Entry tags:
Character Sheet - Clara De'Veron
Clara De'Veron
(Lady Clara De'Veron of Animo, Hero of Rinn, Voidslayer, Champion of Deneir, Archmage of the Tomekeep Library, and Captain of The Intrepid)
Wizard 19 (School of Illusion) / Cleric 1 (Arcana Domain: Deneir)
Human | Lawful Good (LN) | Color Wheel: Blue/Red/White
Age 22 / Height 5'6" / Build Average
Skin Brown / Hair Black / Eyes Brown
HP 143 / AC 18 / Speed 30
Proficiency Bonus: +6 / Initiative +1
STR 10 (+0)
DEX 12 (+1)
CON 16 (+3)
INT 20 (+5)
WIS 16 (+3) (base 14)
CHA 12 (+1)
Skills: Arcana (+17), History (+11), Insight (+9), Investigation (+17), Stealth (+7)
Languages: Common, Elvish, Draconic, Void Speech
Saving Throws: CON, INT, WIS; +2 to all saving throws
Weapons: Darts, Daggers, Slings, Quarterstaves, Light Crossbows
Armor: Light Armor, Medium Armor, Shields
Tools: Calligraphy Supplies
* Skill Expert +1 INT; Proficiency: Stealth; Expertise: Investigation
* Eldritch Adept: Intrinsic Illumination (Devil's Sight): You can see normally in magical and nonmagical darkness up to a distance of 120 feet.
* Resilient: Constitution +1 CON; proficiency in Constitution saving throws
* Blessing of Deneir As a Champion of Deneir, you can sprout celestial wings as a bonus action. These wings give you a flying speed of 60 feet and last for ten minutes. This ten minutes of flying speed can be used in increments of 1 minute. Use of the wings recharges upon completing a long rest.
Spell Attack Modifier (Wizard): +13 | Spell Attack Modifier (Cleric): +9
Spell Save DC (Wizard): 19 | Spell Save DC (Cleric): 17
* Arcane Recovery
* Improved Minor Illusion
* Malleable Illusions
* Illusory Self
* Illusory Reality
* Spell Mastery
* Cleric: Arcane Initiate
* Ritual Caster (Wizard)
* Ritual Caster (Cleric)
Cantrips
- Dancing Lights
- Fire Bolt
- Minor Illusion
- Ray of Frost
- Shape Water
- Shocking Grasp
1st Level
- Alarm
- Charm Person
- Color Spray
- Comprehend Language
- Disguise Self
- Find Familiar
- Fog Cloud
- Grease
- Identify
- Illusory Script
- Mage Armor
- Magic Missile
- Protection from the Void
- Shield
- Silent Image [spell mastery]
- Thunderwave
- Witch Bolt
2nd Level
- Arcane Lock
- Blindness/Deafness
- Darkbolt
- Darkness
- Detect Thoughts
- Earthbind
- Enlarge/Reduce
- Hold Person
- Invisibility
- Mirror Image
- Misty Step [spell mastery]
- Nystul's Magic Aura
- Phantasmal Force
- Ray of Enfeeblement
- See Invisibility
3rd Level
- Alone
- Catnap
- Closing In
- Counterspell
- Dispel Magic
- Fear
- Fireball
- Gaseous Form
- Glyph of Warding
- Haste
- Hypnotic Pattern
- Leomund's Tiny Hut
- Nondetection
- Phantom Steed
- Remove Curse
- Sending
- Slow
- Vampiric Touch
- Water Breathing
4th Level
- Banishment
- Blight
- Confusion
- Galder's Speedy Courier
- Greater Invisibility
- Hallucinatory Terrain
- Leomund's Secret Chest
- Mordenkainen's Faithful Hound
- Phantasmal Killer
- Polymorph
- Stone Shape
5th Level
- Bigby's Hand
- Creation
- Dawn
- Dream
- Legend Lore
- Mislead
- Rary's Telepathic Bond
- Scrying
- Seeming
- Teleportation Circle
6th Level
- Absorbing Field
- Contingency
- Create Undead
- Disintegrate
- Mass Suggestion
- Scatter
- True Seeing
7th Level
- Crown of Stars
- Mirage Arcane
- Plane Shift
- Prismatic Spray
- Sequester
- Simulacrum
- Teleport
8th Level
- Antimagic Field
- Control Weather
- Illusory Dragon
- Maze
- Mind Blank
9th Level
- Foresight
- Time Stop
- Wish
Cantrips
- Guidance
- Message
- Mold Earth
- Sacred Flame
- Spare the Dying
1st Level
- Detect Magic (domain)
- Magic Missile (domain)
- Healing Word
+ 3 additional spells from the Cleric Spell List prepared per long rest
* Grimoire Infinitus (exalted): (Requires attunement by a Wizard) Several of these spellbooks with gilded pages and silver-plated covers were created before the Devastation. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds.
Most of the book is blank, but the following spells are recorded in the first pages of the tome: Alarm, Antimagic Field, Bigby's Hand, Blight, Charm Person, Confusion, Control Weather, Create Undead, Detect Thoughts, Enlarge/Reduce, Fear, Foresight, Gaseous Form, Glyph of Warding, Legend Lore, Leomund's Tiny Hut, Mass Suggestion, Mislead, Misty Step, Mordenkainen's Faithful Hound, Prismatic Spray, Ray of Enfeeblement, Silent Image, Teleport, and Thunderwave.
Exalted. You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 3.
While you carry the spellbook, you have advantage on saving throws against spells and magical effects.
When you use the grimoire as your spellbook, you can use your Arcane Recovery feature twice per long rest.
* Staff of Power: (Requires attunement; Sorcerer, Warlock, or Wizard only) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
* Amulet of Scribes: (Requires attunement; Arcana or Knowledge domain cleric of Deneir) This platinum amulet bears the holy symbol of Deneir. While you are attuned to this item, your Wisdom score increases by 2. Additionally, if you have a Channel Divinity feature, you can use it without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
* Driftglobe: This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the Light or Daylight spell. Once used, the Daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
* Iron Flask
This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
* Ballpoint Pen of Scribing This pen follows its user's thoughts to write when within 30 feet of the pen, leaving her hands free.
* Reagents for Secret Chest
* Reagent for Contingency
* +3 Glamoured Studded Leather Armor (glamour effect requires attunement)
* Arcane Focus: small wooden wand decorated with arcane runes with a cloudy white crystal at one end
* (Former)Holy Symbol: a stolen library book containing scripture about Deneir.
* Dagger
* Heavy Fur Cloak (designed to help resist the cold in the far north of Frigus)
* Void Compass: Crudely formed magical compass of rock and metal enchanted to point to the nearest Void Stone. When within 1 mile of a Void Stone, the compass will begin spinning rather than pointing in the direction of the Stone.
* Spellscroll of Void Strike
* Spellscroll of Conjure Voidborn
* Tome of the Rites of the Transvelomer
* 280g of veracium crystals (& a small collection of void-tainted veracium crystals)
* Key to Demiplane Sphere
* Clara's Journal: A record of the party's adventures complete with sketches of items and creatures, as well as some of Clara's personal feelings and discoveries. Maintained as part of her worship of Deneir.
* Clara's Original Spellbook (contains over 50 spells; enchanted to resist non-magic environmental effects)
* Back-up Ritual Spellbook (Currently with "Carol")
* Mistress Nisruel Soltrice's ancient spellbook (Needs to be investigated)
* Paper & ink for spell inscription (700g)
* Mundane paper & ink for scribing
* A Poem from Deneir via Primordia
* Papers of note: Jarseli's diary, Rordran's journal, one page of notes from Rordran's Lab, Joy's journal, letters from M, papers from Aquan in Rinn Prison
* Shipment notes from Mun Solace
* Reagents for Find Familiar, Illusory Script, Teleportation Circle, Identify
* Scrying mirror worth 1000g (reagent for Scrying)
* Coin purse
* Collapsible 10-foot pole
* A Fancy Hat (gift from Devine)
* A Nice Aubergine Dress (gift from Woe)
* Pendant bearing the symbol of Deneir (gift from Daniel)
* Winter clothing
* Aristocratic-quality dress
* Amulet of Mind-shielding (requires attunement, currently unattuned)
*Vinius's Scarecrow Control Amulet (given to Captain Gilbert in Halo; sent to the Lucien family for study)
*Manual of Flesh Golems (turned in to the Library of Deneir in Vadum)
*Tome of Meteor Swarm & Rinn City Gate Strike Map (turned in to Diggory Runyolf in Rinn; Tome used by Neustratum military during the Battle of Night Peak)
*A Book detailing the Approved Religions of Frigus (given to Woe)
*Spellscroll of Destructive Resonance (given to Woe)
*Periapt of Wound Closure (given to Vendrick)
*Forearm Buckler & Studded Leather Armor (donated to Church of Helm)
*Beads of Daylight (unused beads returned to Tha'mior)
*Vane's Spellbook: Contains: Alarm, Magic Missile, Thunderwave, Misty Step, See Invisible, Counterspell, Fireball (Added: Detect Thoughts, Disguise Self, Illusory Script) (Given to Daniel Loubarz)
*Solace's journal (Given to the Church of Deneir)
*Three unidentified skulls from Valen Kalesh's chest (Being analyzed by the Animo Chapel of Helm)
*Dori'Mal's Bestiary (originals) (Donated to the Tomekeep)
*Rordran's Spellbook: Contains: Ray of Enfeeblement, Blindness/Deafness, Vampiric Touch, Alone, Blight, Phantasmal Killer (Given to Favian De'Veron & his fiancee)
*Illusionary Script anti-Tiamat pamphlet (Given to dragonborn bandits near Bellum Bridge)
*Gaudia's Ashes (1 jar of Empyrean Dust) (Given to Katyusha)
*Goliath Bracers Increases your ability to endure the effects of cold weather. (Given to Daniel Loubarz)
*Rod of Teleportation Allows the user to cast the Teleport spell once per day. Enchantment has a 20% chance of breaking after each use. (Given to Devine)
*Wand of Secrets (Given to Tannis)
*Circlet of Concentration (Given to Katyusha)
*Spellscroll of Greater Earthbind (given to Frigan spellcasters)
*+1 studded leather armor (given to Devine)
*Scripture of the Grand Queen's Return & deciphering key (donated to the Tomekeep)
*She'osala's Prayerbook (Originally printed prayers to Azuth; contains notes on Myrkul, Loviatar, Bhaal; contains adapted Soul Cage spell) (donated to the Tomekeep)
* Fork Least Smoky Inn: Rinn (23 Boedromius 5014)
* Drinking Stein Neustratum Monastery: Near Night Peak (17 Pyanius 5014)
* Soap holder Diamond & Drink Inn: Bellum (4 Mournius 5015)
* Rock Near Mun Solace Tower summoning location #3 - Outside Sita near Glacius Lake (6 Mournius 5015)
* Statuette of Tyr Augril, Frigus (17 Mournius 5015)
* Woe's Book Exspiria, Calidum; from Woe's bedroom (19 Mournius 5015)
* Animo, Neustratum: City Archives
* Cultum, Frigus: Lyceum
* Mohe, Calidum: Siphon House Maintenance
* Everstorm Isles: via Tham'ior
* Exspiria, Calidum: Sylvester residence
* Mun Solace: Tower can travel to five locations: Lake Cultum, Frigus; Fisher's Cove, Neustratum; Southern Desert, Calidam; unknown 4th area on Eastern Hemisphere; the Astral Sea
* Dori'Mal's Bestiary (translated to Common and inscribed by Daniel & Clara)
(Lady Clara De'Veron of Animo, Hero of Rinn, Voidslayer, Champion of Deneir, Archmage of the Tomekeep Library, and Captain of The Intrepid)
Wizard 19 (School of Illusion) / Cleric 1 (Arcana Domain: Deneir)
Human | Lawful Good (LN) | Color Wheel: Blue/Red/White
Age 22 / Height 5'6" / Build Average
Skin Brown / Hair Black / Eyes Brown
HP 143 / AC 18 / Speed 30
Proficiency Bonus: +6 / Initiative +1
Attributes
STR 10 (+0)
DEX 12 (+1)
CON 16 (+3)
INT 20 (+5)
WIS 16 (+3) (base 14)
CHA 12 (+1)
Proficiencies
Skills: Arcana (+17), History (+11), Insight (+9), Investigation (+17), Stealth (+7)
Languages: Common, Elvish, Draconic, Void Speech
Saving Throws: CON, INT, WIS; +2 to all saving throws
Weapons: Darts, Daggers, Slings, Quarterstaves, Light Crossbows
Armor: Light Armor, Medium Armor, Shields
Tools: Calligraphy Supplies
Feats
* Skill Expert +1 INT; Proficiency: Stealth; Expertise: Investigation
* Eldritch Adept: Intrinsic Illumination (Devil's Sight): You can see normally in magical and nonmagical darkness up to a distance of 120 feet.
* Resilient: Constitution +1 CON; proficiency in Constitution saving throws
Other Character Features
* Blessing of Deneir As a Champion of Deneir, you can sprout celestial wings as a bonus action. These wings give you a flying speed of 60 feet and last for ten minutes. This ten minutes of flying speed can be used in increments of 1 minute. Use of the wings recharges upon completing a long rest.
Spellcasting
Spell Attack Modifier (Wizard): +13 | Spell Attack Modifier (Cleric): +9
Spell Save DC (Wizard): 19 | Spell Save DC (Cleric): 17
* Arcane Recovery
* Improved Minor Illusion
* Malleable Illusions
* Illusory Self
* Illusory Reality
* Spell Mastery
* Cleric: Arcane Initiate
* Ritual Caster (Wizard)
* Ritual Caster (Cleric)
Spellbook
Cantrips
- Dancing Lights
- Fire Bolt
- Minor Illusion
- Ray of Frost
- Shape Water
- Shocking Grasp
1st Level
- Alarm
- Charm Person
- Color Spray
- Comprehend Language
- Disguise Self
- Find Familiar
- Fog Cloud
- Grease
- Identify
- Illusory Script
- Mage Armor
- Magic Missile
- Protection from the Void
- Shield
- Silent Image [spell mastery]
- Thunderwave
- Witch Bolt
2nd Level
- Arcane Lock
- Blindness/Deafness
- Darkbolt
- Darkness
- Detect Thoughts
- Earthbind
- Enlarge/Reduce
- Hold Person
- Invisibility
- Mirror Image
- Misty Step [spell mastery]
- Nystul's Magic Aura
- Phantasmal Force
- Ray of Enfeeblement
- See Invisibility
3rd Level
- Alone
- Catnap
- Closing In
- Counterspell
- Dispel Magic
- Fear
- Fireball
- Gaseous Form
- Glyph of Warding
- Haste
- Hypnotic Pattern
- Leomund's Tiny Hut
- Nondetection
- Phantom Steed
- Remove Curse
- Sending
- Slow
- Vampiric Touch
- Water Breathing
4th Level
- Banishment
- Blight
- Confusion
- Galder's Speedy Courier
- Greater Invisibility
- Hallucinatory Terrain
- Leomund's Secret Chest
- Mordenkainen's Faithful Hound
- Phantasmal Killer
- Polymorph
- Stone Shape
5th Level
- Bigby's Hand
- Creation
- Dawn
- Dream
- Legend Lore
- Mislead
- Rary's Telepathic Bond
- Scrying
- Seeming
- Teleportation Circle
6th Level
- Absorbing Field
- Contingency
- Create Undead
- Disintegrate
- Mass Suggestion
- Scatter
- True Seeing
7th Level
- Crown of Stars
- Mirage Arcane
- Plane Shift
- Prismatic Spray
- Sequester
- Simulacrum
- Teleport
8th Level
- Antimagic Field
- Control Weather
- Illusory Dragon
- Maze
- Mind Blank
9th Level
- Foresight
- Time Stop
- Wish
Cleric Spells
Cantrips
- Guidance
- Message
- Mold Earth
- Sacred Flame
- Spare the Dying
1st Level
- Detect Magic (domain)
- Magic Missile (domain)
- Healing Word
+ 3 additional spells from the Cleric Spell List prepared per long rest
Magic Items & Items of Note
Attuned Items
* Grimoire Infinitus (exalted): (Requires attunement by a Wizard) Several of these spellbooks with gilded pages and silver-plated covers were created before the Devastation. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds.
Most of the book is blank, but the following spells are recorded in the first pages of the tome: Alarm, Antimagic Field, Bigby's Hand, Blight, Charm Person, Confusion, Control Weather, Create Undead, Detect Thoughts, Enlarge/Reduce, Fear, Foresight, Gaseous Form, Glyph of Warding, Legend Lore, Leomund's Tiny Hut, Mass Suggestion, Mislead, Misty Step, Mordenkainen's Faithful Hound, Prismatic Spray, Ray of Enfeeblement, Silent Image, Teleport, and Thunderwave.
Exalted. You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 3.
While you carry the spellbook, you have advantage on saving throws against spells and magical effects.
When you use the grimoire as your spellbook, you can use your Arcane Recovery feature twice per long rest.
* Staff of Power: (Requires attunement; Sorcerer, Warlock, or Wizard only) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
* Amulet of Scribes: (Requires attunement; Arcana or Knowledge domain cleric of Deneir) This platinum amulet bears the holy symbol of Deneir. While you are attuned to this item, your Wisdom score increases by 2. Additionally, if you have a Channel Divinity feature, you can use it without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Other Magic Items
* Driftglobe: This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the Light or Daylight spell. Once used, the Daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
* Iron Flask
This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
* Ballpoint Pen of Scribing This pen follows its user's thoughts to write when within 30 feet of the pen, leaving her hands free.
* Reagents for Secret Chest
* Reagent for Contingency
Other Equipped Items
* +3 Glamoured Studded Leather Armor (glamour effect requires attunement)
* Arcane Focus: small wooden wand decorated with arcane runes with a cloudy white crystal at one end
* (Former)Holy Symbol: a stolen library book containing scripture about Deneir.
* Dagger
* Heavy Fur Cloak (designed to help resist the cold in the far north of Frigus)
Secret Chest Contents
* Void Compass: Crudely formed magical compass of rock and metal enchanted to point to the nearest Void Stone. When within 1 mile of a Void Stone, the compass will begin spinning rather than pointing in the direction of the Stone.
* Spellscroll of Void Strike
* Spellscroll of Conjure Voidborn
* Tome of the Rites of the Transvelomer
* 280g of veracium crystals (& a small collection of void-tainted veracium crystals)
* Key to Demiplane Sphere
* Clara's Journal: A record of the party's adventures complete with sketches of items and creatures, as well as some of Clara's personal feelings and discoveries. Maintained as part of her worship of Deneir.
* Clara's Original Spellbook (contains over 50 spells; enchanted to resist non-magic environmental effects)
* Back-up Ritual Spellbook (Currently with "Carol")
* Mistress Nisruel Soltrice's ancient spellbook (Needs to be investigated)
* Paper & ink for spell inscription (700g)
* Mundane paper & ink for scribing
* A Poem from Deneir via Primordia
* Papers of note: Jarseli's diary, Rordran's journal, one page of notes from Rordran's Lab, Joy's journal, letters from M, papers from Aquan in Rinn Prison
* Shipment notes from Mun Solace
* Reagents for Find Familiar, Illusory Script, Teleportation Circle, Identify
* Scrying mirror worth 1000g (reagent for Scrying)
* Coin purse
Assorted Junk
* Collapsible 10-foot pole
* A Fancy Hat (gift from Devine)
* A Nice Aubergine Dress (gift from Woe)
* Pendant bearing the symbol of Deneir (gift from Daniel)
* Winter clothing
* Aristocratic-quality dress
* Amulet of Mind-shielding (requires attunement, currently unattuned)
Items Once Possessed
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Associated Objects & their Places
* Fork Least Smoky Inn: Rinn (23 Boedromius 5014)
* Drinking Stein Neustratum Monastery: Near Night Peak (17 Pyanius 5014)
* Soap holder Diamond & Drink Inn: Bellum (4 Mournius 5015)
* Rock Near Mun Solace Tower summoning location #3 - Outside Sita near Glacius Lake (6 Mournius 5015)
* Statuette of Tyr Augril, Frigus (17 Mournius 5015)
* Woe's Book Exspiria, Calidum; from Woe's bedroom (19 Mournius 5015)
Known Teleportation Circle Locations
* Animo, Neustratum: City Archives
* Cultum, Frigus: Lyceum
* Mohe, Calidum: Siphon House Maintenance
* Everstorm Isles: via Tham'ior
* Exspiria, Calidum: Sylvester residence
* Mun Solace: Tower can travel to five locations: Lake Cultum, Frigus; Fisher's Cove, Neustratum; Southern Desert, Calidam; unknown 4th area on Eastern Hemisphere; the Astral Sea
Personal Library (Animo Manor)
* Dori'Mal's Bestiary (translated to Common and inscribed by Daniel & Clara)