Knowing Gallindan would kindly care for Isabelle's parents, Oren leads the young lady out of the house, careful to wrap her cloak about her and keep her close, lest something cause her to be come irritated and potentially break her of her agreeable state.
The warlock proceeds to the church, talking the whole time of his life as a soldier many years ago. Anything to keep Isabelle's mind occupied. They reach the church without incident, with Oren hoping that Adelaide and Daybreak, being ostensibly closer to Isabelle in age, would further encourage her to remain calm.
He walks her in, seeing only Marcus and Daybreak, and his spirits sink. To the older palladan he says, "Marcus, this is Isabelle, a young lady of great promise. Isabelle, this is Marcus, a commander of certain forces. Why don't you sit here by the fire and when Adelaide, Kerwin and Gallindan return, we can all catch up." He turns to Marcus, hoping to distract him from harshly zeroing in on Isabelle without being tempered by the others in the group.
"Marcus, there was something I wanted to ask you. Are you familiar with eldritch power?..." he goes on, looking to distract the grizzled veteran.
Adelaide and Kerwin did their best to find the flowers that Daybreak had suggested. For their efforts, they found some of the plant that would work as a decent enough substitute. Mostly to Kerwin’s efforts. Adelaide, Kerwin noted, might be a little color blind(?) after all, failing to spot some of the flowers as she almost stepped on them. Either way, they needed to be crushed, and then the potion could be quickly prepared. Kerwin had enough ‘base’ potions for the rest of the brew on hand, for his off-the-shelf mixtures that the job could be quickly completed.
No further skill checks needed. We can forward this part of the narrative to taking the potion to taking the potion to Mrs. Applewood’s house. She is home. We need some kind of interaction, and relevant skill check to get her to exchange the book for the potion.
Gallindan immediately went to the small stove and shelves to made up the kitchen of the modest house. There were a few vegetables that were starting to spoil, but not much else. A skilled cook could probably make something edible, and perhaps even tasty from the ingredients, but the Paladin was a bit at a loss as to how to make them into something he would willingly eat. Given the two parents physical condition though, taste was of little concern. They could be mashed easily enough into something he could shovel down their parched throats. Alternately, there were a few neighbors nearby, that possibly had dinner already cooking that he could ask for help.
No check needed here, just pick a course of action and run with it. Again, you have some freedom to NPCs or nearby locations as needed.
Oren arrived at the church, Isabella in tow. Daybreak was there, a bit of a surprise, given that she was initially staying away from Marcus. Luckily, the Paladin’s fervor for expelling demons did not cause him to take issue with Daybreak’s current state. Tieflings were a part of their world, despite what their origins may be. He had no clue what Daybreak’s actual origins were, having no reason to take her for anything other than what she appeared, and claimed to be; a friend of Oren’s. Isabella took a chair by the fire, as Oren directed. She starred uncomfortably at Marcus. It seemed unnatural, similar to how she acted towards her parents. Marcus looked over the girl, "She is infected, for sure. May not be a complete lost cause though. Let’s hope your friends can find a better solution than what I normally have to resort too. For now, I think it is safe enough for everyone if we keep her here, and keep a close eye on her situation."
Oren then had a question for Marcus, about eldritch powers. "I’ve known a few warlocks. Most of them eventually went mad, following whispers of some ancient entities. Dangerous stuff, if you ask me. What causes you to ask?"
The warlock replies, "Ancient entities, yes. From my time working with Gallindan and Adelaide, it is becoming evident that the ancient entity I serve is no different from the power they are devoted to. It is as though perhaps different people manifest it in different ways. It's just a theory, but I hoped you might have had some additional insight. In this way, Eldritch power might be actually used to heal, if wielded by the right person." Oren sighs, "Though I don't believe I have that gift."
He lowers his voice, "One thing to note. The strange whispers that signaled the start of my powers seemed alien, even evil at the time. They may have even come from a demonic source. But over time, something shifted and the King of the Mountain Throne stepped in. Perhaps the same might be possible for Isabelle." He casts a glance at the girl in the corner.
Gallindan is conflicted. But having used his powers to ease the worst of their suffering, he decides that speed isn't the primary objective. He steps outside of the house and scans the nearby area. Given the yelling and shouting of a few minutes earlier, followed by the rushed arrival of two of the most recognizable citizens of the town, he is a little surprised that no crowd has gathered. But there is one witness. Just across the street, Ma Jasper is standing in her own doorway, staring right back at him. "Ma Jasper, you're just who I wanted to see! I need your help. Do you have some of your famous stew ready to go? Isabella's parents are in dire need. It need not be hot; they're in no state to care. But I need to get some food down them as quick as I can."
Ma Jasper doesn't reply for an uncomfortably long time. The eladrin is no stranger, but he doesn't spend much time in this part of town. And he's certainly never spoken directly to her before. But Isabella's family have been her neighbors for years, and she couldn't continue to ignore their plight. "Aye. 'ang on. My John didn't finish his, so there's some to share."
She disappears into her house, and returns a moment later with a large bowl and two spoons. Gallindan strides quickly across the street to take it from her. "My thanks, Ma. You may well have saved their lives." "Oh, aye? I'll go an' make some more, then! They've been good neighbors until lately. Go an' get 'em well!"
The paladin nods hurriedly and rushes back into Isabella's house. He props up the mother against the bed, trying to make sure her head is cushioned, and attempts to spoon some of the lukewarm stew into her mouth. It's thin enough it might well solve the thirst problem as well.
Last edited by zebedee; Jan 17th, 2023 at 05:17 PM.
”Mrs. Applewood? Are you home? It is Adelaide… I’ve been staying at the temple of late…” Adelaide called out as she knocked on the old woman’s front door, hoping to find her at home, and by equal measure trying not to frighten her. ”I’ve come with an alchemist you met some time ago. He has reconsidered your offer if you’re still interested. A potion to help the pain in your wrist in exchange for the book you mentioned?
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.
Following Adelaide's lead, Kerwin knocked on the door and called out to the old woman. "Yes! I've fallen into some new reagents and was able to make a pain tincture that might ease your pain. Are you still interested in bartering for my wares?"
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
The familiar old woman answered the door, as Adelaide and Kerwin knocked. There was a strange scent coming from her house that seemed to be a mix of pleasant herbs and fruit coupled with something that seemed like the stench of a vegetable well past its prime. "Oh, good! Come in you two…" Mrs. Applewood insisted. She was short, round, wore a scarf around her head, and would fit perfectly into the role of old grandmas that filled many fairytales. "Yes, my wrists are hurting again. Worse every day. But, that doesn’t mean I don’t have to cook! I made some fruitcakes, one of the is for my granddaughter’s birthday tomorrow. Here, try an piece, and tell me if you think she will like it! I’ll go find that book in the meantime." Mrs. Applewood then left the two in her kitchen, as she went to dig through a closet in the back room.
If you eat it, the cake taste terrible. Make a CON save. On a 15 or higher, you can pretend like it is fine, without giving any indication that you don’t like it. On a 10 or above, you manage to swallow a piece, despite the taste. Bellow that, it will make you vomit. Alternately, if you would prefer to not take a bite, feel free to come up with your own plan, and make a relevant roll.
Gillindan’s quick thinking and footwork brought some much needed stew to the lips of Isabelle’s parents. After the first few sips of cold stew moistened her parched throat enough that she was able to smile, and croak out a "th….ank ……. you…..". She had a kind smile, and would have given the Paladin a hug, had she the strength to do so. Gallindan continued to try and get some stew into the parents system, knowing it would take some time for them to recover.
Luckily, Gillindan wouldn’t be alone on the task. Ma Jasper returned about 20 minutes later. "Stew is set to boiling. Will be a bit still till it’s ready. Come on now, help me bring ‘em to ma place. Can watch em better there. I’m sure you’ve got better things to do anyway than nurse us common folk."
Feel free to wrap this part up, and we can bring Gillindan back to the church, or to try some fruitcake with Mrs. Applewood if you prefer.
Marcus listened intently to Oren. He knew, from their previous conversations about Oren’s past. His initial call to power came from a demonic presence, Fierna herself, as Oren later found out. But, somehow that link was changed, and he now felt the whispers of something else calling to him from the mountain. Was it the King, or perhaps just a messenger of his? "The young girl was corrupted by the hands of Fierna directly, without any pretense of being someone or something else. I don’t know that she can be rescued from a deception in the way you seem to have been. It doesn’t sound like she ever sought out to follow the path to the mountain the way you or I have. So, I suspect her recovery, if there can be one, will look differently."
The mention of the name Fierna caused something to still in Isabella. She spat on the floor, and glared with even more malice at Marcus. "How dare you defile her name with your unworthy lips." She stood up, and took a slow step towards Marcus.
"You might want to get her to sit down, and maybe tie her up," Marcus instructed Oren. "It looks like things are going to get ugly, if Kerwin doesn’t come through soon."
Gallindan provided the hug himself, knowing the mother's intent. He was not normally a "hugger", but he knew that humans often were. And if "human" contact was what they needed to stay alive, they certainly weren't going to get it from their possessed daughter.
He was thrilled at Ma Jasper's return, as he knew that he was needed elsewhere. "You're a lifesaver, Ma. I can carry them if you get the doors for me."
And he did. In their wasted state, they didn't weight much. And his enchanted gauntlets provided more than enough power to comfortably carry them across the street, one at a time. He laid them on the straw pallets Ma Jasper had in the main room for her large family "Ma, I need to go and help Oren with Isabella. But if you need one of us, send one of your boys as a runner. We owe you."
He turned to the starving parents. "As for you, I am sorry for what has happened to you. But you're in good hands now. None better in this town to tend to the sick, I'd wager. Rest up. And when you're strong enough to tell us what happened, have Ma send a runner. This is a story I think we need to know."
He stood awkwardly for a long moment, hesitant to leave the wounded. But he knew that Isabella was trouble... which meant Oren was in trouble, and Marcus was sharpening his knives. He hurried out the door to return to the church.
The mention of the name Fierna caused something to still in Isabella. She spat on the floor, and glared with even more malice at Marcus. "How dare you defile her name with your unworthy lips." She stood up, and took a slow step towards Marcus.
"You might want to get her to sit down, and maybe tie her up," Marcus instructed Oren. "It looks like things are going to get ugly, if Kerwin doesn’t come through soon."
Oren raises a hand, indicating that Marcus should stand down for a moment. The warlock rises, calmly stroking his chin as he walks between the other two. His black dragon scale cloak clinks and rattles as he moves. Speaking mildly, as though ignoring the tension building, he asks, "Isabella, do you recall when I found you in one of the nine hells, with Fierna?" The warlock does not fear speaking her name here in a chapel, and it was good to show he was not afraid or intimidated by Isabella's threats. "You hated it there, didn't you? All those chains and whips and fire. And war. You knew you shouldn't be there, it was a terrible place where only terrible things could live. It was the domain of Fierna, the demon queen." He seeks to remind Isabella of the twisted nature of the power she was flirting with, using the secret weapon of a warlock: words.
"Do you really wish to serve a demon? Marcus and I are trying to help break her evil influence over you. And if it is power you desire, there are many different paths to that end. But to serve evil willingly... to further the cause of suffering and condemn souls to eternal torment for Fierna... that does not sound like a promising career."
He scans her face, hoping his words were sinking in. "We are offering you a clean break. Did you know that Fierna once tried to tempt me? She granted me power and for a time I unwittingly did her bidding. But I discovered a new master."
"He is called the King Upon the Mountain. He is older and wiser than any demon, and does not demand everything from those who serve him. I am telling you it's not too late, in fact, it's the perfect time to say no to Fierna's lies for good. If I could do it, you can too."
I actually have no idea what the real name is of our patron, which I love and adds to the mystery.
Persuasion
Dice Roll:
1d20+7
(1)+7
Total = 8
Haha, let's spend a luck point...
Dice Roll:
1d20+7
(1)+7
Total = 8
The dice gods have spoken!
Last edited by mountainbound; Feb 3rd, 2023 at 12:35 PM.
Looking down at the cake with a little trepidation, Adelaide knew she was going to have to try some.
Dice Con save:
1d20+5sch15
(2)+5
✘
Total = 7
Gathering herself, she picked a piece up off of the tray and took a bite. It took a moment for her to finally register the flavour of the cake, so-called, and by then it was too late. She spat out what she could, but that wasn't going to be enough and even as her stomach turned she ran for the door. Barely making it to some nearby bushes, she violently emptied her stomach, heaving again-and-again until there was nothing left; not a remant of cake remained and the only thing she could taste was the acid from her stomach. Turning her eyes away from the mess, she stumbled back a few steps away from the bushes and back towards the door. Kerwin was probably smart enough not to follow suit, but she'd at least warn him just in case.
"Give me strength," she muttered as she paused a moment, hand over her stomach, before continuing into the house. The old woman had yet to return, and she shook her head as she waved Kerwin off of the fruit cake as she struggled with the merits of tact and honesty. "Ma'am, I think some of your baking ingredients might be... off. That cake is... awful, rotten even."
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.
Always one to accept free food, Kerwin was beaten to the punch by Adelaide, thankfully for him, as she immediately turned five shades paler and proceeded to empty the contents of her stomach in the verge outside the cottage. Tossing the cake out into the street, he brushed his fingers off on his tunic and waited for the old murderer to come back from the larder.
When she did, Adelaide did the appropriate thing and told her about the condition of her baking. Kerwin wished she had waited until after they had sealed their deal and had the book in hand but not everyone had as quick a mind as the alchemist. "I'm sure its just something from breakfast, Adelaide...no need to be rude," Kerwin smiled at Mrs. Applewood. "Mine was delicious!" Concerned she might insist he have more, Deception +4 if you want a rollhe added, "Though, I couldn't possibly have more after that large breakfast we had, eh Adelaide?"
Kerwin reached his hand out, eager to get his paws on the book and hoping that enjoying the old crone's cakes wasn't part of the arrangement. In his other hand he presented the potion he had brewed for her wrists.
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
Mrs. Applewood set the book she had gathered on the table, clearly disturbed by Adelaide's appearance. She heard Kerwin's review of the cake, but it didn't register as she was focused on the pale-looking woman who had just vomited outside her door. "By the Gods, I nearly killed you, didn't I? I'm so sorry, I don't know what's wrong lately. It seems half the fruits and veggies in my garden just decided to turn on me. The strangest thing, oh my thought, here I am rambling about my problems. Do sit down my dear," Mr.s Applewood grabbed a rag and started fanning fresh air towards Adelaide. The sickness from the vile fruitcake would pass, and Mrs. Applewood seemed to have forgotten about the book she brought out in the first place. "Well, I guess it is a good thing you came by, before I gave that to my granddaughter...."
Oren had never felt his words to have so little effect as they did, while trying to reason with Isabella. Every statement he made seemed to just infuriate the already agitated young woman even further. "I don't think you are helping much Oren," Maruc injected, stating the obvious. Insticiviley, his right hand went for the grip of a cudgel at his side.
Daybreak didn't miss the move to escalation and placed a hand on Marcus' to keep the blunt weapon stowed for the time being. "We can restrain her without knocking her unconscious, if needs be," she bravely told the Paladin, who didn't seem to like being rebuked by a Tiefling, but didn't protest.
Isabella turned on Oren, now her turn to give a lecture. "The Nine Hells, the dungeon of a Dragon, everyone that was supposed to protect me has left me to die, sacrificed me to save their own skin. Now, you want me to turn to some ancient god whose name you don't even know? What power does he have, when even lower demons can mimic his name and fool his followers? You want me to trust something so distant and weak as that? Maybe whispers and dreams are good enough to keep you going Oren, but not all of us have been that lucky. So, why not? Why not use what Fierna has thought me. How to look after myself, and get what I want."
It was a childish and selfish point of view that Isabella had spouted, which would be expected from someone so young. But in those words, Maruc, and Gallindan who had just arrived at the door, could feel that there was some unholy power building around the girl. Her anger fueled the fire that was burning inside herself, fanned on by an unseen connection to Fierna's influence. It wouldn't be long before something or someone was going to explode.