Treblefork was left in good hands with the Knights of Neomosis. Not all of the Knights were content to stay and build a stronghold in the city. They preferred the dirtier side of the business they had been involved in before, pure mercenary work, and thus split off to form their own bands of brothers to battle together. For those who did stay though, there was plenty of work to do, and plenty of opportunity for future work. Although Treblefork positioned itself in the mountains, it wasn't too far from roads that often had commerce that could provide work.
When Oren, Gillindan, Adelaide, Daybreak, and Lux (whom Oren had to re-summon via his Find Familiar spell) finally returned to Oakcrest, it had been nearly a month from the time when they first left. The sights and sounds of the small village were familiar, and welcome to the weary travelers, who were ready to rest from their journeys and battles. Lux, especially glad to not have had a long stay in the Nine Hells, was anxious for a drink of something stronger than the band had traveled with.
It looked like things in the village had not changed much, until they arrived at the small town square. Some visitors, a traveling merchant perhaps, had set up a stall where they were attempting to sell goods. Drawing closer, they noticed the familiar form of Frath, the local Tanner, haggling with the merchant over the price of a potion. "Look, I can only pay 25 gold up front. I'm telling you, when my work is done, I promise I can get the rest of the gold for this Potion of Resistance against Fire. It's a vital piece to this cloak I am nearly finished working on."
The merchant was a short man, who could have been mistaken for a dwarf. He was new to town, the just arrived travelers had never seen him before. Before an answer could be given though, Frath spotted Oren out of the corner of his eye. "Oren! Your back! Just in time too! Perhaps you can convince this talented young man here of the fact that you can, indeed, pay for the potion I need to finish working on your cloak. Maybe you can even vouch for the fact that it is a real dragon's hide?" Frath then turned back to the merchant. "Kerwin, this is Oren. The man I have been telling you about. Oren, this is Kerwin." Introductions aside, Frath stepped back to let the strangers meet each other.
"Talented, eh?" Oren repeats the word Frath had used to describe the short man before them, appraising the potion seller. "I have heard that alchemy is the goal of every potion-maker, and alchemy is the art of turning one thing into another." No doubt the others in the group already knew where the warlock was going with this line of reasoning. Standing nearby, the slender tiefling woman who just a few months ago had to hide her form to avoid persecution by the townsfolk, looked over Kerwin's wares.
Daybreak was once a dryad, but had no memory of that life. Once an immortal fey spirit, she was now aging, and cut off from her true nature, and Oren had vowed to help her return, even if she herself did not know exactly what he was talking about.
"Tell me, Kerwin, do you know Alteration magic? Are you versed in Trans...mognifying and uh, anti-Fuseafacation magic?" It was also well known to Gallindan and Adelaide that Oren was by training a soldier, and was thrust into the role of warlock only recently by fate. His arcane knowledge sketchy at best, limited to just the few books left behind by the dragon whose cave he now called home. "Because I -- we -- may be in need of such magic, whatever it's called."
"As to the cloak, I can vouch this is dragonhide because I slew the beast, together with Daybreak here," he introduces his companion, "around a year ago. We can pay what you ask to complete it, but it is your other skills that may be of even more interest to Daybreak and I."
Gallindan watches the exchange with some amusement. His mastery of magic is as an infant's. But he's been around magic long enough that he knows the words that Oren doesn't, even in this foreign tongue. Something about this alchemist rubs him the wrong way, but he can't put his finger on it. Maybe it's just this Winter, which he can't seem to shake. But Adelaide is always scowling at strangers, so the eladrin smiles weakly and interrupts the conversation... not accidentally preventing Oren from perhaps saying too much too soon. "Welcome to Oakcrest, Kerwin. I am Gallindan, and this is Adelaide. What brings you here?"
The warlock laughs, waving his hand to stop him as Kerwin spouts off the name of every school of magic known to man. The show of scholasticism was encouraging and Oren appreciated the effort. "Sure, I'll take your word for it."
But when the dog and pony show drags on, Oren's expression changes. He might not be well educated, but he had touched the blood soaked soil of the lower plains with his bare hands, and negotiated toe to toe with a demon goddess. He could see this young man was trying too hard. As Gallindan graciously tries to take the conversation in a new direction and Adelaide makes her annoyance plain, the writing was on the wall.
Sighing, the old soldier admits the promise of a traveling potionseller possessing the remedy to Daybreak's curse was a little too optimistic.
"Maybe another day, friend," he says in response to Kerwin's request to elaborate. "Frath, pay the man for his potion and deliver my cloak tomorrow. If it isn't fire resistant, at least I know where I can get my money back." He gives Kerwin a smile and turns to leave. "Good day."
Gallindan turns to assess Adelaide. She had grown in power and skill so quickly... Clearly the Ancient One values her, and her burning talents. But still she struggles with the call to be a beacon. Truth be told, Gallindan himself finds this difficult in Winter. But his young pupil has heard his lectures on the subject too many times. "Go, then. And give my greetings to my old friend. After the long journey, let us not worry about training this day. We can resume tomorrow."
He ponders for a moment whether it was still fair to call her a pupil. Her skill with sword and spell equal his own at this point, despite the eladrin's lifetime of experience. He needs to find the balance between treating her as an equal in most things while still nudging her towards the light.
And in that time, the exchange between Oren and the alchemist has ended. Gallindan isn't entirely sure what he missed, but he turns to watch as the two part.
Last edited by zebedee; Sep 1st, 2022 at 04:07 PM.
Reason: Stupid verb tenses
Having taken a few steps away from the merchant, Oren pauses. The young man was still making a hard sell despite already losing his audience.
Yet... Oren pauses. If it was any other day, the warlock would have kept walking. Today though, a funny thought strikes him and he turns back to the man.
"Tell me, what brings a person of learning so far into the demon-infested outlands?," trying to assess Kerwin's credentials. There weren't many people versed in the arcane who passed through Oakcrest, and this portly merchant clearly knew the right words to say about magic. Being able to keep one's head and use magic in a time of need is what, to Oren, set a true wizard apart from a huckster.
Perhaps beneath his fixation on money, there was some redeeming value Kerwin could bring if given the chance. How to determine that was the question.
The small church Abbot Urthwin had left was in need of cleaning, having been untouched for several weeks. Adelaide and Gillindan worked to keep the place in order, and used it as housing. Late in the evening, an unexpected knock came to the door. Outside stood a gruff-looking middle-aged man, wearing armor with a Warhammer at his side. Scars on his face were left from many battles he had seen in past years. He wore a white cloak that seemed naturally clean for one that had traveled so far. What stood out the most though, to the pair of Paladins was the holy symbol hanging at the end of a gold chain around his neck. It was the familiar throne, atop an empty mountain.
The man smiled as he looked over Gillindan and Adelaide. "Ah, you must be the ones I have heard about from Urthwin, and Hakkouth before that. My name is Marcus." Gillindan and Adelaide recognized the name instantly. Their mentor, Hakkouth had mentioned a man, in the Hooded Lantern, who had given him directions and instructions from time to time. The Hooded Lantern did not have a hierarchal structure, per say, but Marcus was one that Hakkouth had respected, and to some extent feared, much the way an employee would fear their boss.
Marcus refused to say why he was in Oakcrest initially but when he asked the pair to gather those they had recently traveled with together so that he might ask them about Trebblefork, Gillindan and Adelaide could make an educated guess. Marcus was here to investigate for himself the demonic invasion that had been reported in the region. Luckily, Frath had already been busy spreading the word. The following day, both Oren and Kerwin arrived at the Chapel around the same time.
Marcus set up several chairs in a circle in the middle of the chapel and asked everyone to take a seat. Marcus' eyes followed each individual in the meeting, studying them and judging their character. "I am here on order of the Brotherhood of Saints," Marcus began. The Brotherhood was a collection of clergy that normally serviced the larger cities in the southern side of the empire. They normally would not visit smaller villages, or travel this far north. "We have been researching the recent invasion of devils and demons into our lands, and are working to root out the cause of this aggression. I have heard that there has been activity in this area, more specifically in Treblefork. I would like for each of you to tell me what you know about the events that happened, here and there, and what involvement you may have had in them. I would also like to know what your current plans are in Oakcrest. As a precaution," Marcus stated, as he reached for his hammer, which instantly began shining white light, "we will be speaking under the influence of a Zone of Truth. Not that I don't trust you. I just don't know you well enough to know if I can or cannot." Kerwin had to wonder if it was a good idea for him to come here after all. He had heard rumors as well, which brought him to Oakcrest, but hadn't had much other involvement.
While in the Zone, if you would like to try and lie, you will need to make a DC 17 CHA saving throw. Otherwise, everything stated must be truthful.
Having only agreed to meet this new priest on Frath's behalf and to get some intel if he had competition in town for his services, Kerwin was apoplectic when the man began asking all manner of questions and declared that he was doing so under a zone of truth. He seemed to be some higher up in the church, a superior to even Oren, whose bad side Kerwin had no desire to get on. A zone of truth and questions asked...what was a charlatan to do? Deflect.
"We have been researching the recent invasion of devils and demons into our lands, and are working to root out the cause of this aggression. I have heard that there has been activity in this area, more specifically in Treblefork. I would like for each of you to tell me what you know about the events that happened, here and there, and what involvement you may have had in them."
First questions easy enough, Kerwin thought to himself, "That about sums up my knowledge of events. They happened. I was not here and therefore was not involved in the slightest." The rotund alchemist grinned a silly smile at passing the first test.
"I would also like to know what your current plans are in Oakcrest." Kerwin had a pithy retort in mind about merely selling potions to aid in the recovery of the town and sending the proceeds back home to help his ailing mother but...
"I came here to take advantage of the situation, charge outrageous prices for mundane solutions and to attempt to pawn off bottles of colored water as magical brews before departing the town in a maelstrom of discontent, while my purse strings strain under the weight of all of ill-begotten coin." He slapped his hand over his mouth in shock at his admission and gave a sheepish grin toward Oren.
In an attempt to avoid being gutted by the warlock and his associates, Kerwin elaborated, "I am capable of making magical potions, mind you, and could have made the fire resistance solution had I been provided the proper time and materials. I can make them, I just choose not to. Most people don't know any better and are really just paying for hope." Again he slapped his hand over his mouth. By the gods just stop talking, he though to himself before his speech inexplicably began again.
"Take the fletcher. He came looking for something to get rid of his crabs. I sold him a tonic that is most likely rather toxic and is most certainly going to cause all his hair to fall out. No hair, no crabs and it all works out." A third time the alchemist slapped his hand over his mouth as his eyes darted back and forth to Marcus and Oren and then to Adelaide and Gallindan.
"I do feel awful taking advantage of people and that guilt manifests as over eating." He rubbed a hand across his ample waistline. "I've always dreamed of being some grand adventurer, like you folk," he nodded toward Oren, Adelaide and Gallindan, "but I've always been a bit of a worrywart. 'Too smart for your own good', my old professor used to tell me. I think I'm too smart for honest work but in reality I'm just too lazy. I'm just itching for an opportunity to come around for me to prove my worth...not to you or anyone else really...but to myself."
This time Kerwin did not slap a hand over his mouth, but hung his head in shame and averted his eyes from those in the room. While a zone of truth spell could not compel the speaker to confess wrongdoings, speaking a few truths had seemed to unstopper a rush of honesty in the alchemist that he had been unable or perhaps unwilling to hold back any longer.
Cantrips Known:Enchantment cantrip Casting Time: 1 action Range: Self Components: S, M (a small amount of makeup applied to the face as this spell is cast) Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.Friends, Transmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.Mending, Transmutation cantrip Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous or 1 hour
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
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.Control Flames, Transmutation cantrip Casting Time: 1 action Range: 10 feet 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.Prestidigitation
1st-Level Spells Known:1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.Unseen Servant, 1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.Disguise Self, 1st-level evocation Casting Time: 1 action Range: 120 feet 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 level above 1st.Magic Missile, 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.Sleep, 1st-level abjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.Alarm, 1st-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.Catapult, 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield, 1st-level evocation Casting Time: 1 action Range: Self (30-foot line) Components: V, S, M (a bit of rotten food) Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.Tasha's Caustic Brew
2nd-Level Spell Known:2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.Detect Thoughts, 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (powdered corn extract and a twisted loop of parchment) Duration: 1 hour
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.Rope Trick, 2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.Mirror Image, 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Duration: Until dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.
You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.Arcane Lock
3rd-Level Spells Known:3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.Leomund's Tiny Hut, 3rd-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.Enemies Abound, 3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.Counterspell, 3rd-level transmutation
Casting Time: 1 action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.Haste
Features:Always on the lookout for danger, you gain the following benefits:
You can’t be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Alert, Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.Transmutation Savant, Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.Minor Alchemy, Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
Darkvision out to a range of 60 feet
An increase to speed of 10 feet while the creature is unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.
If you create a new transmuter's stone, the previous one ceases to function.Transmuter's Stone, 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.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.Arcane Recovery
Listing to Kerwin speak had been fascinating, and Adelaide was going to have to find out if she could learn such magic. There were a great many people who could be improved upon simply by removing the ability for them to lie. People who took to it as easily as breathing, like Kerwin here. He seemed almost relieved for having spewed all of that truth out at the feet of the priest, as much as he looked mortified and ready to flee, anyways.
”Look,” Adelaide began with some aggressive hand gesturing, ”there was a demonic presence in Riverbend and Hakkouth helped me with that. Then he said come to Oakcrest and train with this elf guy, so I did.”
Her wild gestures paused for a moment while she pointed out Gallindan, then picked right up with words, ”Then some kid shows up with Hakkouth’s body in his cart and yelling about demons near Treblefork. We buried Master Hakkouth out behind the chapel here, and then we went and sorted out the demons in Treblefork.”
Adelaide’s gaze lingered in the direction of the small cemetery behind the church for a moment as she considered her words, ”So how are we involved with the demons? Killing them mostly. Thwarting, maybe. Banishing?”
”Plans?” The question actually seemed to stump the blisteringly forthright paladin for a moment before she drew her sword and looked along the finely honed edge and the mirrored finish on the flat, ”Go where I’m told and kill more demons, I guess; seem to have a talent for it.”
Adelaide Darkdraft | Lawful Good | Human | Paladin 6 (Oath of the Ancients) Armor Class: 19 | Hit Points: 52/52 | Speed: 30 | Proficiency Bonus +3 Ability Scores: Str 16/+3 | Dex 8/-1 | Con 14/+2 | Int 8/-1 | Wis 12/+1 | Cha 16/+3 With +3 from Aura of ProtectionSaving throws: Str +6 | Dex +2 | Con +5 | Int +2 | Wis +7 | Cha +9 Skills: Athletics +6 | Insight +4 | Intimidation +6 | Nature +2 | Persuasion +6 Passive Perception: 11 | Languages: Common, Dwarven, Goblin, Elvish Longsword: +6, 1d8+5 | Javelin: +6, 1d6+5, 30/120 | Splint Armour: AC 17 | Shield: AC +2 |
Dagger x 2
Bullseye Lantern (filled and lit) x 2
Steel Mirror x 2
10 foot pole x 2
Hempen Rope (50 feet, coiled) x 2
Sack x 2
2 Mastiffs x 2
Bag of 100 gp x 1
10 gems worth 100 gp each x 2
Portable Ram x 1
10x10x10 pit x 2
Robe of Useful Items Relevant Skills/Feats: Fighting Style: Dueling; Divine Sense | Divine Health | Divine Smite | Lay on Hands: 30/30 | Channel Divinity: 1/1 | Extra Attack | Aura of Protection (+3, 10’ radius) |
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Gallindan struggles to hide his amusement at both the answers before he speaks. Truth be told, he can't be angry at the alchemist now that he's heard the man's reasoning. But he also now knows that his instincts had been right, and the man can only be trusted so far as it benefits him. The same can be said for most people, the eladrin supposes, but some more than others. He is even more amused by Adelaide's response. She has never pulled punches in sparring, and she has never pulled punches with words, either. But the Lantern means well, even if Marcus's manner leaves a lot to be desired. So Gallindan begins his response by providing more details on the incident at Treblefork - specifically, the involvement of the Knights, the power of the Chasme, and the fact that they had sealed a portal in the middle of town. As he has nothing to hide, Gallindan tells as many details of the story as he can remember, and pays no mind to the Zone of Truth. He goes on to recount his arrival in Oakcrest and the defeat of the incubus and the discovery of the Old Book. However, while he tells no lies, he speaks slowly enough to be able to think ahead and avoid any mention of Lux.
"As for my plans... I do not know. Hakkouth sent me here to deal with the incubus, I believe. And then he himself was killed by the demons we banished from Treblefork. I have no orders at the moment. I am willing to hear them. In the unlikely event that there are no incursions here, I could return to my own people. But I cannot imagine that you would be here if that were the case."
Truth be told, Bhelogan, I can't even remember if there are other events from the last 3+ years that Gallindan should be obfuscating! If there are, feel free to point them out to me and I'll have him hem and haw about them