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Re: The Osiris Sketchbook

Posted: Wed May 24, 2023 4:28 pm
by Cretanja
The new theme for the next two weeks is: Rainbow Wizards 🌈🧙🏻

Re: The Osiris Sketchbook

Posted: Wed May 24, 2023 4:36 pm
by Tethys 13

Elvand Dullsilver, Archmage of Diagrams.
He runs a holiday resort town on the coast in my Dungeons and Dragons setting, and his hobby is flying around at high speed just above the water's surface. His robe has a specific and powerful enchantment that renders it entirely hydrophobic, which as a side effect means that he is immune to any liquid-based attacks (and resistant against vapour-based ones).
He casts spells using his sunglasses, while the array behind him provides a number of beneficial effects.
Spoiler
Elvand Dullsilver, the Archmage
Medium humanoid (human), neutral good

Armor Class :: 13 (16 with mage armor)
Hit Points :: 150
Speed :: 30 ft., fly 60 ft. (hover)


|STR |DEX |CON |INT |WIS |CHA |
|8 (-1)|16 (+3)|18 (+4)|20 (+5)|16 (+3)|18 (+4)

Saving Throws :: Dex +9, Con +10, Int +11, Wis +9, Cha +10
Skills :: Arcana +17, History +11, Insight +9, Performance +10
Damage Resistances :: vapour
Damage Immunities :: radiant; liquid; psychic (from mind blank)
Senses :: truesight 120 ft., passive Perception 13
Languages :: Aquan, Common, Draconic, Halfling, Primordial, Undercommon

Abilities

Spellcasting. The archmage is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). The archmage has the following wizard spells prepared:

Cantrips (at will): Fire bolt(T), light(C), mage hand(C), prestidigitation(C), shape water(C)
1st level (4 slots): Mage armour(C)*, colour spray, shield, silvery barbs
1st level (at will): Absorb elements
2nd level (3 slots): Air bubble(E), darkness, mirror image(D)
2nd level (at will): Misty step
3rd level (3 slots): Counterspell^, dispel magic^, blink, fireball, hypnotic pattern(T), water breathing(C)*, glyph of warding, linked glyphs, thunder step
4th level (3 slots): Control water(C), polymorph
5th level (3 slots): Cone of cold, wall of force, symbol
6th level (2 slots): Globe of invulnerability, Otto's irresistible dance(E)
7th level (2 slots): Teleport, prismatic spray
8th level (1 slot): Control weather, mind blank*
9th level (1 slot): Prismatic wall(C)
* The archmage casts these spells on itself before combat. He casts Water Breathing each evening, so it does not expend a spell slot.
^ The archmage can cast these spells once per day without requiring a spell slot.

Core Diagrams. The archmage knows the following Core Diagrams, with which he can modify spells which have a casting time of one action.
Conjuration:
If used to modify a spell, a glyph mote is conjured in the air beside the archmage, and moves with him. He can expend it before making an ability check, attack roll or saving throw to increase the result by 1. Any unused glyph motes dissipate after one hour.
Divination:
If used to modify a spell, the archmage gains advantage on his next saving throw. If he does not make a saving throw within a minute, this effect fades.
Enchantment:
If used to modify a spell, the archmage can choose to give up to six targets affected by the spell a +3 bonus or -3 penalty to their next Intelligence, Wisdom or Charisma saving throw. If they do not make such a saving throw within one minute, the effect fades.
Transmutation:
If used to modify a spell that deals damage, the archmage can change that damage’s type, chosen when he prepares the spell. The new type must be in the same group as the previous:
● Bludgeoning, piercing, slashing.
● Acid, poison, necrotic.
● Cold, fire, lightning, radiant.
● Force, psychic, thunder.
Alternatively, if used to modify a spell that forces a saving throw, the archmage can change that saving throw, chosen when he prepares the spell. The new saving throw must be in the same group as the previous:
● Strength, dexterity, constitution.
● Intelligence, wisdom, charisma.
Transmuted spells:
Fire Bolt - Radiant
Hypnotic Pattern - Intelligence

Combined Spells. The archmage has the following combined spells, which can be cast as a single action using the stated spell slots and with the accompanying Core Diagram modifications:
Blink + mirror image + Divination (3rd + 2nd or 5th)
Cone of cold + prismatic spray + Enchantment (5th + 7th)
Thunder step + fireball + Transmutation Radiant (3rd + 3rd or 6th)
Teleport + globe of invulnerability + Divination (7th + 6th)
Wall of force + darkness + Divination (5th + 2nd or 7th)
Polymorph + colour spray + Transmutation Intelligence (4th + 1st or 5th)

Arcane Recovery (1/Day). The archmage can regain up to 10 total levels' worth of 5th level or lower spell slots over the course of a long rest.

Desperate Casting (6/Day). The archmage can cast any spell from the Wizard spell list without requiring a spell slot, as long as that spell is in one of his equipped spellbooks.

Glyph Expertise. Whenever the archmage casts a spell requiring verbal components but not somatic components, he can choose to cast it with somatic components but not verbal components instead.

Items

Sunglasses of Allseeing. Wondrous item, legendary
Requires attunement by a spellcaster.
These sunglasses can be used as an arcane focus, and provide a +3 bonus to spell attacks and damage rolls, as well as increasing the wearer's spell save DC by 3.
These sunglasses grant truesight out to 120ft. Within that radius, the wearer also counts as having the detect magic spell active.
The wearer also has immunity to radiant damage, and the effects of spells and other magical effects that utilise light.
The wearer may flourish the sunglasses as part of a Charisma check to give themselves a +6 bonus to that check. Once a creature has benefited from this effect, they cannot do so again until they complete a short or long rest.

Robe of Ultimate Dryness. Wondrous Item, Legendary
Requires attunement.

This robe cannot get damp or wet, and renders the wearer immune to all harmful effects and damage from being struck by or immersed in liquid, such as vitriolic sphere. The wearer also has advantage on saving throws against harmful effects from and halves the damage from vapour, such as a black dragon's acid breath or silver dragon's cold breath.

Prismatic Array. Wondrous items, Unique
Requires attunement by Elvand Dullsilver.

Each of the eight orbs bestows a different passive and active magical effect. The passive effects can be dispelled (DC 22), but must be dispelled in an anti-clockwise order starting with Enchantment. If the passive effect is dispelled, the active effect of that orb cannot be used.
Enchantment (Pink)
Passive:
The archmage has advantage on all Charisma checks and proficiency with Charisma saving throws.
Active (Reaction): If the archmage would be forced to make a saving throw against an Enchantment effect, he can use his reaction to cause the effect to instead target the origin of that effect. Should that creature fail its saving throw, the archmage can resolve the effect as if he were the caster.
Divination (Grey)
Passive:
The archmage has proficiency with initiative rolls, and has an additional reaction each round.
Active (Reaction): If a creature should leave a 60ft. radius of the archmage, he can use his reaction to cast a spell that requires an attack roll against that creature as an opportunity attack.
Conjuration (Yellow)
Passive:
The archmage maintains an aura of magic that renders him and his spells immune to the effects of antimagic field and similar abilities.
Active (Free): On his turn, the archmage can cause the entire array save for the Conjuration orb to vanish into a pocket-plane, or restore it. Dispelling the Conjuration orb while the rest of the array is in the pocket plane prevents the item's activation.
Illusion (Purple)
Passive:
The archmage has proficiency with Dexterity saving throws.
Active (Action): The archmage causes illusory magical fireworks to detonate within 120 feet, with a radius of up to 30 feet. A creature within the area must make a DC 22 Wisdom saving throw. On a success, they take 1d10 thunder damage. On a failure, they take 1d10 thunder damage and are blinded and deafened until the end of their next turn.
Abjuration (Blue)
Passive:
If the archmage would take less than 11 damage from a single instance, that damage is ignored.
Active (Bonus Action): The archmage becomes immune to thunder damage and the deafened condition until the start of his next turn.
Necromancy (Green)
Passive:
The archmage has proficiency with Constitution saving throws.
Active (Action): If the archmage has less than half of his maximum hit points remaining, he can use his action to regain 20 hit points.
Transmutation (Orange)
Passive:
The archmage has a flying speed of 60 feet.
Active (Bonus Action): The archmage gains an additional reaction until his next turn.
Evocation [Red]
Passive:
When the archmage would take physical damage, that damage has a chance to be altered into an elemental form. Whenever the archmage takes bludgeoning, piercing or slashing damage, roll on the below table to determine its new type:
D6 Result
1. Acid
2. Cold
3. Fire
4. Lightning
5. Thunder
6. No change
Active (Reaction): If the archmage is hit by an attack roll, he can attempt to intercept it as a reaction. He makes a Spellmaster Slap attack, against an AC of the triggering attack roll. On a hit, he reduces the damage of the triggering attack by the damage of his Spellmaster Slap attack.

Actions
Spellmaster Slap. Melee Spell Attack: +14 to hit, reach 5 ft., one target. Hit: 9 force damage, +3 (1d6) damage of another type if absorb elements is in effect.
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Re: The Osiris Sketchbook

Posted: Wed May 24, 2023 4:44 pm
by Cretanja
I love that so much. 💜

Re: The Osiris Sketchbook

Posted: Wed Jun 07, 2023 11:33 am
by Cretanja
The new theme for the next two weeks is: Nuggets 🐥

Re: The Osiris Sketchbook

Posted: Wed Jun 07, 2023 9:49 pm
by Durm

Re: The Osiris Sketchbook

Posted: Wed Jun 21, 2023 9:13 am
by Cretanja
The theme for the next two weeks is: Fantasy 👑🦄🏰

Re: The Osiris Sketchbook

Posted: Wed Jul 05, 2023 12:04 pm
by Cretanja
The theme for the next two weeks is: Dogs 🐶

Re: The Osiris Sketchbook

Posted: Wed Jul 19, 2023 10:11 pm
by Cretanja
The theme for the next two weeks will be: flowers 🌸🌼🌺

Re: The Osiris Sketchbook

Posted: Wed Aug 02, 2023 9:06 am
by Cretanja
The new theme for the next two weeks is: Lions 🦁

Re: The Osiris Sketchbook

Posted: Wed Aug 16, 2023 7:18 pm
by Cretanja
The new theme for the next two weeks is: Summer Time ☀️