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Arenosum Aurum

by Aoz

Background: Arenosum, once a promising student at the prestigious Great Glantri School of Magic, quickly grew disillusioned with the constant political games and power struggles that plagued the lives of the academy's wizards. Seeking a simpler, more rewarding life, he decided to leave the bustling halls of Glantri behind a few weeks before his Graduation test.

Journey: Arenosum ventured far and wide, eventually finding solace on a secluded tropical island known as the Isle of Dread. Here, amidst the natural beauty and untamed wilderness, he discovered a place where he could hone his magical skills without interference. He built a modest hut near the beach, where he could hear the soothing sounds of the waves and feel the gentle caress of the sea breeze.

Life on the Isle of Dread: Embracing the life of an earth wizard, Aurum became deeply connected with the land and living a peaceful life. His fascination with gold led him to develop the spell "Aurum's Extraction," a method to extract precious gold particles for earth and sand. This spell became his signature creation, a testament to his ingenuity and mastery of earth magic.

Trading and Relations: Living on the Isle of Dread, Aurum established a unique rapport with the island's inhabitants. He traded the gold he extracted with the locals, exchanging it for dinosaur bones, rare herbs, tar and other valuable trade goods. His presence on the island brought prosperity and forged strong bonds with the native people. He even makes gifts of healing potions from time to time.

Legacy: At the age 38 as of 1014 AC he is a 12th level magic user, Arenosum is not only a masterful earth wizard but also a beloved figure on the Isle of Dread. His spell, "Aurum's Extraction," is a symbol of his desire to live a life unburdened by politics, focused on the purity of magic and the simple joys of discovery and trade.

Arenosum Aurum
Class: Magic-user (Earth Elementalist of the 3rd Circle )
Level: 12
Race: Human
Age: 38
Alignment: Neutral Good
Background: Sage (Former Student of the Great Glantri School of Magic)
Languages: Common (Glantri), Earth Elemental, Elvish, Tanaroan
Stats: (STR): 10, (DEX): 14, (CON): 15, (INT): 20, (WIS): 16, (CHA): 12
Hit Points (HP): 53, Armor Class (AC): 6, Speed: 30 ft.
Proficiencies: Saving Throws: Intelligence, Wisdom
Skills: Arcana, History, Nature, Investigation
Tools: Alchemist's supplies (Can craft a healing Potion if in the mood)
Feats: Once per Day can summon a friendly Sand Elemental HD 8.
Resilient (Constitution): Gain proficiency in Constitution saving throws.
Spellcasting as a 12th level spellcaster
Equipment: Chest of Holding that weighs 20 pounds but holds 4000 pounds or 40 cubic feet of stuff.
Dino Leather Spell book: Contains his known spells along with his custom spells below; He has a second book buried beneath his favorite coconut tree.
Component Pouch: Holds materials needed for spellcasting.
Lucky Gold Nugget: A piece used for Aurum Extraction (+2 to AC and Saves).
Stick of Dread +5, it does a total of 6 damage per hit because it is a stick.

Aurum's Extraction

Level: 2nd-level Transmutation for Earth or Sand Mage, 3rd-level for other classes
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small piece of gold worth at least 1 gp, which is not consumed)
Duration: Instantaneous

Description: The caster touches a 20 cubic feet area of earth or sand and transmute it, extracting any gold particles within. The gold particles coalesce into a small nugget, weighing up to 1 ounce per casting, and float to the surface. The nugget's value is 1d4 gold pieces. [/]

The Spell can be used in a higher slot however unlike many spell the effects are the same. Even if used in a 9th level slot it still will only make a 1d4 gold piece nugget.

 
Rejuvenating Mud Bath

Level: 5th-level Transmutation (Only known by Him)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a vial of healing herbs, a dinosaur bone and a handful of enchanted earth, which are consumed)
Duration: 1 hour
Description: The magic user creates a magical mud bath that can restore and detoxify. The target of this spell must immerse themselves in the mud bath for the duration of the spell. While immersed, they gain the following benefits:

Restores 1d4 + the casters level in hit points.

Removes any poison or disease afflicting the target.

Grants advantage on saving throws against being poisoned for the next 24 hours.