Realms Personalities : Talatha Vaerovree, Magister

Talatha Vaerovree was, until recently, a little-known wizard from Innarlith, the city on the easternmost shore of the Lake of Steam. Although well schooled in the Art, she pursued a quiet path, delighting in wandering the hills and vales near her home. She kept mostly to herself, studying the Art. She had an aptitude for deft manipulation of magic, although she was unaware of it. When her mentor, Onlagar Blurnwood, died of a wasting disease, she began to study on her own, not knowing that her achievements were remarkable.

She eventually came to the attention of Azuth and Mystra, and when it came time to name a new Magister, both agreed that the Art would be best served by one such as her. At the same time, at Mystra's behest, Azuth saw to it that wizards and sorcerers understood that the rules for becoming the new Magister had changed. This has made Talatha's life somewhat less difficult, although some spellcasters do not believe the announcements of Azuth's priests, and have sought her out for a magical duel. So far, her mastery of the Art has been superior to theirs, but she does not desire such confrontations, and wishes they would leave her alone.

Talatha spends her days wandering the Realms, teaching those who would learn the Art. She has seen the wonders of Halruaa, conversed with some of the great mages of the North, and seen marvels she could only dream of. She has learned much about the world around her, but she would be the first to admit she has much more to see. Everywhere she goes, she leaves people with a sense that they have just met someone blessed by the deities. Indeed, they have.

Talatha Vaerovree of Innarlith: Female human Wiz 17/Acm 3: CR 24; Medium-size humanoid (human); HD 20d4+40; hp 97; Init +7; Spd 30 ft.; AC 18 (touch 18, flat-footed 15); Atk +13 melee (1d4+4/19-20, +2 dagger) or +11 melee touch attack or +12 ranged touch attack; SA: Spell-like abilities; SQ: Archmage special abilities, Magister abilities; AL NG; SV (against spells, add another +2 from Mystra's shield) Fort +8, Ref +9, Will +16; Str 15, Dex 17, Con 15, Int 22, Wis 17, Cha 16.

Skills and Feats: Craft (Alchemy) +16, Concentration +20, Diplomacy +13, Survival +8, Knowledge (arcana) +36, Knowledge (nature) +11, Knowledge (planes) +16, Knowledge (religion) +11, Listen +9, Perform +6 (DM's discretion), Profession (cook) +9, Sense Motive +8, Spellcraft +36, Spot +9, Swim +6; Alertness, Brew Potion, Craft Wondrous Item, Improved Counterspell, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Mastery (analyze dweomer, Mordenkainen's disjunction, protection from spells, teleport without error, greater dispelling, plane shift), Spell Penetration, Spellcasting Prodigy-Wizard.

Special Abilities: Magister Abilities - arcane generosity; Mystra's shield; magesight; spell-like abilities (1/day each): magic missile, detect thoughts, dispel magic, minor creation, teleport, contingency, limited wish, symbol, imprisonment; permanent continual mind blank; spell immunities: magic missile, web, fireball, ice storm, magic jar, flesh to stone, limited wish, maze, time stop; Magister's step; Spell Focus; imbuement; name attunement; the Magister's sigil; rapid preparation; SR 20; +10 circumstance bonus on Knowledge (arcana) and Spellcraft checks. Archmage Abilities - spell power +1, mastery of counterspelling, mastery of shaping.

Possessions: +2 dagger, ring of regeneration, eye of Angalar, girdle of fire, stone of magic missiles, ring of protection +5.

Spells Prepared (4/6/6/6/5/5/5/5/4/4; DC 20 + spell level): 0 - detect magic, mending, prestidigitation, read magic; 1st - color spray, comprehend languages, endure elements, mage armor, magic missile, spider climb; 2nd - bull's strength, daylight, detect thoughts, flaming sphere, protection from arrows, see invisibility; 3rd - fireball, fly, hold person, lightning bolt, tongues, water breathing; 4th - Evard's black tentacles, ice storm, minor globe of invulnerability, polymorph other, wall of fire; 5th - cone of cold, feeblemind, hold monster, teleport, wall of force; 6th - analyze dweomer, chain lightning, eyebite, greater dispelling, project image; 7th - banishment, Mordenkainen's sword, power word-stun, teleport without error, vision; 8th - maze, polymorph any object, protection from spells, symbol; 9th - Mordenkainen's disjunction, shapechange, summon monster IX, time stop.

Spellbook: All sorcerer/wizard spells of all levels.

Source: Magic of Faerûn


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