Killren the Archmage

Medium-sized Human
Epic Wizard / Archmage  (29th level)
Level 24/5

Hit Dice: 29d4+116 (192 hp)
Initiative: +5 (Dex)
Speed: 30 ft.
AC: 25 (+ 5 Dex, +5 Armor from Robe of the Archmagi, +5 Natural Armor)
Attacks:
+5 glass Dagger of Venom (+23/+18)
Damage: +5 glass Dagger of Venom (1d4+8)
Face/Reach: 5 ft x 5 ft./5 ft.
Special Attacks: High Arcana (Arcane Fire), High Arcana (Arcane Reach), High Arcana (Mastery of Counterspelling), High Arcana (Spell Power +2), High Arcana (Spell Power +3)
Special Qualities: Summon Familiar, Scribe Scroll, SR 23 (from Staff of Magi)
Saves: Fort +21, Ref +20, Will +27
(+4 bonus to poison saves)
Abilities: Str 16, Dex 18 (20), Con 17 (19), Int 30, Wis 18, Cha 19
Skills: Concentration +26, Alchemy +27, Knowledge (Arcana) +27, Knowledge (History) +27, Scry +27, Spellcraft +27, Craft (Woodworking) +17, Ride (Dragon) +9 
 
Feats: Craft Wondrous Item, Empower Spell, Chain Spell, Maximize Spell, Spell Penetration (granted by Robe of Archmagi), Combat Casting, Spell Mastery, Split Ray, Weapon Focus (Ray Spells), Spell Specialization (Ray), Craft Staff, Ray Coning, Leadership, Improved Spell Capacity (x4) (epic)

Climate/Terrain: Orgaladh, Dagam (The Tower of Magic)
Organization: Solitary
Challenge Rating: 29
Treasure: Standard
Alignment: Chaotic Good
Advancement: By Character Class.


Killren the Archmage, one of the companions of Grindill, Han Dirgon, and Andar Tertictandon, is one of the most powerful mages to live on Inzeladun.  With four epic levels, he can cast spells up to 13th level (via feat modified spells).  He was born during the Fourth Age of Man, founded the kingdom of Orgaladh, and was instrumental in rescuing the heroes of the Fourth Age from the Cataclysm that destroyed the world at the close of that age, either projecting them through time or suspending them, their animation frozen, until he awoke them near the end of the Fifth Age.  Killren removed Grindill as the Lord of the Tower near that time.  Killren is probably the most powerful wizard alive today.  

Killren dresses in a feathered Cloak of Resistance, and often wears a dragon skull as a hat.  He is extremely intelligent, wise, and charismatic.  During his reign as Lord of the Tower, several cults of magic-worshipers sprung up in the area around the Tower, which was located in Orgaladh.  Several of these cults still exist, and most wonder at the disappearance of the Tower (which was moved by Tomodachi in the War against Grindill to Kharzho in Dagam).

Killren is devoted to helping out mages, and does not believe in "Orders" of magic.  He is opposed to organized schools of magic, believing the best mages are created out of free personal application and effort.  Students of magic must have the flexibility to do what is best for them, freedom to express themselves fully in magic.  He believes organized magical orders give rise to tyrants and dictators, such as Grindill and Kherit.  Killren is kind and benevolent, with little use for laws and regulations.

Killren does tend to be a little condescending toward those that he feels is wasting his time.  In order to be able to see him, one has to fill out a thousand forms in triplicate in order to prove their worth, unless he is already aware of their worth or their need.  He is a font of information for things arcane, especially in regards to artifacts and relics.  He is also very well versed in history, having lived through much of it.

Killren was the Lord of the Tower during the Sixth and Seventh Ages.   When Grindill turned to evil, Killren always stood to oppose him, always staying on the side of good and law.  Killren still resides in the Tower of Magic and aids Tomodachi, the current Lord of the Tower.

Combat
Killren fights largely with spells, occasionally defending himself with his staff or his dagger of venom.

Spells
4 / 5 / 5 / 5 / 5 / 4 / 4 / 1 / 4 / 2 / 1 / 1 / 1 / 1 
Killren usually prepares the following spells:

0 level: Ray of Frost, Daze, Light, Dancing Lights

1st level: Targeting Ray, Mage Armor, Magic Missile, Comprehend Languages, True Strike

2nd level: Ray of Ice, Web, Levitate, Knock, Detect Thoughts

3rd level: Greater Disrupt Undead, Fireball, Lightning Bolt, Displacement, Hold Person

4th level: Ray of Deanimation, Chain Targeting Ray, Phantasmal Killer, Fire Shield, Rary's Mnemonic Enhancer

5th level: Ray of Entropy, Cone of Cold, Lightning Bolt (Empowered), Dismissal

6th level: Fireball (Maximized), Chain Lightning, Disintegrate, Flesh to Stone 

7th level: Prismatic Spray (may be recalled once per day, per Pearl of Power)

8th level: Cone of Cold (Maximized), Maze, Polymorph Any Object, Cone of Disintegration

9th level: Weird, Chain Disintegrate

10th level: Cone of Cold (Maximized and Empowered)

11th level: Chain Lightning (Maximized and Empowered)

12th level: Meteor Swarm (Maximized)

13th level: Horrid Wilting (Maximized and Empowered) (300 points of damage automatically)

Magic Items worn or used: Potion of Haste, Ring of Spell Turning, Ring of Spell Storing, Wand of Lightning Bolt (6th level caster, 45 ch.), Wand of Magic Missiles (5th level caster, 48 ch), Rod of Wonder, Wand of Phantasmal Force (8th level caster, 30 ch), Wand of Continual Light (1st level caster, 46 ch), Staff of the Magi (22 current charges out of 50 possible.  Staff can detect magic, enlarge, hold portal, light, mage armor, and mage hand for no charges, and, for one charge each, it can cast dispel magic, fireball (10d6 dmg, DC 13), ice storm, invisibility, knock, lightning bolt (10d6 dmg, DC 13), passwall, pyrotechnics, wall of fire, and web, and it can, for two charges each, also cast monster summoning IX, plane shift, telekinesis (400 lbs) and whirlwind.  It can also absorb spells or be broken for a Retributive Strike), Gauntlets of Dexterity +2, Cloak of Resistance +5, Robe of the Archmagi (+5 armor bonus, Spell Resistance 17, +1 resistance bonus to all saves, Spell Penetration feat), Mask of the Skull (dragon skull), Folding Boat, Book of Infinite Spells, Onyx Dog, Figurine of Wondrous Power (2  marble elephants), Boots of Speed, Mirror of Mental Prowess, Pearl of Power (recalls one 7th level spell),  3 bags of holding (each bag 1), Chime of Opening, Amulet of Natural Armor +5, Amulet of Health (+2 Con), Periapt of Proof against Poison

 

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