Spellcasting. 6 th-level Abjurer. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): Blade Ward, Light, Mold Earth, Shape Water
1st level (4 slots): Absorb Elements, Alarm(R), Mage Armor, Protection from Evil and Good(C), Shield
2nd level (3 slots): Arcane Lock, Arcane Vigor, Earthbind(C), Maximilian's Earthen(C)
3rd level (3 slots): Counterspell, Dispel Magic, Glyph of Warding, Magic Circle
Spells. Arcane Vigor
Spells. Absorb Elements, Shield, Counterspell
Projected Ward. When a creature that you can see within 30 feet of yourself takes damage, you can take a Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward’s Hit Points.
Once per Long Rest, whenever you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level up to 3.
When you cast an Abjuration spell with a spell slot, you can create a magical ward that lasts until you finish a Long Rest. The ward has +16 HP.
Whenever you take damage, the ward takes damage instead, applying any Resistances or Vulnerabilities you have before reducing the ward’s HP. If the damage reduces the ward to 0 HP, you take any remaining damage. While the ward has 0 HP, it can’t absorb damage, but its magic remains.
As a Bonus Action, you can expend a spell slot and the ward regains HP equal to twice the level of the spell slot expended.
Description
Valdrin Dwinlas est un mage érudit et pragmatique, spécialisé dans la magie des runes anciennes, des pierres et de la terre. Profondément loyal à Nar-Khazad, il voit au-delà des intrigues de cour et cherche avant tout à protéger la cité. Son lien avec les anciennes traditions naines en fait un maître de la magie subtile, plus lié aux éléments naturels qu'aux arcanes conventionnelles.
Valdrin est un personnage à la fois réfléchi et réaliste, conscient des limites de la magie et des faiblesses humaines. Il est humble quant à ses connaissances, admettant toujours qu’il y a plus à apprendre. Malgré son attachement à la ville, il reste critique envers la gestion du roi Fundin et s'efforce d'agir pour le bien de la cité, même si cela implique de s'opposer à l'autorité royale. Son pragmatisme et son intelligence font de lui un conseiller précieux, mais aussi un homme difficile à manipuler.
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