Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links


by Beau Yarbrough

Chaotic Good male human enchanter/thief, Glantri City

Reynard is a native son of Glantri City, who seems to spend most of his time chasing women and getting into mischief. This is, of course, partly a facade: Reynard is actually a potent enchanter, and his affectation is well-known amongst students and alumni of the Great School of Magic.

A dandy apparently in his late 20s, he has reddish gold hair, bright green eyes and is short and built like a swordsman. Charming (16 charisma) and quick - both physically and mentally (dexterity 16, intelligence 16) - Reynard is a swashbuckler trapped in the body of an enchanter, and can tumble, tightrope walk, dance and charm a fair lady with the best of them and is an above-average singer and mandolin player. While he feels obligated to fight injustice wherever he finds it, he's also interested in amusing himself and treating himself as well as possible and thus ends up finding injustice, more often than not, in the vicinity of beautiful women. An incorrigible flirt, Reynard hates the idea that there might be someone who has met him who doesn't like him or, at least, respect him and has been known to make a fool of himself with the ladies (wisdom 8) and get himself in over his head when going up against real swordsmen.

Reynard is knowledgeable about Glantri City's elite as well as some of its more infamous residents. He also vanishes every summer for several months, during which time he is in Ierendi, competing in the Royal Tournament of Adventurers there and is a member of the Adventurer's Club there.

Equipment: Reynard's Foxblade, Boots of Jumping

Reynard's Foxblade - This +2 rapier of speed acts as a ring of free action when unsheathed. It sheds light in 20' radius on command.

Reynard's Dazzling Dust
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: One action
Range: 10 feet/level (maximum of 100 feet) Effect: 10 foot radius + 1 foot/level
Duration: 1d4 minutes/level or 1d6 minutes/level Saving Throw: No Spell Resistance: Yes

By flinging a handful of sand, a wizard casting dazzling dust fills the air with sparkling ruby particles that place one or more creatures in blissful trance.

Only living creatures with four hit dice or less are affected and those immune to charm spells are immune to the spell's effects. The spell affects 1 hit dice worth of creatures per caster's level, with the lowest hit dice creature in the area of effect being dazzled first.

Victims of the spell have their eyes open, although they're in a state similar to sleepwalking. They can be moved, stepped around, or even searched, but they will not let themselves be placed in immediate danger and attempts to attack them will wake them immediately (although they will suffer a -4 modifier to all actions in the first minute that they shake free of the trance).

Material component: A pinch of fine sand, dyed red, or actual ruby dust (which changes to duration of the spell to 1d6 minutes/level). The dust slowly settles on victims over the course of the spell, finally forming a light layer of glittering dust on the head and shoulders of the victims.

Reynard's Swordbinding
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: One action
Range: 10 feet/level
Effect: 1 creature/level
Duration: 1d4 rounds + 1 round/level
Saving Throw: Will
Spell Resistance: Yes

Similar to remove the instrument of death, Reynard's swordbinding requires a wizard to be closer to his victim -- and get the drop on his opponent -- but is much more dangerous at higher levels.

When Reynard's swordbinding is cast, a beam of golden light shoots from the caster's wand, striking any being he points at. The ray prevents victims from drawing weapons from their container, including swords from their scabbards, weapons in a display case (even an open one), arrows from their quivers, a mace from its belt loop or even a dagger from a boot. Even sheathed weapons not in the victim's possession at the time of the spell cannot be unsheathed, although weapons already drawn are unaffected. Likewise, bows worn across a warrior's torso could be removed and used, although arrows for the bow will remain stubbornly in their quiver until the enchantment ends.

Attempting to draw a magic weapon allows the victim another saving throw, with the magical plus of the weapon added as a bonus to the victim's saving throw. For weapons with multiple pluses, use the highest appropriate one: a weapon +1, +2 versus magic-using and enchanted creatures would grant a victim a +2 on their new saving throw. If the new saving throw fails, no further attempt to draw that weapon can be made until the enchantment wears off.

Weapons placed or stuck into something other than a standard container, such as arrows into the ground for quick retrieval, are unaffected. Likewise, nothing prevents a warrior from using a chair or piece of firewood to bludgeon an irritating wizard into a pulp.

The spell must overcome a being's innate magic resistance every time they attempt to draw their weapon. Once overcoming the spell, its effects are negated for that casting.

The priest spell free action, or the ring of the same name, protects against or negates Reynard's swordbinding.

Material component: A wand, magical or otherwise.

Reynard's Tome Sealing
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Effect: 1 book/level
Duration: 1 week/level
Saving Throw: None
Spell Resistance: None

This spell, judged to be an essential part of many wizards' collections, protects books from the infestation of bookworms, a paper-eating insect. Reynard has released the spell through the Great School of Magic.

When cast, the books to be protected are touched with a bottle of poison. (Note: the books are touched with the bottle, not the poison. The spell is meant to preserve books, not ruin them!) Thereafter, any bookworm that comes in contact with the book is instantly killed, as are any bookworm eggs. The spell affords no protection, however, against other pests, such as mice or moths.

The spell can be cast in conjunction with permanency.

Material component: A bottle of poison capable of causing death upon consumption.

Reynard's Spellbinding
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 3 actions
Range: 10 feet/level
Effect: 1 victim
Duration: 1 minute/level
Saving Throw: Will
Spell Resistance: Yes

This spell befuddles an enemy spellcaster and makes him unlikely to properly cast spells. When Reynard's spellbinding is cast, a beam of white light shoots from the caster's wand, striking any being he points at.

Each point the saving throw is missed by adds a 10% chance of spell failure. The chance of spell failure also increases by 10% for each level of the caster. Spell failure decreases by 10% for each level of the victim, as well as by any magic resistance possessed by the victim.

Successfully casting a single spell does not negate the spellbinding, which affects any spells cast during its duration, even ones whose casting time extends past the duration of the spellbinding.

Material component: A wand, magical or otherwise.

Reynard's Silver Tongue
Level: Sor/Wiz 4
Components: S, M
Casting Time: One action
Range: None
Effect: The caster
Duration: 1d4 hours/level (maximum of 24 hours) Saving Throw: None
Spell Resistance: Yes

Reynard's Silver Tongue allows the caster to tell lies, distortions, evasions and half-truths without a danger of magical detection. Spells such as detect lie and ESP show the caster as sincere and telling what he or she believes to be the truth.

The spell can be cast in conjunction with permanency, but requires the daily consumption of silver pieces, as per the material component. Failing to do so negates the spell until the next silver piece is placed in the caster's mouth.

Material component: A single silver piece, which is put on the caster's tongue and dissolves on the tongue and is harmlessly swallowed.