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GreysonWulffe

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  1. Yelena K'zmin Asari Operative Stats: Edge 1, Heart 1, Iron 2, Shadow 3, Wits 2 Condition: Health 5, Spirit 5, Supply 5 Momentum +2, Max Momentum +10, Momentum Reset +2 Assets:  AUGMENTED (Biotic Amp) You are equipped with an advanced prosthetic, implant, or mechanical enhancement. When you make a move directly aided by the augment, envision how it gives you exceptional capabilities and add +1. On a strong hit with a match, your augment exceeds expectations; take +2 momentum. On a miss with a match, the augment is broken; you must Repair and spend 3 repair points to bring it back to working condition. INFILTRATOR When you make a move to break into a secure site, infiltrate a protected area, or hack or manipulate a secure system, add +1 and take +1 momentum on a hit. On a strong hit with a match, access is easier than expected; take another +1 momentum. KINETIC You wield kinetic powers. By focusing, you may remotely push, pull, lift, or constrict objects and beings that are about your size or smaller. When you are in a risky situation and draw on your powers to make a move, add +2 and Lose Momentum (-2). Legacies: Quests 0, Bonds 0, Discoveries 0 Vows: I will acquire enough military force and destroy those Batarian slavers. [Epic: Progress 0] Gear: Spacer kit (sealed environment suit, flashlights/headlamps, toolkit, medkit, personal communicator) Infiltrator kit (omni-tool with lock-breaking program, traditional lock-picking kit) Handgun sidearm Backstory: Abandoned her clan after uncovering their ties to Batarian slavery Envision: Look: Slender build; blue complexion Act: Coy and playful; always on the lookout for exit points Wear: Anti-static sneaking suit; cropped jacket
  2. Let's create that local connection.   Local Connection Role: [93] Action & Theme --> [87] Serve, [4] Authority Probably a low- to mid-level government worker/official Rank: Dangerous The suggestion is to take Troublesome or Dangerous. Let's get brave. First Look: [31] Eccentric; [8] Adorned Character Goal: [20] Defend a person Maybe we'll find out who in-game. Also, this fits in very well with the impending attack on the settlement. Revealed Character Aspect: [95] Wary; [36] Envious Home: Spes Nova Race: [23] Human 1-55 Human, 56-65 Asari, 66-75 Salarian, 76-85 Turian, 86-95 Volus, 96-100 Quarian Name: [51] Kei, [10] Hendrix, [83] Static With a callsign of "Static", maybe she works somewhere in electrical, electronics, or comms.   Kei Hendrix, "Static" Human Electrical Engineer in Spes Nova Connection: Dangerous (Progress 0) Role: Electrical Engineer First Look: Eccentric; Adorned Revealed Character Aspect: Wary; Envious Home: Spes Nova Character Goal: Defend a person  
  3. Since Spes Nova's already at the entrance to this corner of the galaxy, we might as well start there.   Spes Nova Location: Planetside Population: Thousands Authority: Oppressive Projects: Shipbuilding; Subsistence Planet: Furnace World, Effigy Star: Smoldering red star Zooming in... First Look: [43] Industrial architecture, [37] High-tech construction Settlement Trouble: [46] Impending attack Planet Details (Furnace World) Atmosphere: [15] Marginal 1-70 Marginal, 71-100 Breathable --> since this settlement is planetside, it only makes sense to have an atmosphere that can be breathed in, even if only for hours at a time. Observed From Space: [56] Once verdant terrain; [39] Magma seas Planetside Features: [64] Roiling clouds of superheated gas; [5] Blinding ash storms   A sizable settlement on a furnace planet, and there's an impending attack; maybe we can elaborate on that attack once the game kicks off. But the blinding ash storms and the clouds of superheated gas - those sound dangerous.
  4. Okay, I think I'll lean more toward Yelena's infiltration specialization and give her the TECH asset. Oh, wait! I just remembered that folks need biotic amps to be effective with their biotics. I think we can represent that with the AUGMENTED asset.   As for her background vow, how about we align our vows? Maybe it's the same faction that razed Curtar's colony and that got Yelena's clan involved in slavery. In this case, Yelena's vow of "Secure a resource" could be her trying to secure a large enough force or the complete authority to destroy that criminal organization.   And I don't wanna start her off as a Spectre. Maybe she's a Spectre candidate that the asari leadership are observing, but she doesn't know about it. In any case, right now she's just a military operative that's part of the Forgelight crew.   Yelena K'zmin Yelena K'zmin Stats: Edge 1, Heart 1, Iron 2, Shadow 3, Wits 2 Condition: Health 5, Spirit 5, Supply 5 Momentum +2, Max Momentum +10, Momentum Reset +2 Assets: AUGMENTEDAugment 1: Biotic Amp You are equipped with an advanced prosthetic, implant, or mechanical enhancement. When you make a move directly aided by the augment, envision how it gives you exceptional capabilities and add +1. On a strong hit with a match, your augment exceeds expectations; take +2 momentum. On a miss with a match, the augment is broken; you must Repair and spend 3 repair points to bring it back to working condition.; INFILTRATORWhen you make a move to break into a secure site, infiltrate a protected area, or hack or manipulate a secure system, add +1 and take +1 momentum on a hit. On a strong hit with a match, access is easier than expected; take another +1 momentum.; KINETICYou wield kinetic powers. By focusing, you may remotely push, pull, lift, or constrict objects and beings that are about your size or smaller. When you are in a risky situation and draw on your powers to make a move, add +2 and Lose Momentum (-2). Legacies: Quests 0, Bonds 0, Discoveries 0 Vows: I will acquire enough military force and destroy those Batarian slavers. [Epic: Progress 0] Backstory: Abandoned her clan after uncovering their ties to Batarian slavery Envision: Look: Slender build; blue complexion Act: Coy and playful; always on the lookout for exit points Wear: Anti-static sneaking suit; cropped jacket    
  5. Okay, so I've been given the green light to build the Forgelight.   Giving the Starship a History: [54] Granted by an organization or community Is this a government/military faction? 50/50: [41] Yes, it's from a government organization.   Envision the Starship: [69] Removable plate decks provide access to hidden storage; [25] Hull is fused with organic growths This gives the Forgelight something of a USS Discovery vibe, from Star Trek: Discovery. Fused in the hull and in various internal parts of the ship are fungi that support interstellar travel and that might be able to serve as an alternative to the mass relays in traversing the galaxy. I think the ship is a secret project of the Asari and the Salarians, and is now in its testing stage.   The Forgelight Command Vehicle: Starship (Light Frigate) Integrity: 5/5 History: Product of a covert project run jointly by the Asari and the Salarians, now in its final trial phase Description: Fused with interstellar fungi; Removable plate decks provide access to hidden storage  
  6. Interesting so far. We're starting in the Attican Traverse, which is like the Council frontier, sometime in the ME1 and ME2 timeline. 😉   I'm gonna roll to get an idea of what character to play: [51] Operative (INFILTRATOR; BLADEMASTER) Nice. I might change Blademaster later, though, unless I wind up with a backstory or motivation that fits someone like Kai Leng.   For the backstory... [5] You abandoned your kin after learning a troubling truth. Intriguing, but kinda vague. What sort of troubling truth is this? [40] Escalate, [48] Innocence. I think that, as a child, they discovered that their family was involved in the Batarians' slave trade. Shocked by the discovery, they fled and is now working as an operative against organized crime.   As for the specific background vow... [67] Secure a resource. Also vague, but at this point, the campaign isn't exactly clear anyway, so I'll leave it for now and flesh it out later.   Jumping to his name: [96] Yelena, [1] Kuzmin   Wait. I just assumed that she's Human, but the profile should fit any race. Let's see... 1-40 Human, 41-65 Asari, 66-80 Salarian, 81-95 Turian, 96-100 Quarian [63] Asari. Interesting. I'm changing BLADEMASTER to KINETIC to represent her biotics, keeping my options for the 3rd asset open. If I want to focus on the combat usage of her biotics, I could reflavor FIREBRAND to use biotics instead of fire.   So far, I'm seeing her as a young asari operative. I'm leaning toward giving her Shadow 3 to emphasize her Infiltrator expertise and her cunning. I think she has Wits 2 because being an Infiltrator requires intellect, and then Iron 2 to show her aggression and impulsiveness.   Yelena K'zmin Asari Operative Stats: Edge 1, Heart 1, Iron 2, Shadow 3, Wits 2 Assets: INFILTRATOR; KINETIC, < One Other > Backstory: Abandoned her kin after discovering their ties to Batarian slavery Background Vow: < Secure a resource >  
  7. In our real-life games, our GM never lets us miss any important detail. If he uses a roll for us to "find" it in-game, the outcome merely determines the circumstances of us finding it - whatever is that outcome, we always find that important detail. Success means we find it without issue. The Ranger finds the tracks. Big-time success means we find it, along with something particularly useful to us. The Ranger finds the tracks and learns their exact numbers. Failure means we find it but there's a complication. The Ranger finds enough tracks to point them in a general direction, not all the way to the exact location. Big-time failure means we find it but we're immediately plunged into a dangerous situation. The Ranger finds the tracks, and they lead right into an ambush. We generally see it as a bad idea to put a chance of failure in finding a thing that's important to progressing the story.
  8.    Shazzar | The Wizard   Not expecting to hear the distant voices of children, the old wizard Shazzar moves to the doorway that leads to the north room. Even with just a quick visual survey, he is able to discern the room to be a children's bedroom. He recognizes the ghosts of the children they had met outside. 'At least this confirms that the children outside were part of an elaborate ruse to draw us in here,' he thinks. 'Again with this mention of a monster below. Is that the intention of whichever power reigns in this mansion? Are we to engage in some manner of blood sport or gladiatorial match against a monster for these spirits' entertainment? What if the child calls her parents? Will they arrive here as specters as well?' Having no answers at the moment, Shazzar maintains his silence and merely observes the exchange between the child-ghosts and his companions. As if sensing that her wizard has his attention trained in one direction, the owl-familiar Narra takes perch on his shoulder and stands vigil, watching his back.   Stat Block Belshazzar "Shazzar" Zidon Male Human Cloistered-Scholar Wizard 1 hp 8/8 ▪ AC 15 (Mage Armor) ▪ Speed 30 ft HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11 STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1) Saves Intelligence +5, Wisdom +3 Skills Arcana +5, History +5, Insight +3, Investigation +5 Languages Common, Draconic, Elvish, Infernal Features Arcane Recovery♦ Arcane Recovery ♦ You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (1/1 use), Library Access♦ Library Access ♦ Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar., Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦ Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid., Ritual Casting♦ Ritual Casting ♦ You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared., Spellbook♦ Spellbook ♦ At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. ♦ Copying a Spell into the Book ♦ When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. ♦ Replacing the Book ♦ You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. ♦ The Book’s Appearance ♦ Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Attacks  ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40  ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5  ▬ Cantrips: Mage HandConjuration Casting Time: 1 action Range: 30 feet Target: A point you choose within range Components: V S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. Flavor: "Apókryfo chéri" The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band., Mind SliverEnchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). Flavor: "Spáse to myaló sou", PrestidigitationTransmutation Casting Time: 1 action Range: 10 feet Target: See text Components: V S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire. ♦ You instantaneously clean or soil an object no larger than 1 cubic foot. ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Flavor: "Mageía"  ▬ 1st (1/2 slots): Comprehend LanguagesDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. Flavor: "Gnorízei óles tis glósses"®, *Detect MagicDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Flavor: "Epitrépste mou na do apókryfes ávres" For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.©®, Find FamiliarConjuration (Ritual) Casting Time: 1 hour Range: 10 feet Target: An unoccupied space within range Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Flavor: "Akoúste to kálesmá mou, kollitós mou fíle" At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.®, *Feather FallTransmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. Flavor: "Sýllipsi" A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent., *Mage ArmorAbjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Flavor: "Panoplía tou apókryfou" Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly., *Magic MissileEvocation Casting Time: 1 action Range: 120 feet Target: A creature of your choice that you can see within range Components: V S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st. Flavor: "Apókryfa véli" Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.   Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3  ▬ Cantrips: GuidanceDivination Casting Time: 1 action Range: Touch Target: One willing creature Components: V S Duration: Up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Flavor: "Eíthe to Oghma na sas kathodigísei" The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand., Produce FlameConjuration Casting Time: 1 action Range: Self Target: Self or a creature within 30 feet of you Components: V S Duration: 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Flavor: "Apó to típota, fotiá" The flickering flame is a pale blue in color and takes on a teardrop shape.  ▬ 1st (1/1 use): GoodberryTransmutation Casting Time: 1 action Range: Touch Target: See text Components: V S M (A sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Flavor: "Threptiká moúra" The berries are perfect orbs in shape and have a perfect sheen to them. Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 4 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp Narra | The Familiar Owl (Tiny Fey) hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft. HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13 (18 if hearing or seeing) STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2) Skills Perception +3 (advantage if hearing or seeing), 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.   ֎ ֎ ֎
  9. I don't quite agree with this bit, but that's just from my perspective. So long as there's some meaning or sense behind it, I'm perfectly fine with the game or the GM imposing conditions on my character. The entire "hit-point system" of Masks: A New Generation is based on imposed/forced emotions, and it works. I can even work with the game just imposing the emotion and then cuing me to justify it. Like, "As you step through the doorway, your throat suddenly feels dry and you have a sinking sensation in your belly as fear overtakes you. Why do you feel this way? Envision this for us."
  10.   Very possible. Should make for a pretty fabulous storyline. 😉 We have an IRL game of Traveler set in the Mass Effect universe, in the time period during the development of the Normandy. We started as some kind of exploration team working for Matriarch Aethyta (that asari bartender on Illium who turned out to be Liara's father), got ourselves mixed up in a plot that involves Ardat Yakshi, and we're now on the Citadel working for a Spectre. Fabulous fun!
  11. My inspirations lately: Fate (Accelerated, Core): A very versatile system that can support any genre. It can even support a change of genre in the middle of the game! In terms of versatility, Accelerated is better than Core (like, Accelerated can more easily handle The Chronicles of Narnia being invaded by Mobile Suit Gundam than Core can). We've been using this for all sorts of stories. Mythic Game Master Emulator (2E, if possible): Great for playing solo. My GM buddy is also using this so the two of us can play PC's at the same time, and it works there as well. Ironsworn: It runs on the Powered By The Apocalypse engine so it has an easy-to-handle mix of crunch and story. It can also be run solo, so if you get this, you won't need the Mythic GME. We've been using this to run a game in the Witcher setting. Ironsworn: Starforged: Basically, Ironsworn but in outer space. We've been using this to run a game in the Mass Effect setting.
  12. That's my understanding. I think we're doing a Short Rest, at least.
  13.    Shazzar | The Wizard   After Giselle tries to speak to the owl in an unfamiliar language, the owl merely responds with a curious look. "I must apologize, ser," Shazzar explains. "The magic that allows my dear friend Narra to assume this corporeal form here, in the Prime Material, robs her of many of her natural abilities. One of those is the ability to understand languages as we know them. She and I share a special bond that allows us to communicate through the power of thought alone, but to everyone else, she comprehends languages as most owls do." The old wizard then glances hesitantly toward the door. "Yes, she might do some scouting, but I fear the many corners and the tight confines of this cursed manor. In the wilderness, she can certainly fly far and high to gain a very good view of the path ahead, all without endangering herself so much. Not so in this case, I'm afraid, what with the very decorations seemingly capable of harming us. I can ask her to perhaps scout the next room or two, but I don't think I'm comfortable with having her scout an entire floor by herself." Still, the fey-owl coos and fondly gazes at the paladin. Though she does not understand Giselle's, Narra gets a sense of familiarity or some kind of subliminal recognition of the unusual language that she's used, and the owl feels comforted by it nonetheless.   Stat Block Belshazzar "Shazzar" Zidon Male Human Cloistered-Scholar Wizard 1 hp 8/8 ▪ AC 15 (Mage Armor) ▪ Speed 30 ft HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11 STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1) Saves Intelligence +5, Wisdom +3 Skills Arcana +5, History +5, Insight +3, Investigation +5 Languages Common, Draconic, Elvish, Infernal Features Arcane Recovery♦ Arcane Recovery ♦ You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (1/1 use), Library Access♦ Library Access ♦ Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar., Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦ Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid., Ritual Casting♦ Ritual Casting ♦ You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared., Spellbook♦ Spellbook ♦ At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. ♦ Copying a Spell into the Book ♦ When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. ♦ Replacing the Book ♦ You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. ♦ The Book’s Appearance ♦ Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Attacks  ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40  ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5  ▬ Cantrips: Mage HandConjuration Casting Time: 1 action Range: 30 feet Target: A point you choose within range Components: V S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. Flavor: "Apókryfo chéri" The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band., Mind SliverEnchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). Flavor: "Spáse to myaló sou", PrestidigitationTransmutation Casting Time: 1 action Range: 10 feet Target: See text Components: V S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire. ♦ You instantaneously clean or soil an object no larger than 1 cubic foot. ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Flavor: "Mageía"  ▬ 1st (1/2 slots): Comprehend LanguagesDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. Flavor: "Gnorízei óles tis glósses"®, *Detect MagicDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Flavor: "Epitrépste mou na do apókryfes ávres" For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.©®, Find FamiliarConjuration (Ritual) Casting Time: 1 hour Range: 10 feet Target: An unoccupied space within range Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Flavor: "Akoúste to kálesmá mou, kollitós mou fíle" At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.®, *Feather FallTransmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. Flavor: "Sýllipsi" A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent., *Mage ArmorAbjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Flavor: "Panoplía tou apókryfou" Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly., *Magic MissileEvocation Casting Time: 1 action Range: 120 feet Target: A creature of your choice that you can see within range Components: V S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st. Flavor: "Apókryfa véli" Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.   Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3  ▬ Cantrips: GuidanceDivination Casting Time: 1 action Range: Touch Target: One willing creature Components: V S Duration: Up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Flavor: "Eíthe to Oghma na sas kathodigísei" The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand., Produce FlameConjuration Casting Time: 1 action Range: Self Target: Self or a creature within 30 feet of you Components: V S Duration: 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Flavor: "Apó to típota, fotiá" The flickering flame is a pale blue in color and takes on a teardrop shape.  ▬ 1st (1/1 use): GoodberryTransmutation Casting Time: 1 action Range: Touch Target: See text Components: V S M (A sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Flavor: "Threptiká moúra" The berries are perfect orbs in shape and have a perfect sheen to them. Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 4 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp Narra | The Familiar Owl (Tiny Fey) hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft. HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13 (18 if hearing or seeing) STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2) Skills Perception +3 (advantage if hearing or seeing), Stealth +3 Features FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach., Keen Hearing & SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.; Deliver Touch SpellsWhen you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll., Link With MasterWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses., Pocket DimensionAs an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.   ֎ ֎ ֎
  14.    Shazzar | The Wizard   "Yes, it does seem like you have taken quite a beating," Shazzar says in a fatherly tone as he looks specifically at Sulimann and Dynaheir. "Maybe it is best that we take a breather here. We might also use the time to regroup and get our bearings. After all, we've had several revelations now, and our purpose here has changed verily." The old wizard snaps his fingers and a small vortex of air forms just over his right shoulderThe familiar has already been cast before the start of the adventure. Shazzar is now just summoning her from the pocket dimension where she typically stays.. Then, that vortex bursts in a cloud of wispy, white smoke. That small cloud quickly dissipates, revealing an owl with silvery-white plumage and unusual markings on its face. The owl casually regards everyone in the room, its head cocking and turning in odd angles, before cooing as it faces the wizard.   "This is Narra, a fey spirit who has become my friend," Shazzar introduces the owl. "When she comes to this realm, she manifests as an owl."   Then, he addresses the owl. "Narra, these are friends. We are in this... haunted mansion and I need your help in keeping watch for dangers. I know your hearing and vision are keenHer Passive Perception is 13, With advantage on hearing and seeing, that Passive Perception goes up to 18 when using those senses., my friend - I'm hoping that you might detect dangers before we do and alert us accordingly."   The owl gives an uncharacteristically human-like nod and takes perch near the ceiling so that she has a great vantage in watching the room, and near the door so she can hear incoming threats.   Stat Block Belshazzar "Shazzar" Zidon Male Human Cloistered-Scholar Wizard 1 hp 8/8 ▪ AC 15 (Mage Armor) ▪ Speed 30 ft HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11 STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1) Saves Intelligence +5, Wisdom +3 Skills Arcana +5, History +5, Insight +3, Investigation +5 Languages Common, Draconic, Elvish, Infernal Features Arcane Recovery♦ Arcane Recovery ♦ You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (1/1 use), Library Access♦ Library Access ♦ Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar., Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦ Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid., Ritual Casting♦ Ritual Casting ♦ You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared., Spellbook♦ Spellbook ♦ At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. ♦ Copying a Spell into the Book ♦ When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. ♦ Replacing the Book ♦ You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. ♦ The Book’s Appearance ♦ Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Attacks  ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40  ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5  ▬ Cantrips: Mage HandConjuration Casting Time: 1 action Range: 30 feet Target: A point you choose within range Components: V S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. Flavor: "Apókryfo chéri" The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band., Mind SliverEnchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). Flavor: "Spáse to myaló sou", PrestidigitationTransmutation Casting Time: 1 action Range: 10 feet Target: See text Components: V S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire. ♦ You instantaneously clean or soil an object no larger than 1 cubic foot. ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Flavor: "Mageía"  ▬ 1st (1/2 slots): Comprehend LanguagesDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. Flavor: "Gnorízei óles tis glósses"®, *Detect MagicDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Flavor: "Epitrépste mou na do apókryfes ávres" For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.©®, Find FamiliarConjuration (Ritual) Casting Time: 1 hour Range: 10 feet Target: An unoccupied space within range Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Flavor: "Akoúste to kálesmá mou, kollitós mou fíle" At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.®, *Feather FallTransmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. Flavor: "Sýllipsi" A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent., *Mage ArmorAbjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Flavor: "Panoplía tou apókryfou" Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly., *Magic MissileEvocation Casting Time: 1 action Range: 120 feet Target: A creature of your choice that you can see within range Components: V S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st. Flavor: "Apókryfa véli" Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.   Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3  ▬ Cantrips: GuidanceDivination Casting Time: 1 action Range: Touch Target: One willing creature Components: V S Duration: Up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Flavor: "Eíthe to Oghma na sas kathodigísei" The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand., Produce FlameConjuration Casting Time: 1 action Range: Self Target: Self or a creature within 30 feet of you Components: V S Duration: 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Flavor: "Apó to típota, fotiá" The flickering flame is a pale blue in color and takes on a teardrop shape.  ▬ 1st (1/1 use): GoodberryTransmutation Casting Time: 1 action Range: Touch Target: See text Components: V S M (A sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Flavor: "Threptiká moúra" The berries are perfect orbs in shape and have a perfect sheen to them. Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 4 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp Narra | The Familiar Owl (Tiny Fey) hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft. HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13 (18 if hearing or seeing) STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2) Skills Perception +3 (advantage if hearing or seeing), 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.   ֎ ֎ ֎
  15. I wasn't at all concerned on the mechanics of exploration - if you'll check back on my post, it was just a quick note on my Step 3. That's because Ironsworn has a separate mechanic for the exploration itself, while Mythic GME often relies on the main RPG system to resolve the exploration on its own. I was focused more on the setup for the journey and the exploration. Old-school adventures typically require the GM to prepare the journey and the exploration ahead of time - they usually have to map the route and plan what the players might find there. Ironsworn and Mythic GME skip all of that setup altogether, allowing the GM to come to the table with nothing but the mindset for improvization. This approach even touches on your concern about "burying secrets in adventures". If the oracle table comes up with a cue that's interesting enough, you might come up with an entirely new plot line, not just an inconsequential secret. And you don't have to plan it ahead of time, too - the secret will generate itself when the dice say so.
  16. My real-life gaming buddy and I have been experimenting with Ironsworn, Ironsworn: Starforged, and Mythic Game Master Emulator lately, and those have great mechanics for journeys, waypoints, and the exploration of randomly-generated waypoints. Essentially... Determine the journey in terms of its overall objective (e.g. Get to Skyreach Castle atop Mount Icingdeath) and its overall difficulty/threat level (e.g. Rank 3 out of 5). The difficulty level determines either the total progress required (e.g. Rank 1 is 5 total progress, Rank 2 is 8 total progress, etc) or how much progress is made with each success (e.g. each journey requires 10 total progress and Rank 1 makes 3 progress with each success, Rank 2 makes 2 progress with each success, etc). Roll to find out what happens on one leg of the journey. Failure means there is no progress. Partial success means there is progress but also a complication. Complete success means safe progress or double progress. Whether you succeed/progress or not, you end up in a location. Roll on some location/oracle tables to determine the features of the location. If the players want to, they can explore the location; if they don't, then you move on to roll for the next leg of the journey. Note that "randomly-generated" doesn't have to be overly random. These systems offer story/narrative cues, and it's up to the GM (or the group as a whole if there's no GM) to interpret those cues - as such, it's in their hands whether the interpretation stays close to the narrative they're currently spinning or not. 😉
  17.    Shazzar | The Wizard   Though the specter had concerned him so, Shazzar is now primarily concerned with the ringing in his ears, so caused by the blasts from Joliet's weapon. He knows well enough to recognize that the item is a piece of non-magical technology. 'Sure creates a thunderous noise, though,' he thinks as he shakes his head as if to clear his head. Once the ringing in his ears stops, the old wizard joins in searching the room for clues as to what exactly is the situation they're in. "Be mindful of the mirror," he calls out as he conducts his own search. "Many a magic ritual involves the use of a mirror."   Stat Block Belshazzar "Shazzar" Zidon Male Human Cloistered-Scholar Wizard 1 hp 8/8 ▪ AC 15 (Mage Armor) ▪ Speed 30 ft HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11 STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1) Saves Intelligence +5, Wisdom +3 Skills Arcana +5, History +5, Insight +3, Investigation +5 Languages Common, Draconic, Elvish, Infernal Features Arcane Recovery♦ Arcane Recovery ♦ You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (1/1 use), Library Access♦ Library Access ♦ Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar., Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦ Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid., Ritual Casting♦ Ritual Casting ♦ You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared., Spellbook♦ Spellbook ♦ At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. ♦ Copying a Spell into the Book ♦ When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. ♦ Replacing the Book ♦ You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. ♦ The Book’s Appearance ♦ Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Attacks  ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40  ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5  ▬ Cantrips: Mage HandConjuration Casting Time: 1 action Range: 30 feet Target: A point you choose within range Components: V S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. Flavor: "Apókryfo chéri" The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band., Mind SliverEnchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). Flavor: "Spáse to myaló sou", PrestidigitationTransmutation Casting Time: 1 action Range: 10 feet Target: See text Components: V S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire. ♦ You instantaneously clean or soil an object no larger than 1 cubic foot. ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Flavor: "Mageía"  ▬ 1st (1/2 slots): Comprehend LanguagesDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. Flavor: "Gnorízei óles tis glósses"®, *Detect MagicDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Flavor: "Epitrépste mou na do apókryfes ávres" For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.©®, Find FamiliarConjuration (Ritual) Casting Time: 1 hour Range: 10 feet Target: An unoccupied space within range Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Flavor: "Akoúste to kálesmá mou, kollitós mou fíle" At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.®, *Feather FallTransmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. Flavor: "Sýllipsi" A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent., *Mage ArmorAbjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Flavor: "Panoplía tou apókryfou" Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly., *Magic MissileEvocation Casting Time: 1 action Range: 120 feet Target: A creature of your choice that you can see within range Components: V S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st. Flavor: "Apókryfa véli" Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.   Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3  ▬ Cantrips: GuidanceDivination Casting Time: 1 action Range: Touch Target: One willing creature Components: V S Duration: Up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Flavor: "Eíthe to Oghma na sas kathodigísei" The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand., Produce FlameConjuration Casting Time: 1 action Range: Self Target: Self or a creature within 30 feet of you Components: V S Duration: 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Flavor: "Apó to típota, fotiá" The flickering flame is a pale blue in color and takes on a teardrop shape.  ▬ 1st (1/1 use): GoodberryTransmutation Casting Time: 1 action Range: Touch Target: See text Components: V S M (A sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Flavor: "Threptiká moúra" The berries are perfect orbs in shape and have a perfect sheen to them. Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 4 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp Narra | The Familiar Owl (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.     ֎ ֎ ֎
  18.   Brother Macarius Cleric of the Morninglord   Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Proin fermentum leo vel orci porta non pulvinar. Orci a scelerisque purus semper eget. Pellentesque dignissim enim sit amet venenatis urna cursus eget nunc. Aliquet nec ullamcorper sit amet risus nullam eget felis eget. Non sodales neque sodales ut etiam sit amet. Nisl vel pretium lectus quam id. Vivamus arcu felis bibendum ut tristique et egestas quis ipsum. Eu facilisis sed odio morbi quis commodo. Magna etiam tempor orci eu. Eu turpis egestas pretium aenean pharetra magna ac placerat. Auctor eu augue ut lectus arcu. Nulla facilisi nullam vehicula ipsum. Odio morbi quis commodo odio aenean sed adipiscing diam. Duis ut diam quam nulla porttitor massa id. Non pulvinar neque laoreet suspendisse interdum consectetur libero. Nullam ac tortor vitae purus. Eget magna fermentum iaculis eu non diam. In hac habitasse platea dictumst quisque sagittis. Faucibus in ornare quam viverra orci sagittis. Et pharetra pharetra massa massa ultricies mi quis hendrerit dolor. Condimentum mattis pellentesque id nibh tortor id. Viverra mauris in aliquam sem fringilla ut. In metus vulputate eu scelerisque. Vitae suscipit tellus mauris a diam maecenas sed. Fringilla ut morbi tincidunt augue. Ut enim blandit volutpat maecenas volutpat blandit aliquam. Praesent tristique magna sit amet purus gravida quis blandit turpis. Augue neque gravida in fermentum et sollicitudin ac. Tincidunt ornare massa eget egestas purus.   Stat Block Brother Macarius (MW Sheet) Male Human Cloistered-Scholar Cleric (Life Domain) 3 hp 24/24 • AC 18 (Chain, Shield) • Speed 30 HD 3d8 • Proficiency +2 • Initiative +1 • Senses Passive Perception 15 STR 13 (+1)  •  DEX 8 (-1)  •  CON 15 (+2)  •  INT 10 (+0)  •  WIS 16 (+3)  •  CHA 12 (+1) Saves Wis +5, Cha +3 Skills Arcana +2, History +2, Insight +5, Perception +5, Religion +2 Languages Common, Celestial, Elvish, Sylvan Proficiencies All Armors, Shields, Simple Weapons Features Library AccessThough 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)You learn two cantrips of your choice from the Druid's spell list. In addition, choose one 1st-level spell to learn from that same list. 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 is Wisdom. ◘ Cantrips: Produce Flame, Shape Water ◘ 1st: Goodberry • Channel DivinityYou start with two such effects: Turn Undead and an effect determined by your domain. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. 1/1 use left (Preserve LifeAs an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 times your Cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on undead or constructs., Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.), Disciple of LifeYour healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Spell Attacks Sacred Flame : Spell 60; Dex save (1 target); 1d8 radiant Word of Radiance : Spell 5; Con save (multiple targets); 1d6 radiant Produce Flame : Ranged Spell 30; +5 to hit; 1d8 fire Weapon Attacks Mace : Melee; +3 to hit; 1d6+1 bludgeoning Dagger : Melee; +3 to hit; 1d4+1 piercing; light, thrown 20/60 Cleric Magic Spell Attack +5, Spell Save DC 13 Cantrips: GuidanceDivination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, 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., Sacred FlameEvocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. At Higher Levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Word Of RadianceEvocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a holy symbol) Duration: Instantaneous You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. At Higher Levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 1st (4/4): Bless1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st., Cure Wounds1st-level evocation Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st. • Guiding Bolt, Healing Word, Protection From Evil & Good, Sanctuary, Shield Of Faith 2nd (2/2): Lesser Restoration2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned., Spiritual Weapon2nd-level evocation Casting Time: 1 bonus action Range: 60 feet Target: See text Components: V S Duration: 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd. • Enhance Ability Magic Initiate (Druid) Spell Attack +5, Spell Save DC 13 Cantrips: Produce FlameCantrip conjuration 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., Shape WaterTransmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: ● You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. ● You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. ● You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. ● You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 1st (1/1): Goodberry1st-level transmutation Casting Time: 1 action Range: Touch 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.  
  19.     Brother Macarius Feyspar Human Cleric of Lathander OGMW Character Sheet   Basic Information Race: Human (Variant) Age: 23 Height: 6'1" | Weight: 210 lbs. Alignment: Good Background: Cloistered Scholar Class: Cleric (Domain of Life) Personality Trait: I'm willing to listen to every side of an argument before I make my own judgment. Trait: I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. Ideal: Beauty. What is beautiful points us beyond itself toward what is true. (Good) Bond: My life's work is a series of tomes related to a specific field of lore. Flaw: I speak without really thinking through my words, invariably insulting others   Macarius' Backstory Evil must be smitten, don't get me wrong. But, you know, smiting is such hard work. Better to leave it to the chaps who are best at it. Now, if you'd like to know the difference between a nararoot tea and a Calimport blend, I'm your man.   A child, thought lost When he was a seven-year-old boy in the fields of the Dalelands, Brother Macarius was lost to the Feywild. He spent subjective years with the Fey, taking the interest of many of the creatures, for he was an intense boy with an innate sense of justice. He would talk, guilelessly and with pure abandon, about any subject that took his fancy. He frequently confounded any schemes he was caught up in, because of his artlessness.   A protector, and a patron? He caught the eye of a particular greater fey, Fionnghula, who despite her nature came to regard the boy with some affection. She taught him healing arts, and how to make things whole. She taught him of beauty, and the sweetness and goodness inherent in it. Unfortunately, she was caught in a long-running feud with some Unseelie nobles, creatures of the Raven Queen. So she also taught him of the evils of the world, and those who would rather destroy than heal. She showed him the Shadowfell. She showed him undead abominations. And through her teachings, he became obsessed with light and dark, shadow play, illusion magic. He had no talent for it - he found he abhorred the deceit inherent in it. He could not stand it any longer: he began to look for ways to return to the mortal realm.   A return He doesn't know how he came back to Faerun. He lay down one evening in an empty wooded glade, and woke up the next morning in front of a small country temple of Lathander. He was taken in by the temple, and taught the blessings of the sunrise. He quickly adapted his talents into the framework provided by the Morninglord. He never lost his innate sense of justice, and right and wrong, and honesty. He recently received his ordination, and has now begun his wanderings with the intent to shine a light in the dark of night. About The Player Who am I as a player? I started off in D&D 3.5 - I've been playing D&D for a while. I've played many different character types, many different settings, and many different scenarios. I've learned how to adapt to the fiction in the game, to the rules that govern the game, and to the interpersonal mechanics that operate within the group. I've been known to ask for rules clarifications when I'm genuinely confused, but I also always defer to the GM. Once the GM has ruled on my inquiry, the matter is done as far as I'm concerned. No hard feelings, regardless of whether the ruling favors me or not. Why do I want to play this game? Ravenloft and its 5E incarnation Curse of Strahd are known to have a compelling story. I would like to see that story through, while giving my own touch on it since I'd be playing in it, hopefully. I will admit that I have played a portion of this game before, but I have never gotten far into the village of Barovia before the game fell apart. I would like to progress the story some more, if I can. Why do I think that I'd be a good fit for this game? Themes and role-playing are important to me, and those things are important to this particular adventure. I can play to the darkness and corruption of the setting, and I know well enough to separate role-playing from real-life interactions. I'm aware that my character might be thrown down a path that I hadn't planned for them - such is life in Barovia, after all - and I know that I can roll with such things, adjusting as necessary and never taking them personally. Do I have any Lines & Veils? No, I have none - I'll roll with whatever the game will throw at me. That said, I will respect any Lines and Veils that are identified for the game. ♠  ♠  ♠
  20.      Shazzar | The Wizard   With so many already congregating by the doorway to what appears to be the nursery, Shazzar hesitates to step toward the fray. 'If I stand in the doorway, I might hamper the others' maneuvers,' the old wizard thinks, noting how athletic and acrobatic some of the party are moving, even in the limited space of the room.   'Then again, I might lose these fine fellows if I don't lend a hand,' he finally decides. He takes a deep breath and approaches the open doorway.   Carefully so as to not risk his own companions unnecessarily, he observes the battlefield, waiting for a clear line of sight to the shrieking specter. When he does find the opportunity, he thrusts his hand toward the creature and sends a fist-sized ball of fire hurtling toward it. Stat Block Belshazzar "Shazzar" Zidon Male Human Cloistered-Scholar Wizard 1 hp 8/8 ▪ AC 15 (Mage Armor) ▪ Speed 30 ft HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11 STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1) Saves Intelligence +5, Wisdom +3 Skills Arcana +5, History +5, Insight +3, Investigation +5 Languages Common, Draconic, Elvish, Infernal Features Arcane Recovery♦ Arcane Recovery ♦ You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (1/1 use), Library Access♦ Library Access ♦ Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar., Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦ Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid., Ritual Casting♦ Ritual Casting ♦ You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared., Spellbook♦ Spellbook ♦ At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. ♦ Copying a Spell into the Book ♦ When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. ♦ Replacing the Book ♦ You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. ♦ The Book’s Appearance ♦ Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Attacks  ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40  ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5  ▬ Cantrips: Mage HandConjuration Casting Time: 1 action Range: 30 feet Target: A point you choose within range Components: V S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. Flavor: "Apókryfo chéri" The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band., Mind SliverEnchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). Flavor: "Spáse to myaló sou", PrestidigitationTransmutation Casting Time: 1 action Range: 10 feet Target: See text Components: V S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire. ♦ You instantaneously clean or soil an object no larger than 1 cubic foot. ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Flavor: "Mageía"  ▬ 1st (1/2 slots): Comprehend LanguagesDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. Flavor: "Gnorízei óles tis glósses"®, *Detect MagicDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Flavor: "Epitrépste mou na do apókryfes ávres" For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.©®, Find FamiliarConjuration (Ritual) Casting Time: 1 hour Range: 10 feet Target: An unoccupied space within range Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Flavor: "Akoúste to kálesmá mou, kollitós mou fíle" At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.®, *Feather FallTransmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. Flavor: "Sýllipsi" A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent., *Mage ArmorAbjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Flavor: "Panoplía tou apókryfou" Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly., *Magic MissileEvocation Casting Time: 1 action Range: 120 feet Target: A creature of your choice that you can see within range Components: V S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st. Flavor: "Apókryfa véli" Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.   Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3  ▬ Cantrips: GuidanceDivination Casting Time: 1 action Range: Touch Target: One willing creature Components: V S Duration: Up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Flavor: "Eíthe to Oghma na sas kathodigísei" The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand., Produce FlameConjuration Casting Time: 1 action Range: Self Target: Self or a creature within 30 feet of you Components: V S Duration: 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Flavor: "Apó to típota, fotiá" The flickering flame is a pale blue in color and takes on a teardrop shape.  ▬ 1st (1/1 use): GoodberryTransmutation Casting Time: 1 action Range: Touch Target: See text Components: V S M (A sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Flavor: "Threptiká moúra" The berries are perfect orbs in shape and have a perfect sheen to them. Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 4 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp Narra | The Familiar Owl (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 Move: Get close to the doorway until he gets a clear line of sight to the specter. Action: If he gets a clear line of sight, he will use Produce Flame on the specter.   ֎ ֎ ֎
  21. You can select "Miscellaneous" from that list. Then, you can request that "Basic Fantasy RPG" be added to the list on this request thread. If it does get added, you can always change the Game System of your game forum later.
  22.      Shazzar | The Wizard   Though he had already been expecting a trap of some kind, Shazzar is nevertheless surprised by the sudden movement of the empty suit of armor. 'An animated suit of armor!' he notes silently with a mix of awe and fear. 'So the folks here dabbled in such magic. We must be even more wary now.'   As the other spring into action, engaging the armor in martial combat, the old wizard locks his gaze upon the foe. 'Though it appears empty, it is animated by some sentience, and that sentience I can attack,' he thinks. Then, he chants an arcane phrase to drive a psionic spike right through the mind of that animating sentience, "Spáse to myaló sou!"   Stat Block Belshazzar "Shazzar" Zidon Male Human Cloistered-Scholar Wizard 1 hp 8/8 ▪ AC 15 (Mage Armor) ▪ Speed 30 ft HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11 STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1) Saves Intelligence +5, Wisdom +3 Skills Arcana +5, History +5, Insight +3, Investigation +5 Languages Common, Draconic, Elvish, Infernal Features Arcane Recovery♦ Arcane Recovery ♦ You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (1/1 use), Library Access♦ Library Access ♦ Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar., Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦ Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid., Ritual Casting♦ Ritual Casting ♦ You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared., Spellbook♦ Spellbook ♦ At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. ♦ Copying a Spell into the Book ♦ When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. ♦ Replacing the Book ♦ You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. ♦ The Book’s Appearance ♦ Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Attacks  ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40  ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5  ▬ Cantrips: Mage HandConjuration Casting Time: 1 action Range: 30 feet Target: A point you choose within range Components: V S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. Flavor: "Apókryfo chéri" The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band., Mind SliverEnchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). Flavor: "Spáse to myaló sou", PrestidigitationTransmutation Casting Time: 1 action Range: 10 feet Target: See text Components: V S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire. ♦ You instantaneously clean or soil an object no larger than 1 cubic foot. ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Flavor: "Mageía"  ▬ 1st (1/2 slots): Comprehend LanguagesDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. Flavor: "Gnorízei óles tis glósses"®, *Detect MagicDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Flavor: "Epitrépste mou na do apókryfes ávres" For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.©®, Find FamiliarConjuration (Ritual) Casting Time: 1 hour Range: 10 feet Target: An unoccupied space within range Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Flavor: "Akoúste to kálesmá mou, kollitós mou fíle" At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.®, *Feather FallTransmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. Flavor: "Sýllipsi" A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent., *Mage ArmorAbjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Flavor: "Panoplía tou apókryfou" Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly., *Magic MissileEvocation Casting Time: 1 action Range: 120 feet Target: A creature of your choice that you can see within range Components: V S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st. Flavor: "Apókryfa véli" Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.   Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3  ▬ Cantrips: GuidanceDivination Casting Time: 1 action Range: Touch Target: One willing creature Components: V S Duration: Up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Flavor: "Eíthe to Oghma na sas kathodigísei" The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand., Produce FlameConjuration Casting Time: 1 action Range: Self Target: Self or a creature within 30 feet of you Components: V S Duration: 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Flavor: "Apó to típota, fotiá" The flickering flame is a pale blue in color and takes on a teardrop shape.  ▬ 1st (1/1 use): GoodberryTransmutation Casting Time: 1 action Range: Touch Target: See text Components: V S M (A sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Flavor: "Threptiká moúra" The berries are perfect orbs in shape and have a perfect sheen to them. Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 4 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp Narra | The Familiar Owl (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 Action: Shazzar casts 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" (DC 13 Int save) on the Animated Armor.   ֎ ֎ ֎
  23.      Shazzar | The Wizard   As soon as Shazzar observes the condition of the third storey of the mansion, he is immediately alarmed. "Slow, my friends!" he calls out loudly so that the barbarian and the gunslinger in the front of the group can hear him as well. "Something here is amiss. The dust here is thick and undisturbed - it does not follow that this level of the house has been lived in for years, much less keep an infant here, an infant that will require a lot of tending to."   The old wizard can feel his body tensing and his eyes widening with the anticipation of danger. "Advance, if you will," he continues. "Just be careful, please."   Stat Block Belshazzar "Shazzar" Zidon Male Human Cloistered-Scholar Wizard 1 hp 8/8 ▪ AC 15 (Mage Armor) ▪ Speed 30 ft HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11 STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1) Saves Intelligence +5, Wisdom +3 Skills Arcana +5, History +5, Insight +3, Investigation +5 Languages Common, Draconic, Elvish, Infernal Features Arcane Recovery♦ Arcane Recovery ♦ You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (1/1 use), Library Access♦ Library Access ♦ Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar., Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦ Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid., Ritual Casting♦ Ritual Casting ♦ You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared., Spellbook♦ Spellbook ♦ At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. ♦ Copying a Spell into the Book ♦ When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. ♦ Replacing the Book ♦ You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. ♦ The Book’s Appearance ♦ Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Attacks  ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40  ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5  ▬ Cantrips: Mage HandConjuration Casting Time: 1 action Range: 30 feet Target: A point you choose within range Components: V S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. Flavor: "Apókryfo chéri" The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band., Mind SliverEnchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). Flavor: "Spáse to myaló sou", PrestidigitationTransmutation Casting Time: 1 action Range: 10 feet Target: See text Components: V S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire. ♦ You instantaneously clean or soil an object no larger than 1 cubic foot. ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Flavor: "Mageía"  ▬ 1st (1/2 slots): Comprehend LanguagesDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. Flavor: "Gnorízei óles tis glósses"®, *Detect MagicDivination (Ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Flavor: "Epitrépste mou na do apókryfes ávres" For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.©®, Find FamiliarConjuration (Ritual) Casting Time: 1 hour Range: 10 feet Target: An unoccupied space within range Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Flavor: "Akoúste to kálesmá mou, kollitós mou fíle" At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.®, *Feather FallTransmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. Flavor: "Sýllipsi" A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent., *Mage ArmorAbjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Flavor: "Panoplía tou apókryfou" Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly., *Magic MissileEvocation Casting Time: 1 action Range: 120 feet Target: A creature of your choice that you can see within range Components: V S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st. Flavor: "Apókryfa véli" Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.   Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3  ▬ Cantrips: GuidanceDivination Casting Time: 1 action Range: Touch Target: One willing creature Components: V S Duration: Up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Flavor: "Eíthe to Oghma na sas kathodigísei" The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand., Produce FlameConjuration Casting Time: 1 action Range: Self Target: Self or a creature within 30 feet of you Components: V S Duration: 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Flavor: "Apó to típota, fotiá" The flickering flame is a pale blue in color and takes on a teardrop shape.  ▬ 1st (1/1 use): GoodberryTransmutation Casting Time: 1 action Range: Touch Target: See text Components: V S M (A sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Flavor: "Threptiká moúra" The berries are perfect orbs in shape and have a perfect sheen to them. Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 4 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp Narra | The Familiar Owl (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.     ֎ ֎ ֎
  24. Interesting. So we can have all sorts of bending?   If my Mino gets accepted, maybe he can become the very first Affectionbender. 😍 Ooh, maybe he learned the basics of this bending from General Iroh, that rascal. 😄
  25. In summary, by elemental bending (as far as I can tell)...   Earthbenders: Voldaren's Miyah Greyson's Mino   Firebenders: Oceane's Vashur Zhai Niven's Talli DNFTT's Yeshe Manguy's Fuan   Waterbenders: Concordat's Chepi Wonder's Yanmo
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