Mesmer

Baron Mesmer Almeriaq of Scylia, but for the cruel inventions of fate.

Description:
Race: Human Class: Wizard School: Illusion Origin: Amurite Level: 13 Alignment: Chaotic Neutral

Abilities

Strength 16 +3 / carry: 48/96/192 pounds
Dexterity 20 +5
Constitution 20 +5
Intelligence 20 +5
Wisdom 16 +3
Charisma 14 +2
|Perception
17 +3
Luck 17 +3 / Luck-based Advantages Per Level: 2
Proficiency Bonus +6
Save Proficiencies Intelligence, Wisdom
HP 119 (10+9+9+9+9+9+9+9+9+9+9+9+9)
AC 15 18 (With mage armor)

Proficiency

Skills Martial Tools
Arcana Blades: One-handed and Archery
Insight

Wizard Spells Known

/tr>
Cantrips (7) Spells, 1st Level (4) Spells, 2nd Level (3) Spells, 3rd Level (4) Spells, 4th Level (3) Spells, 5th Level (2) Spells, 6th Level (1) Spells, 7th Level PREPARED SPELLS
Mage Hand R30 DUR/1MIN NO CNTR Shield Self Reaction +5 AC Invisibility RTouch CT/1A CNTR/1HR Gaseous Form 2 RTouch CT/1A CNTR/1HR 10ft/sec Dimension DoorR500 CT/1A 1Willing Creature Instant Animate Objects R120 CNTR/1Min 1d4+4 x10 Guards and Wards – 24HR Teleport
True Strike R30 CNTR/1RND Mage Armor CT/1A NOCNTR 8HR Misty Step RSELF BONUS ACTION 30ft Thunderstep R90 CT/1A 10f 3d10 TD Polymorph 2 R60 CT/1A CNTR/1HR Teleportation Circle R10 CT/1min DUR/1ROUND Eyebite RSelf SV/WISCNTR/1Min Sleep/panic/sick Reverse Gravity R 100FT SV/DEX CNTR/1Min 50ft radius 100 up
Minor Illusion R30 DUR/1Min NO/CNTR Chromatic Orb R90 CT/1A RSA 3d8 Choose Dam Web R60 CNTR/1HR STRvsSPS 20ft cube FIREBALL R150 20ft Radius SVT/DEX 8d6 Greater Invisibility RTouch CT/1A CNTR/1MIn Conjure Elemental R90 CT/1MIN CNTR/1HOUR Instant Summons RTouch CT/1Min UTDisp up to 10lbs RITUAL
FireBolt R120 CT/1A 3d10 One creature Longstrider CT/1A R/Touch 1HR/NO CNTR Speed 10ft Spider Climb R/Touch CNTR/1HR Leomond’s THCT/1MIN 10ft Radius 8HR RITURAL Wall of Fire R120 CT/1A SV/DEX 5d8 CNTR/1MIN Wall of Force R 120 CT/1A CNTR/10MIN RAD/10 or 10 10×10 Programmed Illusion R120 CT/1A 30ft cube Until Disp
Message R120 CT/1A DUR/1Round Protection from E&G R/Touch CT/1A CNTR/10MIN Knock R60 CT/1A INST Noise 300ft Dispel Magic R 120 CT/1A above 4th Make Ability check using Spell cast ability. 10+ spell lvl Conjure Minor Element R90 CNTR/1HR 8@1/4, 4@1/2 Bigby’s (Arcane) Hand R120 SATTACK CNTR/1Min AC 20 HP=110 str 26 Dex 10 Bonus Action move 60ft 4d8 FD Fist St +8 Grsp H 2d6 +5 True Seeing R/Touch Dur/1HR NO CNTR
Toll The Dead R60 CT/1A SVT/WIS 1d8 Necrotic or 1d12 if missing HP Sleep R90 20ft Radius DUR/1MIN 5d8 total HP 2d8 above 1st Flaming Sphere R60 CT/1A CNTR/1MIN 5ft of sphere SVT/DEX 2d6 fire Bonus move 30ft Fear R/SELF 30ft CNTR/1MIN SVT/WIS must be out of sight to make 2nd SVT Phantasmal Killer R120 CT/ 1A SV/WIS PSYC D 4d10 CNTR/1MIN Frightened for duration Hold Monster R90 CT/1A WIS/Paralyzed CNTR/1Min Mental Prison R150 -SV/INT – PsyD 5d10/FS 10d10 CNTR/1min
Prestidigitation R10 DUR/1HR NO/CNTR Silent Image R60 CNTR/10MIN Enhanced Ability R/Touch CT/1A CNTR/1HR Choose One Stat Major Image R120 CT/1A CNTR/10/MIN 20ft Cube. 6th or higher no CNTR until dispelled Evard BT R90ft 20fSQ SV/DEX 3d6BL CNTR/1MIN Telekinesis R60 CT /1A CNTR/10 min 1k lbs or FCnt Circle of Death R150 CT/Inst SV/CON – 8d8Necro
Chill Touch R120 DUR/1RND RngSpellAttack 1d8 necrotic can not regain hit points till next round_undead DisAdvtg Detect Magic R/self CNTR/10MIN RITURAL Darkvision R/Touch CT/1A DUR/8HR* NO/CNTR* Counterspell R/60 3rd lower spell fails – 4th + ability Check DC=10+Spell level Stone shape CT/1A Touch 5 sqft Instant Telepathic Bond R30 RITURAL -1hour 8 creatures Disintegrate R60 SV/DEX – FDam Inst 10d6+40 force Dam
Shape Water R30 CT/1A 5ft cube DUR/1HR Find Familiar R10 CT/1HR RITUAL Tasha’s Mind whip R90 CT/1A SVT/INT 3d6 psychic No action till end of there turn and gets only one choice Water Breathing R30 up to 10 willing cre. DUR/24HR RITUAL Sickening Radiance R120 CT1/A SVT/CON 4/10 radiant Radius/30 CNTR/10min Dominate Person R60 WIS/ST CT/1A CNTR/1Min
Lighting Lure R15 CT/1A SVT/STR pulled 10ft strait line toward you and take 1d8 if 5t near you Comprehend Language R/SELF DUR/1HR RITURAL Shatter R60 10ft radius SVT/CON 3d8 on fail and 1/2 on success – object not worn or carried also takes damage Enemies Abound R120 CNTR/1MIN CT/1A SVT/INT On fail thinks everyone is an enemy attacks closest person. If takes damage can roll SVT again Control Water R300 100/sq CNTR/10MIN flood/Part/Redirect/Whirlpool/vortex Mislead CT/1A CNTR /1HR Bonus SW
Mind Sliver R60 SVT/INT 3d6 Psychic damage subtract 1d4 from saving through next turn Alarm R30 DUR/8HR RITUAL Hold Person R60 * SVT/WIS Paralyzed CNTR/1MIN each slot above 2nd can target another person Fly R/touch CT/1A CNTR/10 min slot above 3rd add additional creature Arcane Eye MV/30 R/NONE 1IN/DIA- CNTR/1HR Passwall R30 CT/1A DUR/1HR NO CNTR
Identify R/touch RITUAL Mirror Image R/Self CT/1A 3 Dup 6+/ 2 Dup 8+ / 1 Dup 11+ / AC of Duplicate is 15 DUR 1/MIN NO/CNTR Haste R30 CNTR/1MIN Double speed +2 AC Advantage on DEX SVT Gains additional Action on turn Faithful Hound R30 CT/1A DUR/8HR Attack/+11 4d8/Piercing Skill EmpowermentCNTR/1 HR R/touch
Tenser’s Floating Disk R30 3ft high CT/1A DUR/1HR RITUAL Alter Self R/SELF CNTR/1HR aquatic form etc Phantom Steed R/30 DUR/1HR RITUAL
Grease R60 10ft sq SVT/DEX or fall prone Blind-Deafness R30 CT/1A DUR/1MIN SVT/CON BLIND or DEAF Hypnotic Pattern R120 CT/1A 30FT cube CNTR/1MIN SVT/WIS Incapacitated
Witch Bolt R30 CT/1A CNTR/1MIN RngSA 1d12 if hits you can do 1d12 automatically each turn Suggestion R30 CNTR/8HR SVT/WIS Can use Post suggestions Tongues R/TOUCH DUR/1HR NO/CNTR and speak and understand any language
Expeditious Retreat R/SELF BONUS ACTION CNTR/10MIN end of each turn take dash action Continual Flame R/Touch CT/1A Until DISP Life Transference R30 CT/1A Roll 4d8 they get 2x HP of the damage you take
False Life R/Self CT/1A DUR/1HR NO/CNTR Gain 1d4+4 HP 5+ each lvl Blur R/Self CT/1A CNTR/1MIN attacker must roll with disadvantage
Tasha HL R30 CT/1A SVT/WIS CNTR/1MIN Fall prone/incapacitated end of turn can roll save See Invisibility R/SELF DUR/1HR NO/CNTR Can see into Ethereal Plane
Ray of Sickness R60 CT/1A RSA 2d8 poison and SVT/CON Poisoned until end of your next turn Enlarge/Reduce R 30ft CNTR/1MIN unwilling SVT/CON
Unseen Servant R60 DUR/1HR RITUAL Bonus action mentally command 15ft and interact with object Earthbind R300 CT/1A DUR/1MIN SVT/STR Airborne Creature bound descends at 60ft/sec
Absorb Elements REACTION you have resistance until next turn DUR/1ROUND Dragons Breath R/Touch CNTR/1MIN breath acid, fire, lightning, or poison 15ft cone SVT/DEX 3d6/or half
Feather Fall R60 Up to 5 creatures DUR/1MIN NO/CNTR Phantasmal force R60 CT/1A CNTR/1MIN Create real illusion 10ft cube SVT/INT Can deal 1d6 psychic damage
Magic Missile R120 CT/1A 3darts – 1d4+4 force – One dart per level above 1st
Prepared Spells Cantrips: 7 Spells: 15
Spell Slots Cantrips: 6 1st: 4 2nd: 3 3rd : 3 (4 With ring) 4th: 3 5th: 2
Spell Save DC 19
Spell Attack +11

Arcane Tradition Features
|School of Illusion|
|Illusion Savant|The gold and time to copy an illusion spell into your book is halved (1 hour and 25gp per spell level)|
|Improved Minor Illusion|Can create both a sound and an image with a single casting of the spell|
|Malleable Illusion| Use an action to change the nature of an illusion that lasts longer than a minute or longer|
|Illusory Self|Reaction – Place a duplicate in front of you that takes the damage – after a short or Long rest|

Languages: Amurite, Lanun, Calabim, Patrian, Common
Note: Patrian is a dead language from the Age of Magic, used by scholars, sages and wizards (think Latin).

Current Equipment

Item Weight
spell book 3 lbs
Bag of 100 platinum pieces 2 lbs
Staff 1 lbs
Tinder Box 1 lbs
1 torches 1 lbs
Waterskins (3) 5 lbs
Ball bearings- silver 6 lbs
Caltrops -silver 1 lbs / 50 sq ft
Silver Longsword (family Heirloom) 3 lbs
Everburning Candle -
Silver Tipped Maul
Gem worth 50 GP- hidden stud- you don’t want to know
Pearl – hidden stud- you don’t want to know
Pearl of Power Hidden
Material – 7 familiars 1 lbs
Material for copying spells into the spellbook (5) 1 lbs
Longbow 2 lbs
Quiver 1lbs
40 arrows -
Green Everburning Torch 1 lbs
Vrock Dust 2-3 Vials
Cold Weather Gear 6 lbs
10 ft pole for poking
Large intimidating Maul
Susamondo’s personal item for tracking
Gloves of Missile Snaring
Spell slot potion (1), Fire breath Potion (1), Grease potion (1)
Robe of Patches – 2 iron doors, 2 mastiffs, 1- portable Ram, 3- row boats, 2 spells 3rd level, 4- pits
Total Weight 33 lbs

Spellbooks owned and locations of each book:

  1. Primary Book: carried by Mesmer (copy of all spells)
  2. Backup Book: Castle Dragon Rider (copy of all spells)
  3. Azariel’s Book: aboard the Witches Brew (spells: empty)
  4. Arun-da’Til’s Book: hidden in a location known only to Mesmer (copy of all spells)
  5. 12 spell scrolls from Os-Gabella’s temple (see s55 log): Leelo has the Fireball scroll.
  6. 3 spell scrolls: Polymorph, 2 other non-wizard spells (Conjure Barrage, Flame Blade)
  7. Asmoday book 1: Gentle Repose, Earthbind, Shatter, Knock, Arcane Lock, Wall of Water
  8. Asmoday book 2: Erupting Earth, Charm Person
  9. Asmoday book 3: Counterspell
  10. Asmoday book 4: Faithful Hound, Move Earth
  11. Asmoday book 5: Magic Jar
  12. Asmoday book 6: Arcane Sword, Clone

Known Teleportation Circles Sigils

  1. Elohim Reliquary: Cahir Abbey (s21)
  2. Ironhelm House basement: Mazark (s46)
  3. Lost temple of Lingnang in possibly flooded cave: ruins of Thogar (s49)
  4. ‘All Seeing Eyes’ guild towers: Kaldoros & Costa del Sol (s53)
  5. Temple of the Goddess that Never Was: valley above the ruins of Thonis (s55)
  6. The Palace of Cassiel at Midgar (s70+)
  7. Castle Dragon Rider on the Lavrentine coast (s70+)
Bio:

Runecurse-small.jpgMesmer was unknown to his father, the sorcerous Baron Almeriaq of Scylia, a small principality located on the southernmost isle of the Amurite kingdom. Though he would be denied the easy road to magic promised by the Blood of Kylorin, the young waif was endowed with incredible natural ability in every area. He was taken in at a young age by the wizard Kostomerces and taught to harness the power of magic through study and toil.

Mesmer was eventually ejected from the guild of his master after proving unable to subordinate his desires to lawful authority. Shortly thereafter the fledgling spell-slinger threw in his lot with a fellow outlaw, the elven rogue Leelo. Only after the destruction of Port Scylia did the pair acknowledge the strange glowing symbols hovering above their heads, apparently visible only to others similarly endowed.

While in the act of robbing the Baron’s chambers during the chaos of a surprise attack by Lanun pirates and Overlord priests, the young Mesmer discovered the truth of his origin among love-letters locked within the drawers of his father’s massive desk. After narrowly escaping death at the claws of the Baron’s infernal familiar, Mesmer fled the Amurite isles with a gaggle of vagabonds drawn together from all over Arcanearth by a compulsion none understand.

Mesmer is rightful heir to the Barony of Scylia, but does his father still live? There may be little left to rule given the destruction wrought by the Overlords and their Lanun puppets. Can he and his new compatriots shake the curse that drives them relentlessly onward?

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Mesmer

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