Lusina Tirion remains one of the most prominent cities in the world of Dayeimbe, and frankly any world ends up with a wizard cabal or two hundred. Today’s workout will be building out some epic wizard NPCs for us to add to our games. They could be a holed up hermit, to the leader of a nation, and everything in between.
Grab an image below, or add your own, and let's lift the mental weights!
I chose picture G. For some reason, I got the idea of an ridiculously aggressive scholar looking to "enlighten" those he encounters (inspired by Reading Rainbow, but not meant to represent my actual opinion of Levar Burton, who is fantastic).
1. Nevar Lorton, Bringer of Knowledge 2. Reading Rainbow: V,S,M. Requires a book written in a language understood by the spellcaster. Cast Time: 1 action Duration: Instantaneous A 15 foot rainbow cone projects from the book in the direction the caster faces the cover of the book. Each creature in the beam must make an intelligence saving throw. On a failed save, the creature temporarily sets its Intelligence at 20 and takes psychic damage equal to 1d6 for each point of intelligence added by the spell, or half damage on a successful one. The intelligence gain ends if the affected creature has not read a book in the last 4 hours.
Bonus spell: Flood of knowledge V,S Cast Time: 1 action Duration: 1 minute Range: 30 feet Target a location to send a cloud of flying books there in a 15 foot cube, centered on the target. The area becomes difficult terrain and obscures vision. The creature in the area with the lowest intelligence score (can split damage between multiple targets if their intelligence ability scores match) takes 1d6 damage when they enter the area of effect and at the start of each of their turns.
3. They reside in a tower on the edge of the forest outside the capital.
4. His claimed goal is to spread knowledge by any means necessary.
5. At the culmination of one of his previous quests as an adventurer, he came across a book full of forbidden knowledge. His mind was expanded beyond the bounds of any scholarship, wizard, or other thinker before him, but resulted in the breaking of his mind. Since then, he has sought to spread this forbidden knowledge to try to relieve his burden through shared madness.
Post by kartenalchemist on Jun 15, 2021 6:50:50 GMT
Written to picture H. Its my first time here, and I am a DM in Pathfinder, not D&D, so don’t expect to much. 1. What is their name? Warren. His enemys know him as Warren the free, his allys as Warren the wise.
2. What is their signature spell? Permanancy (as far as I know, it also exists in D&D) – he can make a Spell permanent. But although he just done it one time, he is also known for his part water (4th level) spell he cast rescuing some of his fellows.
3. Where do they reside? He is a nomad, wandering around in a group of his trustworthy followers, about 200 if one would count them. He is the leader who will bring them to the holy land, or at least this is what he says.
4. What are their goals? He wants to bring his fellows to his homeland, which is said to be paradise itself. What his fellows don’t know, Warren never saw the land himself, like his men he only knows about it from legends.
5. You do you! Warren was sold as slave in the early days of his live. Since then he worked day after day, building one temple after another. But at night, he learned to cast spells. The years went by, and at the age of 21 Warren and a small group of his friends turned against their masters. Unexpected by the friends, their enemies had a trap prepared for them, and so the only way to flee the punishment, which likely had to be their death, was to run away. The only obstacle they had to face was a big river. Warren used part water and so they had a chance to escape. Since then the absolved many adventures and Warren is always ready to teach some of his knowledge.
Post by Koldik Steelskin on Jun 15, 2021 15:04:30 GMT
1. What is their name: Stone, or at least that's what he tells everyone nobody's quite sure why, it's rather obvious when he tells his name to someone that it's not his real one.
2. What is their signature spell: Pass without trace he tends to use this spell whenever anyone he doesn't like is nearby. Though few people know about it and he is much more known for his timely castings of plane shift timely castings of plane shift... whenever he's in danger.
3. Where do they reside: Stone Resides in a Tower that he can place anywhere he likes which for some reason always seems to be blocking a major roadway. Maybe that's why he gets himself into so much trouble?
4. What are their goals:
though the common eye would never guess it Stone has a twin brother who he wants to bring back from the dead Stones brother is the truly powerful wizard and Stone Simply feels as though he cannot fill such great shoes.
Stone feel as though his armor must be polished every day before he goes to bed, and nobody but him is good enough to do it.
Me!: Stone is a level 8 Cleric level 2 Druid and Level 5 wizard.
I write this in the hopes of my discovery making it back to civilization. I have stumbled across a society ruled by a dragon wizard of power unlike any I've encountered before. In doing so, I fear I have unintentionally set loose a scourge unlike any seen in the last age. I have seen the god-king of this society utilize magic that, with a single spell, ripped the souls from an entire army and raised their corpses to bolster the already nigh endless ranks of his undead hordes. Should anyone discover these writings, do not, under any circumstance, venture to the Black Peaks in the Chorylk Mountains, lest you give them a route to the unprepared lowlands. I fear should they leave their home, they will not stop until the whole of the world lies under the shadow of Ashzrang's wings... -last known writings of Professor Alton Redfoot, of the Gnomish University of Ephemeral and Supernatural Studies
1. What is their name? Ruslor Rain-Sung, a 13th level transmutation wizard
2. What is their signature spell? Cloud creation, 5th level. She pulls wisps of stable clouds from the plane of air, infusing them with humid air to transmute a 5x5 stable cloud. If concentration is maintained for 1 hour the cloud retains its stability once the cloud from the plane of air is released. These clouds behave as normal clouds except they may be interacted with as if solid and like to stick to each other.
3. Where do they reside? Cloud Castle, currently floating over the Patchwork Plains.
4. What are their goals?
Currently: to map the wind currents and chart migration patterns of all bird species across Dayeimbe.
Eventually: to find the lost baby wind dragon she accidentally sent here.
Ultimately: to return to the plane of air and complete her wizards degree from Wizen’s Wind Academy.
5. You do you!
Ruslor Rain-sung is one level away from graduating from Wizen’s Wind Academy (WWA) , a prominent Mastery Academy in the elemental plane of air, with a Mastery of Transmutation. When she was egg-sitting Head Master Wizen’s nest she did what any studious student would and studied her spells. Practicing a particularly difficult 7th level spell she very poorly cast plane shift. She and much of the nest, including the egg, were thrown upon the material plane. Once she fully realized what she had done she devoted all herself to finding Master Wizen’s egg. using scrying she located it, but upon arrival found only an empty eggshell. For the last 20 years she has searched Dayeimbe for “Junior Wizen”, now believing that understanding the wind currents and migration patterns of all of Dayeimbe will lead her to the baby dragon. She floats about in her cloud castle with three assistants (apprentices) and a flock of pigeons going where the wind takes them.
Hey - I recently started listening, and I'm stoked to do the thing you say to do: join the forums.
I chose F! The artwork is incredible - the lighting in the third pose?? Holy moly.
1. What is their name?
Dundas Unduraan aka "Stepstone", and the hawk, Lillijack
2. What is their signature spell?
Dundas is renowned for Tiny Hut. He takes great joy in manipulating the colour of the dome. Sometimes he attempts to disguise it entirely, replicating the hues and ripples of light in the surrounding environment. Other times, he seeks the greatest contrast possible; employing stark colours and bold, basic patterns. When time allows, Dundas plays with changing the shape of the dome. He rarely finds success - bursting the dome like a bubble.
Tiny Hut 3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
In extreme privacy, Dundas' signature spell is Contact Other Plane. However, the spell isn't so much under his own control - it flows from his companion, Lillijack.
Contact Other Plane 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V Duration: 1 minute
You mentally contact a demigod, the spirit of a long- dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.
3. Where do they reside?
They live a fairly nomadic life - travelling from kingdom to kingdom, village to village, offering insight and advice to quandaries both humble and grand. When there is a particularly interesting or dangerous problem, they settle for as long as their aid is appropriate.
4. What are their goals?
Dundas and Lillijack have found themselves in an amicable partnership with the shared objective of maintaining balance between planes. They pursue any tale that indicates a compromise of planar boundaries. They work to keep the mischief of the Fey where it belongs, and prevent those in the material realm from attempting to gain more influence in a world they ought not to.
5. You do you!
Lilijack has the rare, if not unique, property of being inherently able to communicate across planes. In the privacy of their dome, he can allow himself to become a vessel for someone, or something, else's mind, with the caveat that they must be a willing participant.
Due to this ability, Dundas and Lilijack are able to gather intelligence from their contacts in the Fey, though with a price. While Lillijack remains unaffected, Dundas' routine interactions with the Fey are slowly destroying his mind - every time he is exposed, a fragment of his personhood is trapped on the other side.
They both know that eventually Dundas will be left with only his most basic faculties, and Lillijack will have to watch over a fractured, incomplete Dundas.
Their most clever enemies (fey and mundane) see this and work to hasten Dundas' decline - intent on trapping his entirety within the world of the Fey.
I choose picture F to lift with for my first post here! 1-Lentern Stronbound is a reclusive wizard who lives outside of the walls of Lusina Tirion. He is considered an oddball among his peers, but his power is respected nonetheless.
2-Lentern is known for his ability to give clarity and alacrity to those around him. Those who come to him seeking help and answers are rarely turned away. Those affected by his arcane blessing are said to have an air of confidence around them, and a great spring in their step. Supreme Clarity 9th level enchantment (ritual) Components: S, M (a small cup of pure spring water, silver shavings worth 25 gp, any tea) Casting time: 10 minutes.
You blend pure water with silver and leaves to create a tea that sends electric ice through your veins that sharpens your senses and fortifies your body. Any disease, poison, curse, or other negative effect on the target is ended. The target also learns the answer to a question of their choice, or the knowledge of where to find an answer if such a question can be answered. In addition, for the next 7 days, the target has advantage on Wisdom (Perception) checks, Wisdom saving throws, and Dexterity saving throws. This spell cannot be ended prematurely through normal magical means.
3-Lentern lives in a non-descript hut in the woods. Here he has many many books, which would take up more space than the hut can provide, but by the adapting of bags of holding into bookshelves, he is able to hold all of his books and components in a neat-looking fashion. The hut itself contains a small fireplace, a bed that is softer than it appears to be, a table, a chair, a lantern, several bookshelves and cupboards, an ornate but threadbare purple rug, and a small waterfall, powered through magic.
4-Lentern's goal's are to bring the body and mind ever closer together. He is of the belief that one cannot focus on the body or mind and be well, but rather people must focus on the whole self. All his research has been towards making this perfect union between the intellectual and physical spheres of influence. This belief has gained the nickname "The Wizardly Wise Man", which is usually used in a deriding way.
5-I love playing wizards that pursue knowledge above all else, but I wanted to make a wizard who focused more on the practical side of knowledge than the theoretical side. Lentern Stronbound was once a prominent wizard, but left the city after his peers began to make fun of his "druidic and foolish" perspective. This removal from the vast amount of research facilities led him to building his own and learning even deeper how they worked, as well as giving him the bodily strength that marks apart from many other wizards. His name now is only in a few circles, but he is found easily if you begin looking for him. Many troubled people, from farmers to arcane students come to him for advice and knowledge, and he helps them as best he can.
1. What is their name? The Mortician - but her friends call her Beth. She looks every bit the Necromancer, but is really quite bubbly and excitable - maybe a bit too fascinated/familiar with death and dying. Enjoys the traditional death puns - people are dying to stay here, funerals are a grave affair, putting the fun back in funeral, etc.
2. What is their signature spell? Gentlest Repose - requires a material component of varying value depending on the family's need and means, but preserves the corpse from decay indefinitely - as if they are sleeping - and once per year allows family members to visit for an hour. Contact Ancestor - allows one to contact the spirit of a relative in order to ask five questions, she will charge varying amounts depending on the situation. Danse Fabuloso - like Danse Macabre but with more sparkles and jazz hands. - this one hasn't really caught on yet.
3. Where do they reside? The Halls of Eternal Memory. What was once a small cemetery's chapel has become a hub of interment for families throughout the lands - the option to visit with departed loved ones once per year has attracted a large client base. Beth comes from a long line of cemetery keepers, and has excelled at mixing the arcane into the preservation of corpses and contacting spirits of the departed.
4. What are their goals? Remove the darker stigmas around Death Magic, but also run a lucrative business.
5. You do you! I imagine introducing Beth as The Mortician, and keep it very hush hush, somber, gothic feeling. The room is vast and the click of your boots echoes off the tall granite walls, ahead you see a pale bald woman dressed in a black and red robes, holding a staff topped with seven burning red candles around a jawless skull. She turns slowly toward you at the sound of your approach and stares down at you with her jaw clenched in a grimace. But once she starts talking it like goes super valley girl you know? She gets really excited to talk shop and is looking for an excuse to try out her new Danse Fabuloso spell.
Theaorindra Yllamaer - Elven Astronomer and Scorceress
2. What is their signature spell?
3. Where do they reside?
The Grand Observatory of Deshorham the Powerful
4. What are their goals? Theaorindra uses a magical telescope to expand her connection to the cosmos, which in turn fuels her arcane prowess.
5. You do you! The Grand Observatory of Deshorham the Powerful is an astronomical complex and observatory atop a massive desert pyramid, wrested from the mad Genie, Deshorham the Powerful, who is still bound in the depths of the pyramid catacombs. Deshorham is bound to the magical telescope that Theaorindra uses to further her study of the cosmos. Her existence was seen as a boon to many in the early days, but as time has gone on, Theaorindra became more and more obsessed with her grip on power and more ruthless in her actions to continue to accumulate it, including opening a portal to allow Githyanki raiders to sow havoc on her behalf.
Defeating Theaorindra is no small measure, and could create a new problem of freeing Deshorham the Powerful; who may have his own axe to grind once freed.
1. What is their name? Vram Arthrek the Star-Seeker and their little bat Vrim
2. What is their signature spell? Vram's Vicarious Vision This spell is identical to Beast Sense except you can only cast it on a humanoid, not a beast.
3. Where do they reside? Vram resides in a small but comfortable house on the edge of the city with a courtyard. It's away from all the distractions and dust in the air that gets in the way of his sky viewings.
4. What are their goals? Vram's goals are to learn the secrets of the stars and their connection to magic. There has been a long tradition of celestial prophecy and Vram wishes to figure out all the working parts. Do the gods push the stars about when they make decisions of fate? Do the stars know something we do not. Vram wishes to know.
5. You do you! Vram is stoic and serious. Contemplative and reserved, they have and perpetuate a sense of mystery and seriousness around themselves. Unfortunately, Vrim seems to have made it their mission in life to amuse themselves by sullying this image. Despite Vram's best efforts, Vrim will chitter, squeak, nod or shake their head at any oppourtunity that might foil Vram's current posturing. Vram is often heard before they are seen. Among other adornments, Vram's spellbook is in the form of metal plates hanging on chains from their staff which chime and tinkle against each other as he moves.
Time and again while scrying arcane airwaves that offered mental exercises, I heard the siren call of a sea witch, imploring me to come take part in the communal scribing. I hope the party isn't too far along but you know what they say about wizards being late...
Magically yours from the last continent, WizzardofAus