Myrcandul Mollip Character in Verum | World Anvil

Myrcandul Mollip

Myrcandul Rocky Linnil Arcunim Tocky Mollip

Myrcandul Mollip

Physical Description

General Physical Condition

Rather short, but in good condition. Very average when it comes to strength, if not a bit below, but rather dexterous

Body Features

Very stout body with robes almost always covering all of it, with a hood atop his head

Facial Features

White beard and facial hair

Apparel & Accessories

Usually carrying his spell book and his transmuter's stone openly

Mental characteristics

Personal history

Past History:
Show Spoiler
In the Deserts of Majital, a couple Oasis' dot the barren sands of the once-lush landscape. There a small gnomish settlement was founded, a very small but dedicated clan to the ways of the arcane magic and its study. Eventually the gnome Myrcandul would be born.
  Raised by his mother and father, but along with the rest of his clan of course, the gnome loved to build things like his father. More contributed to the rock gnomes from other regions, him and his father both shared a knack for making and fixing things and did so for most of the people in the Oasis. Occasional travelers would sometimes seek refuge, as our oasis was rather un-travelled, so the odd mercantile trading group, or odd group of foreigners were always welcome.
His mother taught him about Raquel, the god of time and their patron saint, and about the other gods and pantheons when he was young. Even teaching him his first spell find familiar, in which he summoned a treesym which he named Azra. Odd for a desert, but fitting for the oasis he was apart of. The young gnome simply absorbed the knowledge like a sponge.
  Most of Myr's days were rather uneventful. Practicing magic and learning about religion from his mother and learning how to make things from his father, it is no wonder he picked up a knack for transmutation magics. The occasional travelers however simply expanded the gnomes mind about the world. Further information and knowledge, he just couldn't know everything from the oasis he was in, eventually wandering out at a young age by hiding among a rare trading wagon a traveler had stopped by to rest with.
  During a small sand storm, he accidentally became separated from it. Getting lost in the desert for a couple weeks, relying on befriending some scorpions and desert hares to accompany him. Encountering some rather too large scorpions and other such desert terrors and somehow narrowly escaping such encounters thanks to the animals he had befriended, the gnome eventually wanders his way back to a group of other gnomes who had gone looking for him, led by his mother.
  Upon his return he had gotten many a scolding. The open deserts were a rather unpredictable place, and anything unknown comes with many dangers which she spent hammering into his head. He understood, but his curiosity at it all simply overtook his mind at times.
  The times return to peace for a while until disaster struck. The desert being unpredictable was no understatement as a massive sandstorm began to form from what seemed like nowhere, tearing through the oasis and throwing it's occupants and shelters everywhere, knocking out the small gnome in the process as he was picked up and whisked away. Myrcandul and Azra were one of the lucky few, waking up what seemed like not long after in the sands of the dunes. Somewhere he did not recognize, he begins to try and find his home. He stutters along, a couple animals joining his trek and keeping him in sorts. Eventually, after a couple days, the gnome finds the remnants of his home. Covered entirely in sand, the only remnants of the used-to-be watery sanctuary were a couple toughs of green upon the sands and the tiny bits of wreckage above the dunes.
  He sat, realization hitting him of what had happened, and he cried. He held hope that some others survived, there had to be some evidence, so he dug. Him and his familiar dug and searched around, sustaining off of what could be found among the wreckage with no sign or trace of anything or anyone. A couple things he found from his fathers workshop, a gear or two and some supplies. The only thing he had from his mother was his familiar and a small hourglass which he kept on him at all times. He continued to hold out hope. Days turned to weeks as he realized he could not stay and there had been no sign or trace of anyone. Eventually however, a small trading wagon appeared. At the sign of another person he simply let everything go and cried.
  The man was nice enough to take him to Mirage, letting the gnome relent his troubles along the way, as he mentioned to go to the Mages Guild. They may be able to help with even finding other gnomes among the sands and maybe his clan could still be found, all with time. There was the hope he had needed, and to be reminded of. Even if his clan were gone, time would always be with him in the end as Raquel watches over it. He steeled his resolve, making his way towards the Guild and learning all he could and seeking to learn anything and everything that he could. After spending many years in the library, he finds himself eventually joining the guild. Everything will be well in time...

Education

Taught magic from his mother, and found a fancy for building things from his father, at a very young age.
After their disappearance he simply continued his studies in his own way, favoring transmutation magic over any of the other schools

Social

Hobbies & Pets

  • Azra - Treesym Familiar
  • Sir Cluckington - Rooster
  • ??? - Moss Crab - Purchased from the Highfall Monster Markets on (3/7/2020)

Lonely, Caring, Tricky, Trusting

Character Location
View Character Profile
Alignment
Chaotic Good
Age
32
Birthplace
Majital (Oasis)
Children
Current Residence
Mirage: Mages Guild
Gender
Male
Eyes
Blue
Hair
White
Skin Tone/Pigmentation
Sandy
Height
3'4"
Weight
32lbs
Known Languages
Common (Sand), Gnomish (Fancy)

Myrcandul Mollip

Gnome (Forest) Race
Majital, Arcane Student Origin
Wizard, Transmutation Sage 12 Class & Level
Chaotic Good Alignment
Raquel Deity
Mages Guild Faction
Council Mage Rank/Position
20 Loyalty
Da Balzdheep-Love Unit (Da B.L.U.) Company

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 22
+6
wisdom 11
+0
charisma 11
+0
Total Hit Dice 12
Hit Die
1d6+2
+4 proficiency bonus
+1 Strength
+4 Dexterity
+7 Constitution
+11 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+14 Arcana
+0 Athletics
+0 Deception
+10 History
+0 Insight
+0 Intimidation
+10 Investigation
+0 Martial
+0 Medicine
+10 Nature
+4 Perception
+0 Performance
+0 Persuasion
+10 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
23
Armor Class
81
Hit Points
+3
Initiative
25ft
Speed
Spells Prepared
Spell LevelPer Day
Chill Touch, Detect Magic, Prestidigitation, Mage Hand, Mending, Message, Minor Illusion, Mold Earth, Toll the Dead
0th
-
Absorb Elements, Chromatic Orb, Shield, Magic Missile
1st
5
Misty Step, [Spiritual Weapon]
2nd
3
Counterspell, Dispel Magic, Fireball, Hypnotic Pattern, Slow, [Mass Healing Word]
3rd
3
Greater Invisibility, Dimension Door, Polymorph
4th
3
Hold Monster, Synaptic Static, Wall of Force
5th
2
Disintegrate, Soul Cage
6th
1
Spell DC: 18 - Spell Attack Mod: +10 - Total Prepared: 18 [+2]
Attacks
Equipment
Daggers, Darts, Slings, Quarterstaffs, Light crossbows (Wizard)
Shields (Academy)

Saving Throws
Intelligence, Wisdom (Wizard)
Constitution (Sage)

Skills
Arcana (Origin) [Expertise: Sage]
Nature, Perception (Sub-Origin)
History, Religion (Wizard)
Investigation (Lip Service)

Tools
Calligrapher's Supplies (Faction) (Academy: Expertise)
Alchemist's Supplies (Academy)

Languages
Common, Gnomish
Primordial (Academy)

Cap Increases
Intelligence +2 (Mages Guild)


Proficiences
Spell Save DC = 18
Spell Attack Bonus = +10
Total Prepared Spells = 18
Cantrips
Chill Touch
Detect Magic
Prestidigitation
Mage Hand
Mending
Message
Minor Illusion
Mold Earth
Toll the Dead
1st Level
Absorb Elements
Alarm (R)
Burning Hands
Catapult
Cause Fear
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages (R)
Detect Magic
Disguise Self
Earth Tremor
Expeditious Retreat
False Life
Featherfall
Find Familiar (R)
Fog Cloud
Grease
Ice Knife
Identify (R)
Illusory Script (R)
Jump
Longstrider
Mage Armour
Magic Missile
Protection from Good/Evil
Ray of Sickness
Shield
Silent Image
Sleep
Snare
Tasha's Hideous Laughter
Tenser's Floating Disk (R)
Thunderwave
Unseen Servant (R)
Witch Bolt
2nd Level
Aganazzar's Scorcher
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Cloud of Daggers
Continual Flame
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Dragon's Breath
Dust Devil
Earthbind
Enlarge/Reduce
Flaming Sphere
Gentle Repose (R)
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Locate Object
Magic Mouth (R)
Magic Weapon
Maximilian's Earthen Grasp
Melf's Acid Arrow
Mind Spike
Mirror Image
Misty Step
Nystul's Magic Aura
Phantasmal Force
Pyrotechnics
Ray of Enfeeblement
Rope Trick
Scorching Ray
See Invisibility
Shadow Blade
Shatter
Skywrite (R)
Snilloc's Snowball Swarm
Spider Climb
Suggestion
Warding Wind
Web
3rd Level
Animate Dead
Bestow Curse
Blink
Catnap
Clairvoyance
Counterspell
Dispel magic
Enemies Abound
Erupting Earth
Fear
Feign Death (R)
Fireball
Flame Arrows
Fly
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Leomund's Tiny Hut (R)
Life Transference
Lightning Bolt
Magic Circle
Major image
Melf's Minute Meteor's
Nondetection
Phantom steed (R)
Protection from Energy
Remove curse
Sleet Storm
Sending
Slow
Stinking Cloud
Thunder Step
Tidal Wave
Tiny Servant
Tongues
Vampiric Touch
Wall of Sand
Wall of Water
Water Breathing (R)
4th Level
Arcane Eye
Banishment
Blight
Charm Monster
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Evard's Black Tentacles
Fabricate
Fire Shield
Greater Invisibility
Hallucinatory Terrain
Leomunds Secret Chest
Locate Creature
Mordenkainen's Faithful Hound
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Phantasmal Killer
Polymorph
Stoneskin
Sickening Radiance
Stone Shape
Storm Sphere
Vitriolic Sphere
Wall of Fire
Watery Sphere
5th Level
Animate Objects
Bigby's Hand
Cloud Kill
Cone of Cold
Conjure Elemental
Contact Other Plane (R)
Control Winds
Creation
Danse Macabre
Dream
Far Step
Geas
Hold Monster
Legend Lore
Modify Memory
Negative Energy Flood
Passwall
Rary's Telepathic Bond (R)
Seeming
Skill Empowerment
Steel Wind Strike
Synaptic Static
Telekinesis
Wall of Force
Wall of Light
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Homunculus
Disintegrate
Eyebite
Flesh to Stone
Globe of Invulnerability
Magic Jar
Mental Prison
Otto's Irresistible Dance
Soul Cage
Sunbeam
Tenser's Transformation
True Seeing


Cleric Spells
2nd Level: Spiritual Weapon
3rd Level: Mass Healing Word

Spellcasting
Mages Guild
Faction
Mad Man (10,15,14,15,11,11)
Stat Array
- 3 max hp from Create Homunculus
Titles

Veteran: This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.

 

Raquel's Blessing?

Fountain of Youth Event: +1 1st level spell slot

 

Majital

Majital is abundant in two things. Sand and Magic. This desert country although lacking in natural resources, makes up for this by being the home of the wizards guild. Majitalians are a people who value knowledge, ambition and privacy. Their cunning nature is matched only by the beauty of their darkened skin. Majitalians all possess the following abilities as well as a choice of sub-type.

To some magic is a calling, but to a Majitalian, it is apart of everyday life. Majitalians begin play with Detect Magic as an at will ability. This functions as the spell in all other respects. You also have proficiency in the Arcana skill.

+1 Intelligence

Arcane Student

The study of the Arcane may seem like the purpose of the few, but in Majital, all children receive a rudimentary magical education. Their are a few that take this education further than the basics. Even if they have no intention of being spellcasters. These few who take it as far as they are able, are respected among their peers regardless of their calling. Indeed they use these lessons to strive themselves to further greatness.

You are an arcane student, even if you study abroad, your thirst for the knowledge of the arcane drives you. While it may not be your main passion, it is constantly in your shadow, guiding you in your career.

Your training in the arcane translates into other professions more easily than most. You receive skill proficiency in two other skills of your choice.

Every student has that one spell that stands out to them. You were no different. Choose a single wizard cantrip, you cast that at character level.

Gnome

Attributes: +2 Int, +1 Dex
Size:.Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Darkvision:.Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Wizard 1
Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.
You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Wizard 2
School of Transmutation: You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Transmutation Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

Minor Alchemy: Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Wizard 6
Transmuter's Stone
Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:

  • Darkvision out to a range of 60 feet

  • An increase to speed of 10 feet while the creature is unencumbered

  • Proficiency in Constitution saving throws

  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

  • Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

    If you create a new transmuter's stone, the previous one ceases to function.

     

    Wizard 10
    Shapechanger: At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.
    Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

     

    Sage 4
    Inner Strength: You are now proficient in constitution saving throws.
    Veil of the Sage: A shimmering mystic veil of magic coats your body, granting you a permanent Mage Armor effect that provides a base AC of 13 + either your dexterity modifier or intelligence modifier (your choice). Should this effect be dispelled it will automatically reapply at the end of your next turn.

     

    Sage 8
    Alchemist’s Aether: Bonus Action: You target an area of ground within 30 feet, and create a wall that is up to 15 feet in length, 5 in width and 10 in height. The wall cannot fill a space occupied by a creature. On one side of the wall you can choose to create a 15 foot cube of difficult terrain as part of the same action. The wall crumbles and the terrain reverts to normal after a minute or once the wall is reduced to 0 HP. The wall has an AC of 14, 40 HP and is resistant to Slashing and Piercing damage. The Base HP of the wall is increased to 55 and the AC to 16 at lvl 12. This ability has 2 uses.

     

    Sage 12
    Transmute Self: Golem Skin. As an action, you can temporarily transmute yourself into a stone or metallic (your choice) humanoid for 1 minute. For the duration you are immune to Poison and Necrotic Damage, as well as the Exhaustion, Petrified, and Poisoned conditions. You also gain temporary hit points equal to your wizard level and are resistant to Bludgeoning, Piercing, and Slashing damage unless from an adamantine or siege weapon (you are instead vulnerable if the weapon is adamantine). While in this form you do not need to breathe but can still cast spells and abilities normally. The effect ends early if you fall unconscious. Once used you cannot use this ability again until you finish a short or long rest.

     

    Prestige 1 Sage
    Arcane Bolt (3): Starting at 4th level, you can use a bonus action to unleash a powerful bolt of astral energy. Make a ranged spell attack against a creature within 120 feet of you, dealing 2d4 + 2 astral damage for every four Wizard levels you possess. You can use this ability three times and regain expended uses when you finish a short or long rest.
    This ability is considered a spell for the purposes of counterspell
    Level 4: 2d4+2, 3rd level spell
    Level 8: 4d4+4, 4th level spell
    Level 12:, 6d4+6, 5th level spell

     

    Prestige 2 Sage
    Skill Improvements (1): Choose an Intelligence Skill (Arcana, Investigation, History, Nature, Religion). You gain proficiency in the chosen skill. If you already have proficiency with the chosen skill, you gain expertise instead

    Prestige 3 Sage
    Arcane Bolt (5): Arcane Bolt has 5 uses per short rest, instead of 3

    Class/Racial Features & Traits

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