Alassra Silverhand, the Simbul

Jaerom Darkwind

First Post
Okay, I've been running a series for a while on rewritten NPCs from the Forgotten Realms, usually because of gross disparities between their power as written and their power as described in the books. To date I've got 4 NPCs completed, posted at Dicefreaks, with more on the way. The first in that series, and the reason it started, was the Simbul. In the recent Ed Greenwood novel Elminster in Hell, she demonstrated a remarkable amount of power, carving her way through powerful Archdevils without any problem. However, her stats placed her as a level 32 character with a very sub-optimal build. So I volunteered to rebuild her in such a way as to make the story seem plausable, and using the Proxy template we had just completed instead of the old Chosen of Mystra template. Here is the result, which I'm very proud of (keep in mind that in said novel, Mystra was doubtless using her ability to enhance allied casters' spells with up to 18 levels of MM very freely).

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"The Simbul (whose birth name, Alassra, is known only to her few closest allies) rules Aglarond as its Witch-Queen. She is the most powerful wielder of arcane magic in Faerûn, a sorceress of such unfettered strength that she has single-handedly preserved her realm against the Red Wizards of Thay for generations." —The Forgotten Realms Campaign Setting.

Alassra Shentrantra Silverhand, The Simbul, Witch-Queen of Aglarond, Chosen of Mystra
Sorcerer4/Wizard3/True Arcanist25/Archmage5 and Proxy of Mystra

Medium Human (Proxy of Mystra)
Hit Dice: 4d4 + 3d4 + 25d4 + 5d4 + 296 (388 hp)
Initiative: +5 (Dexterity)
Speed: 30 ft.
AC: 45 (+10 armor, +14 deflection, +5 Dexterity, +6 insight), touch 35, flat-footed 40
Base Attack/Grapple: +18/+18
Attack: +4 dagger +24 melee (1d4+6/19-20); or arcane fire +23 ranged touch (5d6 + 1d6/spell level); or spell +20 melee touch, or +23 ranged touch.
Full Attack: +4 dagger +24/+19 melee (1d4+6/19-20); or arcane fire +23/+18 ranged touch (5d6 + 1d6/spell level); or spell +20 melee touch, or +23 ranged touch.
Space/Reach: 5 ft. x 5 ft./5 ft.
Special Abilities: Arcane fire, arcane reach, mandate of Mystra, mastery of counterspelling, mastery of elements, mastery of shaping, proxy spell-like abilities.
Special Qualities: Arcane transparency, DR 10/epic, proxy immunities, SR 47, spellcasting savant, spell power +1, supernatural abilities.
Saves: Fort +35, Ref +33, Will +39
Abilities: Str 14, Dex 20, Con 24, Int 35, Wis 17, Cha 38
Action Points: 41
Skills: Craft (alchemy) +30, Concentration +49, Diplomacy +19, Heal +12, Intimidate +23, Knowledge (arcana) +57, Knowledge (history) +22 (+24 Aglarond), Knowledge (local [Aglarond]) +22, Knowledge (the planes) +40, Knowledge (religion) +41, Perform (dance) +19, Profession (herbalist) +12, Search +19, Sense Motive +9, Spellcraft +79 (+76 wizard), Spot +11, Swim +5, Use Magic Device +35.
Feats: Eschew Materials, Improved Counterspell, Quicken Spell, Scribe Scroll, Sculpt Spell, Skill Focus (spellcraft), Spell Focus (evocation, transmutation), Spell Mastery (Almanthar's return, cat's grace, charm monster, control weather, fox's cunning, globe of invulnerability, meteor swarm, moment of prescience, unbind, wish), Spellcasting Prodigy (sorcerer), Twin Spell.
Epic Feats: Automatic Quicken Spell (3rd-level spells), Epic Skill Focus (spellcraft), Epic Spell Artisan, Epic Spellcasting, Extra High Arcana (arcane reach), Improved Spell Capacity (sorcerer spells x2, wizard spells x1), Multispell, Scribe Epic Scroll.
Salient Divine Ability: Silver fire
Climate/Terrain: Abier-toril
Organization: Unique
Challenge Rating: 41
Treasure: Listed items (see text)
Alignment: Chaotic Neutral
Advancement: By character class

Alassra Silverhand, one of the Seven Sisters who are Chosen of Mystra, is known to Faerûnians today only as the Simbul. She is the Queen of Aglarond (called by some "the Witch-Queen," and many believe this latter term is part of her official title) and has legendary powers of sorcery and a temper to match.

She mastered metamagic long, long ago, and has single-handedly defeated attacking Thayan armies with titanic combinations of spells. King Azoun IV of Cormyr called the Simbul "a good friend, but a deadly enemy." She is currently the lover of the famous (or if you prefer, infamous) wizard Elminster of Shadowdale. Thanks to his love, she has mitigated the worst of her dark berserker rages, which makes her even more formidable in battle—she's still fearless, but no longer heedless of the damage she causes. She still seems more driven to master magic than anyone else in Faerûn... and seems quite likely to continue to do so.

The Simbul flits tirelessly around Toril and even other planes, never adhering to any routine, shapechanging at will (often wearing the form of a black raven). As herself, she's heedless of personal appearance, and is usually barefoot or adventurer-booted, and clad only in a tattered black robe. Her hair is always a wild, tangled mess. Even in her realm of Aglarond, people fear her, avoid her, and think her insane. Red Wizards have been known to faint at the mere thought of facing her in battle. In this, if nothing else, their judgment is wise.

The Simbul speaks Aglarondan, Common, Elven, Halruaan, Mulhorandi, Rashemi, and Undercommon. She has also learned Abyssal, Aragrakh, Celestial, Draconic, Infernal, Loross, Netherese, and Saldruin in the course of her arcane studies.

COMBAT

In battle, the Simbul will try to disable enemies without killing them if it seems possible. If she sees that her opponents are strong enough to challenge her, she shows no mercy. If given time to prepare, she can unleash enormous firepower very quickly, usually emptying two offensive spell matrices (of eight offensive high-level spells each, often including twinned spells) as free actions, with a third (containing a full battery of defensive spells) contingent on her releasing the other two. She will often use her silver fire ability to simulate metamagic feat rods, which she applies to spells as she inserts them into the matrices. Depending on the results of this initial barrage, she will either follow up with the most devastating epic spell she has ready, or greater teleport to a safe distance before renewing her assault. If caught unaware (a most difficult task, due to her magical defenses), she will typically either strike with metamagic spells (twinned chain lightning altered by her mastery of elements ability is a common choice) and appropriate epic magic, or use quickened true strikes with arcane fire blasts, possibly accompanied by a silver fire strike. If it becomes apparent that the Simbul is overmatched, she will flee by whatever means necessary, such as using her silver fire aura to simulate a helm of teleportation or similar item (taking advantage of the fact that silver fire bypasses most mortal magic). The Simbul's vast intellect allows her to formulate incredibly complex plans at a moment's notice, always taking into account every advantage and resource at her disposal, and to improvise and adapt to new circumstances without difficulty. Her unpredictable nature is a danger to her enemies, but not to herself.


Arcane Fire (Su): The Simbul can change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with a range of 600 feet that deals 5d6 points of damage plus 1d6 per level of the spell used to create the effect.

Arcane Reach (Su): The Simbul can use spells with a range of touch on a target up to 30 feet away. She must succeed at a ranged touch attack.

Mandate of Mystra (Su): As a Proxy of Mystra, the Simbul gains the following benefits: +1 caster level on good spells, +1 caster level on illusion spells, +2 bonus to Concentration checks and Spellcraft checks. All Knowledge skills are considered class skills for her, and she may use arcane magical items as a 38th-level wizard.

Mastery of Counterspelling: When the Simbul counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.

Mastery of Elements: The Simbul can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The Simbul decides whether to alter the spell’s energy type and chooses the new energy type when she begins casting.

Mastery of Shaping: The Simbul can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area of effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.

Spell-Like Abilities (Sp): At will—greater teleport, plane shift; 1/day—aid, Almanthar's return, analyze dweomer, antimagic field, anyspell, blade barrier, break enchantment, clairaudience/clairvoyance, cloak of righteousness, detect gold, detect secret doors, detect thoughts, discern location, dispel evil, dispel magic, displacement, divination, Drawmij's instant summons, erase, explosive runes, find the path, foresight, glyph of warding, greater anyspell, greater glyph of warding, holy aura, holy smite, holy word, identify, imbue with spell ability, legend lore, lesser planar binding, limited wish, locate corpse, mage armor, magic aura, magic circle against evil, manaspear, minor image, mislead, Mystra's unraveling, persistent image, phantasmal killer, protection from evil, protection from spells, project image, Rary's mnemonic enhancer, screen, secret page, silence, silent image, spell resistance, spell turning, summon monster IX (good creatures only), teleportation circle, Terole's translator, transcribe symbol, true seeing, weird. Caster level 37th; save DC 43 + spell level.

Arcane Transparency (Ex): The Simbul has effectively unified her gift of sorcery and her studies as a wizard. She may prepare any of her sorcerer spells in her wizard spell slots, as though she had learned them with Spell Mastery. She may also learn spells as a sorcerer that are normally restricted to wizards, such as multiplicity. When the Simbul researches new epic spells, she typically learns them as a sorcerer and may likewise prepare them in her wizard epic spell slots.

Proxy Immunities: As a Proxy of Mystra, the Simbul is immune to aging, magical or otherwise, and thus does not advance in age categories, and has no maximum age. She is immune to death spells and effects, and effects that duplicate the disintegrate spell. The Simbul is also immune to sleep spells and effects. She does not require sleep to function, though she must rest normally to prepare spells.

Spellcasting Savant (Ex): For the purpose of determining her Knowledge (arcana), Spellcraft, and Use Magic Device bonuses; her number of bonus spells per day; and the saving throw DCs of spells she can cast; the Simbul treats her Intelligence and Charisma scores as 10 points higher than their actual values. This is the result of both her vast knowledge and her obsession with accumulating arcane power. Spellcasting savant stacks with the Simbul's Spellcasting Prodigy feat.

Supernatural Abilities (Su): Due to magical experimentation on herself involving wishes and epic magic, the Simbul has the following supernatural abilities (always active): arcane protection, greater arcane sight, protection from spells, read magic, see invisibility, and shapechange (the defensive benefits of arcane protection and protection from spells are not included in the above stats). She possesses a +6 insight bonus to AC, and is protected as if by an amulet of proof against detection and location. The Simbul is immune to disease, magical or otherwise, and all poisons. She may transform herself into a chain lightning effect that ends as a meteor streak traveling at speed 70 ft.; she can re-form 1d4+2 hours afterwards, taking 10 minutes to do so. The Simbul has used wish spells to know one additional spell of levels 5th through 9th, and she sometimes uses wishes to remove a spell from her repertoire to make room for a different one.

Silver Fire (Su): The Simbul's primary function as a Chosen of Mystra is to act as a custodian of the Weave, and to this end Mystra has imbued her with silver fire, the distilled essence of the Weave. Manifesting as a beautiful silver-white flame that surrounds her and fills the area into which it is projected, silver fire can be used for different effects. It can manifest as an aura that can act as any permanent non-epic magic item (such as a ring of mind-shielding or a robe of the archmagi), changeable once per round as a free action. If the item being simulated has a limited effect or number of uses per day (such as a rod of quickening), she cannot exceed that limit, no matter how many times her aura simulates that effect. If the item being simulated stores spells or effects (such as a ring of spell storing), all such charges or stored spells are lost when the Simbul changes her silver fire aura's power.

Once every 10 rounds, the Simbul may unleash silver fire as a blast of arcane power. This blast fills an area 5 feet wide and up to 1,800 feet long, breaking through barriers as a divine blast would (though unlike a true divine blast, a silver fire blast that destroys a magical barrier such as a prismatic wall does not penetrate beyond the barrier). This blast deals 18d12 + 14 points of divine energy damage (Reflex half DC 52). Alternately, the silver fire can be unleashed in an 900-foot cone, dealing no damage but permanently restoring dead magic zones within the cone to normal and dispelling (as a greater dispelling spell) any antimagic effects that contact the cone. Silver fire is a salient divine ability, and as such is not subject to spell resistance, functions in antimagic effects, and does not provoke attacks of opportunity.

As a mortal, the Simbul faces a special restriction when using silver fire. Though the silver fire stored in her body does not harm her, releasing it as a silver fire blast places great strains on her body. She may unleash up to 12 silver fire blasts per hour without suffering ill effects, but striking more than 12 times causes her to take 1 point of temporary Constitution damage each time she does so.

The Simbul typically uses her silver fire aura to grant her +6 enhancement bonuses to her Charisma and Intelligence scores, a +4 bonus to her caster level, and a +25 competence bonus on Spellcraft checks. This increases her Charisma score to 44, her Intelligence score to 41, her sorcerer caster level to 39th, her wizard caster level to 33rd, and her sorcerer Spellcraft bonus to +107 (none of these bonuses are included in her above stats). If necessary, she can use her silver fire to gain up to a +44 competence bonus to Spellcraft, or a +13 bonus to her caster levels. Steeped as she is in arcane lore, the Simbul long ago determined the exact limitations of her silver fire aura's power, and can simulate any magical effect she needs (up to the maximum limits on non-epic magic items) at will.

Sorcerer Spells Per Day: 12/11/11/11/11/9/9/9/9/8/4/4. 35th caster level. Base DC = 30 + spell level, 31 + spell level for evocation, good, illusion, and transmutation spells. 4 epic sorcerer spells, up to DC 89 (when taking 10). Spells up to 3rd level cast as free actions, and two such spells may be cast each round.

Wizard Spells Per Day: 9/9/8/8/8/8/7/7/7/7/3. 29th caster level. Base DC = 32 + spell level, 33 + spell level for evocation, good, illusion, and transmutation spells. 4 epic wizard spells, up to DC 86 (when taking 10). Spells up to 3rd level cast as free actions, and two such spells may be cast each round.

The Simbul has learned to use her powers of sorcery and wizardry to compliment one another. She typically prepares the most diverse selection of spells possible in her wizard spell slots, including defensive, offensive, and utility spells. Her sorcerer repertoire consists primarily of metamagic spells that she uses to enhance her wizard spells (such as spell enhancer and Simbul's spell matrix), and spells that allow her to regulate and manipulate her wizard selection (such as mnemonic enhancer and multiplicity). In this way she can take full advantage of the versatility of wizardry, without sacrificing the spontaneity of sorcery. The Simbul usually uses her sorcerer spell slots to power arcane fire blasts and her Simbul's synostodweomer spell, saving valuable wizard spells except in great need.

Typical Sorcerer Spells Known: 0—arcane mark, dancing lights, detect poison, flare, light, mage hand, mending, open/close, prestidigitation; 1—burning hands, comprehend languages, feather fall, magic missile, true strike; 2—arcane channel, daylight, eagle's splendor, shatter, web; 3—dispel magic, fireball, fly, windwall; 4—fire shield, mnemonic enhancer, shout, spell enhancer; 5—multiplicity, Simbul's spell matrix, telekinesis, wall of force; 6—Azuth's exalted triad, chain lightning, disintegrate, greater dispelling; 7—limited wish, prismatic spray, Simbul's spell sequencer, Simbul's synostodweomer; 8—mass charm, mind blank, Simbul's skeletal deliquescence, sunburst; 9—absorption, Mystra’s unraveling, Simbul's spell trigger, time stop.

Spellbook: The Simbul possesses all the wizard spells in the Player's Handbook, Tome & Blood, and all Forgotten Realms source books, often including unique or secret spells developed by others. She also possesses arcane versions of most of the unique spells Mystra and the other deities of magic grant to their clerics.

Possessions: Bracers of armor +10, ring of spell storing (identify, true seeing, wizard eye), ring of shooting stars, wand of magic missile (9th, 20 charges), wand of lightning bolt (10th, 20 charges), +4 dagger, 4 potions of heal (20th). As a powerful spellcaster and ruler of a nation, the Simbul has access to incredible resources and can acquire or make almost any non-artifact item she might need, given time. In addition, her silver fire ability can simulate most items that she needs instantaneously.

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AND ABOUT THOSE TITANIC SPELL COMBINATIONS... :]

Simbul's Superior Spell Matrix
Universal (Metamagic)
Spellcraft DC: 105
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: Up to eight of your spells
Duration: 200 minutes (D)
To Develop: 945,000 gp; 19 days; 37,800 XP. Seed: spell matrix (DC 25). Factors: 8-spell capacity (+40 DC), 10th-level spell storage (+14 DC), spell sequencing (+2 DC), 10th-level spell sequencing (+16 DC), spell triggering (+10 DC). Mitigating factor: magic item focus (ad hoc -2 DC).

You prepare a magical matrix that allows you to store up to eight spells of up to 10th level that you can cast individually as free actions. You cast Simbul's superior spell matrix, and each round thereafter cast one of the spells to be stored in the matrix (the matrix closes after the eighth round and no more spells can be added, even if it is not full). Only spells that can be altered by the Quicken Spell feat can be placed in the matrix.

While the Simbul's superior spell matrix is active, you can cast any of the spells stored in it once as a free action. This counts as casting a quickened spell, so you cannot activate a matrix spell and cast a nonmatrix quickened spell in the same round. As the matrix closes, you may decide to link two or more of the matrixed spells into a spell sequence. You may discharge all of the spells linked into a single sequence with a free action, just as if you were casting a single quickened spell.

In addition, you may designate one spell or one spell sequence held in the matrix to come into effect under a condition you dictate when casting Simbul's superior spell matrix. This function works much like a contingency spell. The spell (or sequence of spells) to be brought into effect by the triggering condition must be of a type that affects your person, such as feather fall or levitate. The conditions needed to bring the matrix spells into effect must be clear, although they can be general. In all cases, the Simbul's superior spell matrix immediately brings into effect the designated spell (or sequence of spells), which is "cast" instantaneously when the prescribed circumstances occur. You cannot choose to have the spell or spells not come into effect when the triggering event occurs.

Once a spell is cast from the matrix, it is gone. Any spell in the Simbul's superior spell matrix is treated as a prepared spell for dealing with effects that affect prepared spells. A dispel magic spell that successfully dispels the matrix also dispels all the spells in the matrix. An antimagic field suspends the matrix but does not cause the first spell to fire (the matrix becomes active again when you are out of the antimagic field). If you die, all the spells in the matrix dissipate harmlessly.

Focus: An empty kiira gem. The gem must be worn on the caster's forehead while the spell is active. A single kiira gem may serve as the focus for more than one spell matrix, but may not be used to store spells during that time.

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SILVER FIRE [Salient Divine Ability]
You hold in yourself the essence of the Weave, in the form of distilled arcane energy called silver fire.
. Prerequisite: Cha 25
. Benefits: You can manifest silver fire as both an aura and a destructive blast. The aura can simulate any permanent non-epic magic item (such as a ring of mind-shielding or a robe of the archmagi), changeable once per round as a free action. If the item being simulated has a limited effect or number of uses per day (such as a rod of quickening), she cannot exceed that limit, no matter how many times her aura simulates that effect. If the item being simulated stores spells or effects (such as a ring of spell storing), all such charges or stored spells are lost when you changes your silver fire aura's power.
. Once every 10 rounds, you may unleash silver fire as a blast of arcane power. This blast fills an area 5 feet wide and up to 100 feet long per divine rank, breaking through barriers as a divine blast would (though unlike a true divine blast, a silver fire blast that destroys a magical barrier such as a prismatic wall does not penetrate beyond the barrier). This blast deals 1d12 points of divine energy damage per divine rank of the deity, plus the deity's Charisma modifier. Targets caught in the blast may attempt a Reflex saving throw for half damage (DC 20 + your divine rank + your Charisma modifier). Alternately, the silver fire can be unleashed in an cone 50 feet long per divine rank, dealing no damage but permanently restoring dead magic zones within the cone to normal and dispelling (as a greater dispelling spell) any antimagic effects that contact the cone.
. Note: When silver fire is vested in a proxy, it allows the Weave to survive for a time even if the deity possessing the true silver fire salient divine ability is destroyed. However, regardless of how many mortals are entrusted with silver fire, the Weave cannot persist indefinitly without a deity possessing true silver fire to maintain it.
. Suggested Portfolio Elements: The Weave.

TRUE SILVER FIRE [Salient Divine Ability]
Your silver fire is the focal point of the Weave, the keystone that holds it together.
. Prerequisites: Cha 29, Silver Fire
. Benefits: This ability functions like silver fire, except that your silver fire aura can duplicate any permanent non-artifact magic item, including epic magic items worth up to 500,000 gp per rank. Your silver fire blast functions normally, but can now target up to one creature or object per rank, or change its area to a cone, curst, spread, or cylinder. A cone can be up to 20 feet long per rank. A burst or spread can have a radius of up to 10 feet per rank. A cylinder can have a radius of up to 10 feet per rank and a height of up to 5 feet per two ranks.
. Suggested Portfolio Elements: The Weave.
 
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