the "Familiar" spoiler, along with Shazzar's favorite forms for her: the Owl for flight and general purposes, the Spider for tight spaces, and the Octopus for operating underwater.

  22. 12 minutes ago, Gregorotto said:

    1.) For one time only I'll allow a full 100% swap out for items you start with for other items or just cash.

    2.) Shazzar may start with a familiar, what did you have in mind?

     

    1) Thanks. I'm not really looking for anything else so I'll just swap out a few torches and rations for the coppers and silvers. He's got cantrips and spells to make such items useless to him, but he's gonna keep a few just in case he gets into a situation where his magic fails. :)

     

    2) Great! I'll just go with the fan-favorite Owl. I was considering the Raven to fit the campaign, but the Owl's senses are just superior, and I'm really looking to use the familiar as a scout. Also, I reckon Shazzar would gravitate toward the Owl since it's a traditional symbol of wisdom. But, if you'll allow me to "reflavor" the Owl as a Raven (so it's narratively a Raven but mechanically an Owl, or just have the senses of an Owl), I'm willing to go with a Raven. ;)

  23. @Gregorotto

    Some questions about starting gear, considering that I'm taking the equipment from background and class:

    1. May we swap out items for cash? Shazzar is starting with 10 each of torches and rations in the Explorer's Pack. He doesn't need so many, maybe only 3-5 of each.
    2. May Shazzar start with a familiar? The Find Familiar spell has a material component that costs 10gp, and Shazzar has 10gp extra. I'm ok with spending it so he starts with the familiar already cast.
×
×
  • Create New...