AW | Archmage Vaur Severus

24 str (+7), 28 dex (+9), 22 con (+6), 28 int (+9), 24 wis (+7), 22 cha (+6)

Saves - WIS +12, INT +14x2, CHA +11

30ftwalk/fly (Psionics)

Legendary Resistance - 3 stacks

Legendary Action - 5/5 - Attempt Save, Teleport 30ft, Cast Basic Spell, Attack, Telekenesis EX, Control Weather, Control Plants, (While Nails is Active) Cosmic Action

Truesight 120ft, -4 Magic Damage Reduction, Mind-Effecting Immunity, Advantage vs Plants

Nails - Magic Resist, High Resist Physical, Haste x3

 

Crown of Heaven - A one of a kind jade crown given to Vaur by Heka as proof of his son's understanding the realm of magic and the completion of the Spellforge. Grants Advantage on Intelligence saves, immunity to mind-effecting spells, and -4 Magic damage reduction. The crown was since doused in Xafa's blood. The wielder thus cannot be targeted by Divine magic or Scrying and has Advantage to Plant-related saves and actions. The crown emits a perceptible mental hum for creatures skilled in Magic up to 60ft away.

Battlehardened Warcaster - Damage below 20 does not trigger Concentration Checks. Concentration DC is quartered, rather than halved. 2d20d1+6. AOO's consume Legendary Actions.

Nekomata - Vaur's tails act as magic foci, and so long as they are functional they both add a stack of Haste/Extra Action. If attacks specifically target his tails and deal Critical Damage, one stack of Extra Action is lost until the end of Vaur's next turn.

Divine Heir - Vaur has increased AC and treats non-cosmic Spell actions as Impulse Actions. He regenerates all Spell Slots except for 9th and above at the beginning of each turn, but has greatly reduced maximum spell slot counts.

Nails of the First Fox - A spinal binding that grants Vaur increased physical attributes. When Vaur is reduced to 0 hp, he gains 20d12 Temporary Health, +4 Strength and Dexterity modifiers, Nails attribute and ignores death saves for 1 minute. After one minute passes, Vaur dies.

> Nails - When Nails is active, Vaur gains High Resistance to Physical damage and resists Magic damage, gains an extra Haste stack, and generates 30ft of dim light. Vaur can no longer perceive friend from foe and is considered Berserk. The only way Vaur can be stopped once Nails is active is through death.

 

 

SPELLS

 

Slots -

1 - 4

2 - 3

3 - 3

8 - 1

9 - 5 (Recharges at long rest) (Blue Bar)

 

Conductors  - conductors are electrically charged units that draw extra attacks from lightning spells. Dispel Magic, transforming or polymorph, or similar abilities that eradicate your current form shed the debuff so long as you are not currently wet.


Meteor Storm - channel 1 round  - cosmic
Summons 8 meteors to descend upon the area, each provoking dc 16 dex save vs 10d6 fire damage and 2d8 bludgeoning damage in 30ft.

Electrify - channel 1 round - cosmic
Electrifies units in 120ft. Turns them into conductors for 1 minute.

Godkiller - high cosmic - consumes full turn
Melee unit makes DC 22 int save vs half damage, then dc 22 con save vs half damage. Deals 33d10 fire damage, and dc 22 dex save vs 14d10 fire damage in 300ft cone past the unit. Units whom fail both saves and suffer fatal damage are incinerated. Deals an extra 6d12 damage to Kami and Demonkin.

Meteor Shower -see rank 9 spell

Warmth of earth - rank 9 channel 1 round
Upon completion, heal self or touched unit for 12d12+10d6, remove aids, exhaustion, and purge lesser curses

Bonds of earth - rank 8
Attempt to restrain units in 120ft. DC 18 strengh save. Escape DC 18.

Meteor - rank 8
300ft range 40ft dc 18 dex save vs 10d6 fire damage. Can hold the spell and fire it as a bonus action.

Sand King Barrier - rank 3
10ac barrier, cancels critical strikes. Can block 2 attacks.

Lightning Strike - rank 3
Single target dc 18 dex save vs 9d6 lightning damage and reduce armor by 10 for 1 minute. Unit becomes conductor for 1 minute. Lightning strike forks to conductors in 30ft.

Firebolt S - rank 1
+14 to hit, 5d8 fire damage, 120ft Fires again on critical attack, the secondary attacks deal lightning damage and bounce to conductors.

Fireball - rank 3
120ft 20ft dc 18 dex save vs 8d6 fire damage.