10a. Interlude - Sespiracy theory

Sespiracy theory

Adam

Oct 29, 2022 1:48 pm
The word 'conspire', con-spire, means 'breathe together'. It was stupid to describe the Arcane Brotherhood schemes as conspiracies, as the rivalry and ambition of their members meant that they never did anything together.

Perhaps the only reason that Icewind Dale was so fond of Arcane Brotherhood conspiracy theories was:
a) Sespiracy (to breathe apart) wasn't a real word.
b) Conspiracies implied organisation and purpose. And if the world were going to end, it would be better if it were deliberate.

The Arcane Brotherhood dossier before Rhoqium was thin. Very thin. It was more of an Arcane Brotherhood pamphlet.


Secret
Arcane Brotherhood Dossier - Icewind Dale

https://i.imgur.com/mXBV4dZ.png
Avarice
Race: Tiefling
School: Evocation
Associates: Gargle and Gurgle - gargoyles
Last known location: Caer-Dineval

Cruel and vindictive. Never backs down from a fight.


https://i.imgur.com/32LnD3B.png
Dzaan
Race: Human
School: Illusion
Associates: Krintaas - wight
Last known location: Easthaven

Red Wizard of Thay. Believed dead.


https://i.imgur.com/r1LhUHG.png
Nass Lantomir
Race: Human
School: Divination
Associates: Zelennor - weasel familiar
Last known location: Bryn Shander

Apprentice of Zelenn the White. Ambitious, yet slow to master divination.


https://i.imgur.com/OiMQ9H7.png
Vellynne Harpell
Race: Human
School: Necromancy
Associates: Undead kobolds, Professor Skant - sentient orb
Last known location: Good Mead

Harpell family, based in the town of Longsaddle. Suffers from palsy.



The only real lead was Dzaan, which was a very dead end. Cremated, even. Fortunately, Rhoqium had acquired the Red Wizard's spellbook. If the Brotherhood had found the tome, they would have drooled over the power it represented. But that wasn't the way of the Cloak.

What was it George the Green said?
"Power corrupts; absolute power? I'd rather have a nice cup of tea."

When Tibor the Yellow and Rhoqium the Purple had come to Bryn Shander, they'd registered with the authorities (as responsible wizards) and set about uncovering the Arcane Brotherhood's plans. But since Tibor the Yellow's unfortunate death in the snow, Rhoqium had been stuck in this pokey Bryn-Shander apartment, transcribing Dzaan's spells and connecting the clues of Icewind Dale.

https://i.imgur.com/KrWAtZb.png

There was a smaller nexus of clues too.

https://i.imgur.com/RjEtgrW.png

And that nexus didn't look promising. At all.

Sespiracy theory

Dzaan's spellbook

Adam

Oct 29, 2022 1:49 pm
Dzaan's spellbook
OOC:
Technically, Rhoqium can't copy spells he can't cast (higher levels). But I really don't care.

Dzaan's spellbook

1. Detect Magic
Notes
Level 1st
Casting Time 1 Action Ritual
Range/Area Self (30 ft )
Components V, S
Duration Concentration 10 Minutes
School Divination
Attack/Save None
Damage/Effect Detection

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

1. Disguise Self
Notes
Level 1st
Casting Time 1 Action
Range/Area Self
Components V, S
Duration 1 Hour
School Illusion
Attack/Save None
Damage/Effect Shapechanging

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.

1. Illusory Script
Notes
Level 1st
Casting Time 1 Minute Ritual
Range/Area Touch
Components S, M *
Duration 10 Days
School Illusion
Attack/Save None
Damage/Effect Communication

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.

* - (a lead-based ink worth at least 10 gp, which the spell consumes)

1. Magic Missile
Notes
Level 1st
Casting Time 1 Action
Range/Area 120 ft
Components V, S
Duration Instantaneous
School Evocation
Attack/Save None
Damage/Effect Force

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.

1. Silent Image
Notes
Level 1st
Casting Time 1 Action
Range/Area 60 ft (15 ft *)
Components V, S, M *
Duration Concentration 10 Minutes
School Illusion
Attack/Save None
Damage/Effect Control

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

* - (a bit of fleece)

2. Arcane Lock
Notes
Level 2nd
Casting Time 1 Action
Range/Area Touch
Components V, S, M *
Duration Until Dispelled
School Abjuration
Attack/Save None
Damage/Effect Utility (...)

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[/b] on the object suppresses arcane lock[/b] 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.

* - (gold dust worth at least 25 gp, which the spell consumes)

2. Blur
Notes
Level 2nd
Casting Time 1 Action
Range/Area Self
Components V
Duration Concentration 1 Minute
School Illusion
Attack/Save None
Damage/Effect Deception (...)

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

2. Invisibility
Notes
Level 2nd
Casting Time 1 Action
Range/Area Touch
Components V, S, M *
Duration Concentration 1 Hour
School Illusion
Attack/Save None
Damage/Effect Invisible

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

* - (an eyelash encased in gum arabic)

2. Knock
Notes
Level 2nd
Casting Time 1 Action
Range/Area 60 ft
Components V
Duration Instantaneous
School Transmutation
Attack/Save None
Damage/Effect Utility

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock[/b], that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

2. Levitate
Notes
Level 2nd
Casting Time 1 Action
Range/Area 60 ft
Components V, S, M *
Duration Concentration 10 Minutes
School Transmutation
Attack/Save CON Save
Damage/Effect Movement

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.

* - (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)

2. Mirror Image
Notes
Level 2nd
Casting Time 1 Action
Range/Area Self
Components V, S
Duration 1 Minute
School Illusion
Attack/Save None
Damage/Effect Deception (...)

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.

2. Phantasmal Force
Notes
Level 2nd
Casting Time 1 Action
Range/Area 60 ft (10 ft *)
Components V, S, M *
Duration Concentration 1 Minute
School Illusion
Attack/Save INT Save
Damage/Effect Psychic

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

* - (a bit of fleece)

3. Fireball
Notes
Level 3rd
Casting Time 1 Action
Range/Area 150 ft (20 ft )
Components V, S, M *
Duration Instantaneous
School Evocation
Attack/Save DEX Save
Damage/Effect Fire

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

* - (a tiny ball of bat guano and sulfur)


3. Major Image
Notes
Level 3rd
Casting Time 1 Action
Range/Area 120 ft (20 ft *)
Components V, S, M *
Duration Concentration 10 Minutes
School Illusion
Attack/Save None
Damage/Effect Control

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

* - (a bit of fleece)

3. Sending
Notes
Level 3rd
Casting Time 1 Action
Range/Area Unlimited
Components V, S, M *
Duration 1 Round
School Evocation
Attack/Save None
Damage/Effect Communication

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

* - (a short piece of fine copper wire)

3. Slow
Notes
Level 3rd
Casting Time 1 Action
Range/Area 120 ft (40 ft )
Components V, S, M *
Duration Concentration 1 Minute
School Transmutation
Attack/Save WIS Save
Damage/Effect Control (...)

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

* - (a drop of molasses)

3. Tongues
Notes
Level 3rd
Casting Time 1 Action
Range/Area Touch
Components V, M *
Duration 1 Hour
School Divination
Attack/Save None
Damage/Effect Communication (...)

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

* - (a small clay model of a ziggurat)

4. Arcane Eye
Notes
Level 4th
Casting Time 1 Action
Range/Area 30 ft
Components V, S, M *
Duration Concentration 1 Hour
School Divination
Attack/Save None
Damage/Effect Detection

You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

* - (a bit of bat fur)

4. Confusion
Notes
Level 4th
Casting Time 1 Action
Range/Area 90 ft (10 ft )
Components V, S, M *
Duration Concentration 1 Minute
School Enchantment
Attack/Save WIS Save
Damage/Effect Control

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

 
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

* - (three nut shells)

4. Hallucinatory Terrain
Notes
Level 4th
Casting Time 10 Minutes
Range/Area 300 ft (150 ft )
Components V, S, M *
Duration 24 Hours
School Illusion
Attack/Save None
Damage/Effect Control

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

* - (a stone, a twig, and a bit of green plant)

4. Phantasmal Killer
Notes
Level 4th
Casting Time 1 Action
Range/Area 120 ft
Components V, S
Duration Concentration 1 Minute
School Illusion
Attack/Save WIS Save
Damage/Effect Psychic

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

5. Animate Objects
Notes
Level 5th
Casting Time 1 Action
Range/Area 120 ft
Components V, S
Duration Concentration 1 Minute
School Transmutation
Attack/Save None
Damage/Effect Creation (...)

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Animated Object Statistics
Size HP AC Str Dex To hit Damage
Tiny 20 18 4 18 +8 1d4+4
Small 25 16 6 14 +6 1d8+2
Medium 40 13 10 12 +5 2d6+1
Large 50 10 14 10 +6 2d10+2
Huge 80 10 18 6 +8 2d12+4



An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. 
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

5. Conjure Elemental
Notes
Level 5th
Casting Time 1 Minute
Range/Area 90 ft
Components V, S, M *
Duration Concentration 1 Hour
School Conjuration
Attack/Save None
Damage/Effect Summoning

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.
The GM has the elemental's statistics. Sample elementals can be found below.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Sample Elementals

CR Creature Name
1/4 Steam Mephit
1/2 Dust Mephit, Ice Mephit, Magma Mephit, Magmin
2 Azer, Gargoyle
5 Air Elemental, Earth Elemental, Fire Elemental, Salamander, Water Elemental, Xorn
6 Invisible Stalker

 

* - (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)

5. Mislead
Notes
Level 5th
Casting Time 1 Action
Range/Area Self
Components S
Duration Concentration 1 Hour
School Illusion
Attack/Save None
Damage/Effect Deception

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

5. Seeming
Notes
Level 5th
Casting Time 1 Action
Range/Area 30 ft
Components V, S
Duration 8 Hours
School Illusion
Attack/Save CHA Save
Damage/Effect Control

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
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 a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's 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.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Oct 29, 2022 2:18 pm
Rhoqium steps away from the books for a moment to stretch his hands and back. Days, weeks really, like this were the hardest on his joints. Since Tibor had passed and since the organization was, well, lost, supplies had been dwindling. The wizard looks at the pot of ink that he had likely diluted past its usefulness. Rare inks that one would struggle to find this far North. And that seemed to prefer his robes to parchment.

Dzaan had been a dead end. Rhoqium laughs out loud about the pun he had just made in his head, and continues the train of thought. Avarice might be a good next lead, but he had heard Caer Dineval was a fortress these days. But hadn't some plucky group of youths going by a ridiculous name just penetrated it? Bells and Charms, he writes down with charcoal. Dealing with her and her pets would not be a two-wiza... Damn, one wizard. Right.

Nass Lantomir was supposedly in this damn town, but he had seen neither hide nor hair of her. Perks of being a diviner, he guesses. Always knowing when the competition is coming. He had hoped that Dzaan had learned how to cast a spell of divination invisibility, but that had not been the case. So much for that plan.

Finally, Vellynne Harpell. This one scared him. Necromancy, in a place as tucked away as Good Mead? At least it wasn't Dougan's Hole. Still, perhaps the new speaker of Good Mead could provide some answers. Now, was this the same Bells as the group that was hell-bent on "fixing" the Icewind Dale?

It would seem this group had threads linking them to two of his targets. Time to find these Charms.
Out in the bitter cold, Rhoqium flags down a boy he had dealt with before. Slipping him a few silver pieces, he explains that he needed a message passed to Bells and her Charms to meet him at the Geldenstag's Rest in the evening. He would be there each night waiting. After all, I'm there every night anyways.

Nothing to do now but wait.

Sheriff Southwell

Adam

Dec 20, 2022 3:12 pm
Cold brings people together in Geldenstag's Rest, but their heavy furs keep them apart. The cold brings blood into the core, away from the periphery, as though trying to keep life's pilot light alive. The cold outside is relentless; it beats at the body like a never-ending tide, abrading and eroding health. The tavern is a barricade against that cold - a barricade that will fall - but for now, it still stands.

Geldenstag's Rest was crowded today but somehow still lonely. Bodies shared physical warmth, but their emotional periphery was ice.

Sheriff Southwell enters and stamps the snow from his shoes before peering through the tavern's thick smoke. He marches to stand over Rhoqium. The Sheriff of Bryn-Shander was known to be fair, overworked, tough, but of little humour. Rhoqium hasn't had any dealings with him since registering as a mage.

"Wise one." From anyone else, this formal term of address for a wizard might be sarcastic, but the Sheriff was a literal man and suspicious of sarcasm.

"You understand many languages, or have books, or magic that allows you to converse in strange tongues."

It was a statement, not a question. Nobody in the Rest takes any interest in your meeting as that would require energy they intended to hoard.

"You will attend the Council of Speakers as a translator.

You will claim that your magic requires many expensive components - wings of toad, ditch-delivered babes, slabs of gruel, and other things that you know I don't understand.

You will demand four hundred gold pieces.

I will laugh,...
(unless the Sheriff has been practising, this seems unlikely) ...and make a vague threat about arresting you on trumped-up charges.

You will show me the scribblings in your spellbook and point out lines in an arcane language I can't read. Then, I will offer you one hundred gold pieces and no bruises.

We will finally agree on two hundred and fifty gold pieces."


He holds out a firm hand. From his menacing position over you, it could either be an offer to deal or the start of your detention. Your choice.

Sheriff Southwell
Dec 20, 2022 4:16 pm
This was one of the few procedures Rhoqium had been taught so long ago that he greatly disliked. Hated, even. It had seemed that half of his life was spent in politics and different forms of etiquette, watching what he said and how he stood. He was an old man now, and he was just so damned tired of it all. When he had taken the assignment so far north in the Icewind Dale, he would never have guessed that the streak would continue; nay, he had hoped that this desolate wasteland would be freedom. How wrong he had been.

Rhoqium coughs, looks the sheriff in the eye, and extends his hand to shake. "Sheriff, that is precisely what I had planned myself. A reasonable course of action, and a fair price. The services of Rhoqium the Purple are yours to use." A lack of luster in his eyes betray a lack of interest in this, but the words and actions were all correct. They always were.

"And will all the Speakers be in attendance," he deigns to ask? His mind drifts to this Bells that had recently taken the title, through an election cycle he had been unable to attend. His duties- his hunt, really- had kept the mage occupied during those interesting times in Good Mead. But she had seemed involved in local politics so far, so it was likely her attendance could be counted upon. And so the meeting was nigh.

Sheriff Markham Southwell

Adam

Dec 20, 2022 4:28 pm
The Southwell holds his stare a little too long at the mention of "fair price". It's almost double the going rate, but Speaker Shane must have impressed the importance of securing the wizard's attendance. Whatever they need translating must be very important to the Speaker.

You can almost hear the Sheriff mentally filing Rhoqium's question into future evidence. But he did that with everything.

"All speakers? No."

Not a man to give more than was asked.

"Tomorrow. First Light. Council hall. Be sober."

Sheriff Markham Southwell
Dec 20, 2022 5:00 pm
"Very well, then," Rhoqium says with a nod. At least there was no bowing this far north. His back couldn't take it. Not that a wizard should have to bow to anyone, in his opinion. Thumping his staff on the ground twice, he marks the ending of this discussion. Ironically, of all the traditions, this was perhaps his favorite. It added a sort of gravitas to his role and position. Though, admittedly, it was a little more awkward from his seated position at at table.

He glances at the mug of ale before him, and considers how long he must wait before draining it. Too soon, and the sheriff might take offense due to his last statement. Too long, and it might grow warm and flat. With no obvious answer, he redirects his attention to the plate before him. Snowshoe hare and boiled cabbage. Beneath his beard, a grimace fleetingly dances across his face. The old man waves his hand over the meal and whispers a few words of intent, and the aroma transforms itself into that of roasted chicken and buttered potatoes. Much more suitable.

As he enjoys his reflavored meal, still finding himself unappreciative of the texture of the winter cabbage, Rhoqium's eyes dart around the crowded hall looking for either the messenger or any newcomers that might be the newly-famed Charms. He uses his magicks to ensure the ale remains cold, though he does not order a second. And so he waits, not engaging with the other locals.
Dec 20, 2022 5:02 pm
OOC:
I've missed your fantastically detailed posts. Stick some inspiration on that character sheet.
Dec 20, 2022 5:07 pm
OOC:
It's this game and all the folks involved that bring it out of me!

You do not have permission to post in this thread.