Phyllis Lenz

General Information

Name : Phyllis Lenz Gender : Female Max HP : 134
Race : Dwarf Bloodied Value : 66
Level : 28 Surge Value : 33
Align : Good Surges/day : 9
Deity : EXP : enough for 28
Size : Medium Next Level : when Aleith says

Class Information

Class : Wizard
Theme : Eschatologist
Paragon Path : Logos
Epic Destiny : Sage of Ages

Ability Scores

Ability Score Ability Mod Lvl+ Mod Race Mod Misc Mod
STR : 10 : +0 : : :
CON : 16 : +3 : : +2 :
DEX : 14 : +2 : : :
INT : 26 : +8 : : :
WIS : 20 : +5 : : +2 :
CHA : 15 : +2 : : :

Movement

Total Base Armor Item Misc
Speed : 5 = - + +

Action Points: 1
Additional effects of action points: N/A

Initiative

Total Dex ½ level Misc
Initiative : 24 (roll twice take higher) = 2 + 14 + 8

Defenses

Total ½ Level Abil Class Feat Enh Arm Misc
AC : 41 = 14 + 8 + + + 6 + 2 + 1 (Devout Protector from Chandra)
Fort : 40 = 14 + 3 + + 3 + 6 + 2 + 2
Ref : 43 = 14 + 8 + + 3 + 6 + + 1
Will : 49 = 14 + 5 + 2 + 4 + 6 + 4 + 4

Attacks

Name of attack Attack Defense Damage Keywords Other Notes
(At Will)
Illusory Ambush +32 vs Will 2d6+32 Arcane, Illusion, Implement, Psychic Ranged 10
On-hit: Psychic damage, and target has -2 to-hit with attacks UEoPNT.
Winged Horde +32 vs Will 2d6+24 Arcane, Illusion, Implement, Psychic Area Burst 1 within 10 squares
On-hit: Psychic damage, and target can't make OAs UEoPNT.
(Encounter)
Steal Time +32 vs Will Arcane, Implement Ranged 20
On hit: Target is stunned UEoPNT. Phyllis gains an extra standard action that she forfeits use of once the target recovers from the stunned condition caused by Time Stop.
Chain Lightning +31 vs Reflex 4d6+25 Arcane, Evocation, Implement, Lightning Ranged 20
On hit: Lightning damage.
On miss: Half damage.
Effect: Make the secondary attack.
Chain Lightning (Secondary) +31 vs Reflex 2d6+25 Arcane, Evocation, Implement, Lightning One or two creatures within 5 squares of the primary target
On hit: Lightning damage.
On miss: Half damage.
Effect: Make the tertiary attack.
Chain Lightning (Tertiary) +31 vs Reflex 1d6+25 Arcane, Evocation, Implement, Lightning Each enemy within 20 squares of you that was not a primary or a secondary target
On hit: Lightning damage.
On miss: Half damage.
Mass Charm Arcane, Charm, Enchantment Area burst 1 within 10 squares
Effect: You slide each target up to 5 squares. Each target then makes a melee basic attack against a creature of your choice as a free action.
(Encounter Tome of Readiness)
Mesmeric Hold +32 vs Will 2d6+29 Arcane, Charm, Enchantment, Implement, Psychic Ranged 10
Target 1, 2, or 3 creatures, gain +4 tohit if only targeting one creature
On hit: Psychic damage, and immobilized UEoPNT.
On miss: Slowed UEoPNT.
(Daily)
Bewitching Gaze +32 vs Will 2d10+29 Arcane, Charm, Enchantment, Implement, Psychic Ranged 20
Hit: Hit: 2d10 + Intelligence modifier psychic damage, and the target is dominated until the end of your next turn. On the target’s turn, you can command it to take a full set of actions (standard, move, and minor).
Sustain Standard: You repeat the attack against the target. On a miss, the power ends.
Miss: You do not expend this power.
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is dazed, cannot leave the zone willingly, and cannot see creatures outside the zone (save ends all). If the target is already dazed, it takes 5 extra psychic damage.
Slumber of the Winter Court +32 vs Will Arcane, Charm, Enchantment, Implement Area burst 2 within 20 squares, each creature in burst
On hit: Target is dazed and slowed (save ends).
First failed saving throw: The target instead falls unconscious. The unconsciousness ends if the target takes damage, or after 1d4 hours.
Miss: Target is slowed (save ends).
First Failed Saving Throw: The target instead falls unconscious (save ends).
Wrath of Battle vs Will Arcane, Charm, Enchantment, Fear, Psychic Area burst 2 within 20 squares, each enemy in burst
Effect: You slide each target up to 3 squares, and then each target makes a melee basic attack against a creature of your choice as a free action. If that attack misses, the target of this power takes 15 psychic damage.
Revoke Agency +32 vs Will Psionic, Implement Ranged 10, one creature that can hear you
Hit: You control the target’s actions (save ends). While so controlled, it is stunned. You can spend your actions to make it take actions (e.g., standard actions for standard actions, etc.) You cannot make the creature take self-destructive actions.
Miss: The target is dominated until the end of your next turn.
(Daily Spellbook)
Visions of Avarice +32 vs Will Arcane, Illusion, Implement, Zone Area burst 5 within 10 squares
Effect: The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack.
Primary Target: Each enemy in the burst
Primary Attack: Intelligence vs. Will
Hit: You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends).
Sustain Minor: The zone persists until the end of your next turn, and you make the secondary attack.
Secondary Attack: Minor action, close burst 5 centered around zone. Zone must be active.
Secondary Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: You pull the secondary target up to 4 squares toward the zone.
Maze +32 vs Will 3d12+29 Arcane, Enchantment, Implement, Psychic Ranged 10
Hit: 3d12 + Intelligence Modifier psychic damage.
Effect: Effect: The target is removed from play. At the end of each of its turns, the target makes an Intelligence check against your Will. On a success, the target returns to play in the space it last occupied or in the nearest unoccupied space of its choice, if that space is occupied. On each failure, the target gains a cumulative +5 bonus to the check.
Effect: Each ally in the burst can shift up to 4 squares as a free action and gains a +4 power bonus to damage rolls until the end of your next turn.
Summon Succubus Arcane, Charm, Summoning, Implement Ranged 10
Minor action. Summon a succubus in an unoccupied square in range.
Summon Succubus (Succubus' Attack) +31 vs Will 1d10+23 Arcane, Charm, Summoning, Implement Ranged 5
On hit: Damage, and the target is dominated until the end of your next turn. Once a creature has been dominated, the target cannot be dominated by the succubus again this encounter.

Spellbook

Level Bold = Improved Tome of Readiness choice
Prepared Daily Attacks
15 Slumber of the Winter Court
19 Wrath of Battle
25 Bewitching Gaze
Unprepared Daily Attacks
Visions of Avarice (5/15)
Maze (25/25)
Summon Succubus (9/19)
Prepared Utilities
2 Shield
6 Refocus
10 Illusory Wall
16 Spatial Lock
22 Time Stop
Robe of the Archmage Elemental Countermeasures (16)
Unprepared Utilities
Glib Tongue (2)
Emerald Eye (6)
Arcane Gate (10)
Elemental Countermeasures (16)
Mordenkainen's Mansion (22)
Encounter (Tome of Readiness)
Mesmeric Hold (13)
Encounter (Sword of the Black Needles)
Arcane Gate (10)

Gained Abilities

Racial Abilities

  • Cast-Iron Stomach - +5 to saving throws against poison.
  • Dwarven Resilience - Gain Dwarven Resilience power.
  • Dwarven Weapon Proficiency - Proficient with hammers.
  • Encumbered Speed - Armor or heavy load doesn't reduce speed.
  • Stand Your Ground - Can move 1 less when forced to move; immediate saving throw to avoid being knocked prone.
  • Other - +2 to Dungeoneering and Endurance skills; Low-light vision.

Class/Path/Destiny Features

  • Arcane Implement Mastery - Gain specialization in an arcane implement of choice (Orb of Imposition)
  • Arcanist Ritual Casting - Gain Ritual Caster feat
  • Arcanist's Spellbook - Three 1st-level rituals, plus more at higher levels. For levels where they're learned, 1 spellbook slot for daily spells, 1 spellbook slot for utility spells, prepare spells for spell slots at extended rest.
  • Eschatologist - The first time each encounter a creature you’re aware of would die, you may choose to have that creature stabilize instead. If it would have died from damage, it will die if it takes any more damage before receiving healing.
  • Background benefit: Her study of philosophy has helped her gain a foothold in magical ways of asserting her will onto the world and reshaping it as necessary. Gain +2 bonus to Arcana.
  • Fiat: Under the right circumstances, you can declare by fiat that a creature will take a particular course of action. When you spend an action point, instead of gaining an extra action yourself, you may force a creature that can hear you to take an at-will standard or move action of your choice. This action cannot directly cause the creature damage (such as by entering a fire, jumping off a cliff, or stabbing itself), but it can put it in a dangerous situation (standing beneath a teetering boulder, running past foes and provoking opportunity attacks).
  • Pathos of the Inanimate: People can disagree with an argument, but inanimate objects have no power to resist your words. You can manipulate unattended objects within 30 feet by speech alone, causing furniture to move, trees to crack, locks and doors to open or close, and even guns to fire on their own. You can move tiny things up to 30 feet as a free action, objects as large as person as a minor action, and those filling up to a 10-ft. square area as a move action. This cannot affect objects that have been given a name, since doing so imbues them with a fragment of willpower.
  • Tome of Readiness: When you select this form of implement mastery, choose a wizard encounter attack power of your level or lower that you don’t already know. That power is now stored and available for your use at a later time. Once per encounter as a free action, you can use the stored power by expending another unused wizard encounter attack power of its level or higher. You must still take the normal action required to use the stored power. Each time you reach a level that lets you choose an encounter power, you can replace the stored power with a new wizard encounter attack power of your level or lower that you do not already know You must wield a tome to benefit from this feature.
  • Ethos of the Unwilling: While some element of consciousness exists beyond the simple gray matter of a mortal’s brain, that flesh is itself just an object, as easy to redefine and control as a doorway. Though outright controlling a mind is still a challenge, you can easily influence the fringes of a person’s ideology. Whenever you hit a creature with an attack, that creature takes a –2 penalty to its next attack roll.
  • Paragon of Learning You gain a +6 bonus to Arcana checks, Dungeoneering checks, History checks, Nature checks, and Religion checks.
  • Keeper's Prescience At the start of each of your turns, roll a d20. You can use the result of that roll in place of any one d20 roll you make before the start of your next turn.

Feats

Free Expertise Feat: Orb Implement Expertise - +3 feat bonus to attacks made with an orb, +1 to push/pull/slide effects
Free Defense Feat: Improved Defenses - +3 feat bonus to Fortitude, Reflex, and Will
Arcanist Ritual Casting Class Feature: Ritual Caster - Master and perform rituals.
Level 1: Initiate of the Faith [Cleric Multiclass] - Gains training in Religion. Gains proficiency with holy symbols. Can use healing word once per day.
Level 2: Unarmored Agility - You gain a +2 feat bonus to AC while wearing either cloth armor or no armor..
Level 4: Tome Expertise - You gain a +3 feat bonus to implement attack rolls that you make with a tome. In addition, enemies adjacent to your conjurations or summoned creatures grant combat advantage. An enemy that is immune to fear is immune to this effect.
Level 6: Superior Implement Training [Crystal Orb] - Gain proficiency with crystal orb implements. (+1 with attacks that target Will, +4 damage to attacks that use psychic damage)
Level 8: Superior Initiative - You gain a +8 feat bonus to initiative checks.
Level 10: Arcane Familiar - the [Muse Sprite], Sofiel.
Level 11: Second Implement - You gain a second Arcane Implement Mastery class feature (Tome of Readiness)
Level 12: Improved Tome of Readiness - After you prepare your daily and utility wizard powers after an extended rest, choose one daily or utility power in your spellbook that you didn’t prepare and store this power in your tome.
Once per encounter as a free action, you can use this stored power by expending another unused wizard power of the appropriate type (daily or utility) of its level or higher. You must still take the normal action required to use the stored power.
Level 14: Spell Focus - Creatures that attempt saving throws against your wizard powers take a –2 penalty to the rolls.
Level 16: Psychic Lock - Any target you hit with a power that has the psychic keyword takes a –2 penalty to its next attack roll.
Level 18: Danger Sense - When you make an initiative check, roll twice and take the higher of the two rolls.
Level 20: Skill Focus: Arcana - Gain a +3 feat bonus to Arcana.
Level 21: Arcane Mastery - Once per encounter, you can spend an action point to regain the use of a daily wizard power you’ve already used today, instead of taking an extra action.
Level 22: Wizard Implement Expertise - When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the off-hand implement’s enhancement bonus to damage rolls.
Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit.
Level 24: Quickened Spellcasting - Once per encounter, Phyllis can use that Illusory Ambush as a minor action.
Level 26: Superior Will - You gain a +4 feat bonus to Will. In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn’t normally end on a save.
Level 28: Epic Will - You gain a +4 (untyped) bonus to Will.

Companions and Familiars

Muse Sprite, Sofiel
The muse sprite is a small glowing humanoid creature with gossamer wings, and it serves you as a councilor and a messenger.
Senses low-light vision
Speed 4, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Diplomacy checks.
* The muse sprite radiates dim light in a 2-square radius.
Active Benefits
* Bearer of News: The muse sprite can deliver a short written message to someone up to 5 miles away for you.
* Insightful Councilor: Once per milestone, when you make an Arcana, Nature, or History check, you can roll two d20s and take the higher roll.

Skills

Related Mod = Train ½ Lvl Abl Msc | Skill Ability
16 = 14 2 | Acrobatics (DEX)
42 = 5 14 8 2 (background) + 4 (item) + 3 (feat) + 6 (ED) | Arcana (INT)
14 = 14 0 | Athletics (STR)
16 = 14 2 | Bluff (CHA)
18 = 14 2 2 | Diplomacy (CHA)
27 = 14 5 2 (background) + 6 (ED) | Dungeoneering (WIS)
19 = 14 3 2 | Endurance (CON)
19 = 14 5 | Heal (WIS)
37 = 5 14 8 4 (item) + 6 (ED) | History (INT)
24 = 5 14 5 | Insight (WIS)
16 = 14 2 | Intimidate (CHA)
30 = 5 14 5 6 (ED) | Nature (WIS)
19 = 14 5 | Perception (WIS)
37 = 5 14 8 4 (item) + 6 (ED) | Religion (INT)
16 = 14 2 | Stealth (DEX)
16 = 14 2 | Streetwise (CHA)
16 = 14 2 | Thievery (DEX)

Languages

  • Dwarven
  • Common
  • Primordial
  • Ancient

Powers

At-Will Exploits:

Illusory Ambush Wizard Attack 1
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.


Winged Horde Wizard Attack 1
A horde of flesh-devouring sprites appears in your foes’ minds. The enemies shriek in horror and swat at the menace, leaving them unable to react to your allies’ maneuvers.
At-Will Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 1d6 psychic damage, and the target cannot take opportunity actions until the end of your next turn.
Level 21: 2d6 psychic damage.

Encounter Exploits:

Mesmeric Hold Wizard Attack 13
You command your foes to remain still, holding them in place.
Encounter Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Intelligence vs. Will. You gain a +4 power bonus to the attack roll if you target only one creature.
Hit: 2d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn.
Miss: The target is slowed until the end of your next turn.


Chain Lightning Wizard Attack 23
From your fingertips springs a tremendous stroke of blinding purple-white lightning that leaps from one enemy to another.
Encounter Arcane, Evocation, Implement, Lightning
Standard Action Ranged 20
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier lightning damage
Miss: Half damage.
Effect: Make the secondary attack.
Secondary Target: One or two creatures within 5 squares of the primary target
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage
Miss: Half damage.
Effect: Make the tertiary attack.
Tertiary Target: Each enemy within 20 squares of you that was not a primary or a secondary target
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier lightning damage
Miss: Half damage.


Mass Charm Wizard Attack 17
Your foes suddenly stop dead in their tracks, howling in frustration as they lurch forward to attack their own allies.
Encounter Arcane, Charm, Enchantment
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Effect: You slide each target up to 5 squares. Each target then makes a melee basic attack against a creature of your choice as a free action.


Steal Time Wizard Attack 27
You divert the river of time, stealing a moment from your enemy for your own use.
Encounter Arcane, Implement
Standard Action Ranged 20
Target: One enemy
Attack: Intelligence vs. Will
Hit: The target is stunned until the end of your next turn. You gain an extra standard action, which you must use before the target recovers from this stunned condition.


Make It So Logos Attack 11
With a brief utterance, you declare whether an attack hits.
Encounter Psionic
Standard Action
Effect: Choose a creature that can hear you. You can choose to have its next attack roll either hit or miss.

Daily Exploits:

Visions of Avarice Wizard Attack 5
The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
Daily Arcane, Illusion, Implement, Zone
Standard Action Area burst 5 within 10 squares
Primary Target: Each enemy in the burst
Primary Attack: Intelligence vs. Will
Hit: You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends).
Sustain Minor: The zone persists until the end of your next turn, and you make the secondary attack.


Visions of Avarice (Secondary Attack)
The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
Daily Arcane, Illusion, Implement, Zone
Minor Action Close burst 5 centered on zone
Requirement: The Visions of Avarice power must be active to use this power.
Secondary Target: Each enemy in the burst
Secondary Attack: Intelligence vs. Will
Hit: You pull the secondary target up to 4 squares toward the zone.


Maze Wizard Attack 25
You trap an enemy in an extradimensional vault resembling a maze, which holds the foe until it can figure out how to escape. Where the foe vanished, a faintly glowing sigil hovers in the air.
Daily Arcane, Enchantment, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d12 + Intelligence modifier psychic damage.
Effect:The target is removed from play. At the end of each of its turns, the target makes an Intelligence check against your Will. On a success, the target returns to play in the space it last occupied or in the nearest unoccupied space of its choice, if that space is occupied. On each failure, the target gains a cumulative +5 bonus to the check.


Bewitching Gaze Wizard Attack 25
Under the pull of your steady gaze, your foe bows to your every command.
Daily Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage, and the target is dominated until the end of your next turn. On the target’s turn, you can command it to take a full set of actions (standard, move, and minor).
Sustain Standard: You repeat the attack against the target. On a miss, the power ends.
Miss: You do not expend this power.


Summon Succubus Wizard Attack 9
With a puff of perfumed brimstone, a succubus saunters into the world at your call.
Daily Arcane, Charm, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium succubus in an unoccupied space within range. The succubus has speed 6, fly 6, and resist 10 fire. You can give the succubus the following special command.
Standard Action: Ranged 5; targets one creature; Intelligence vs. Will; 1d10 + Intelligence modifier damage, and the target is dominated until the end of your next turn. Once a creature has been dominated, the target cannot be dominated by the succubus again this encounter.
Intrinsic Nature: If you haven’t given the succubus any commands by the end of your turn, it shifts 1 square and attacks the nearest enemy within range that is not dominated. In addition, you are dazed until the end of your next turn.
Symbiosis: While the summoned succubus is present, each creature you hit with a basic or at-will attack takes a -4 penalty to attacks rolls made against you until the end of its next turn.


Slumber of the Winter Court Wizard Attack 15
As you whisper a slow chant, your foes suddenly stumble and sink to the ground in a magical slumber.
Daily Arcane, Charm, Enchantment, Implement
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: The target is dazed and slowed (save ends both).
First Failed Saving Throw: The target instead falls unconscious. The unconsciousness ends if the target takes damage, or after 1d4 hours.
Miss: The target is slowed (save ends).
First Failed Saving Throw: The target instead falls unconscious (save ends).


Wrath of Battle Wizard Attack 19
With a shout, you tap deep into your foes’ hearts and minds, forcing them to turn on each other with devastating results.
Daily Arcane, Charm, Enchantment, Fear, Psychic
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Effect: You slide each target up to 3 squares, and then each target makes a melee basic attack against a creature of your choice as a free action. If that attack misses, the target of this power takes 15 psychic damage.


Revoke Agency Logos Attack 20
The creature’s will is not its own. It does precisely what you say.
Daily Psionic, Implement
Standard Action Ranged 10
Target: One creature that can hear you
Hit: You control the target’s actions (save ends). While so controlled, it is stunned. You can spend your actions to make it take actions (e.g., standard actions for standard actions, etc.). You cannot make the creature take self-destructive actions.
Miss: The target is dominated until the end of your next turn.

Utility Exploits:

Shield Wizard Utility 2
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
Encounter Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.


Glib Tongue Wizard Utility 2
You weave magic into your words, defusing a dangerous situation through the fine art of diplomacy.
Encounter Arcane
Minor Action Personal
Effect: You gain a +5 power bonus to Diplomacy checks and a +2 power bonus to charm attack rolls until the end of your next turn.


Emerald Eye Wizard Utility 6
A mote of green energy appears above you. A glaring, alien eye peers from it, giving you insight into your foe’s true nature.
Encounter Arcane
Minor Action Ranged 10
Target: One creature
Effect: Until the end of your next turn, you gain a +5 power bonus to Insight checks against the target and a +2 power bonus to attack rolls against the target’s Will.


Refocus Wizard Utility 6
You take a deep breath and picture the pages of your spellbook in your mind.
Daily Arcane
Minor Action Personal
Effect: You can replace an unexpended wizard utility or daily power with another power of the same level that is in your spellbook. You gain a +1 power bonus to attack rolls with that power until the end of your next turn.


Illusory Wall Wizard Utility 10
A seemingly solid wall materializes before your foes, dividing the battlefield with your convincing illusion.
Daily Arcane, Illusion, Implement
Standard Action Area wall 8 within 20 squares
Effect: You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high, and it lasts until the end of your next turn. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, you can make an attack (Intelligence vs. Will) against that target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature.
Sustain Minor: You can sustain this power until the end of the encounter.


Arcane Gate Wizard Utility 10
You open a dimensional rift connecting two nearby locations.
Daily Arcane
Minor Action Ranged 20
Effect: You create a dimensional rift between two unoccupied squares in range. The rift lasts until the end of your next turn. Until the rift ends, the two squares are effectively adjacent to each other, but for movement only.
Sustain Minor: The rift persists until the end of your next turn.


Inexplicable Narration Logos Utility 12
Until you see a place, that location could contain anything. You use that uncertainty to declare one of its traits.
Daily Psionic
Standard Action
Effect: Choose an area you are unaware of the details of, no more than a 10 squares across. Describe that area. If any creature enters that area within the next five minutes, it will match your description permanently. You can declare mundane objects or minor elements of terrain, but cannot use this power to cause damage, create creatures, or create objects of any noteworthy value.
Simple changes are almost always possible (e.g., the doors down that hallway are unlocked, and the lever to deactivate any traps is within easy view; or behind this wall is a hidden chamber filled with weapons), but at the DM’s discretion more drastic declarations may cause the power to simply fail (e.g., the hold of this ship is filled with lava; or a note explaining the villain’s plans just happens to be sitting on a table waiting for us).


Elemental Countermeasures Wizard Utility 16
As magical energy streaks toward you, you use your knowledge of that magic to counter some of it.
Encounter
Immediate Interrupt Personal
Trigger: You take acid, cold, fire, lightning, or thunder damage.
Effect: You make an Arcana check. The damage is reduced by the check result divided by 2.


Spatial Lock Wizard Utility 16
A silver light flashes and an unseen pulse ripples through the air. Your foes aren’t going anywhere.
Daily Arcane, Zone
Standard Action Area burst 3 within 20 squares
Effect: The burst creates a zone that lasts until the end of your next turn. Enemies within the zone cannot teleport, use teleportation powers, or benefit from phasing. Further, within the zone, magic portals fail to function and creatures cannot access other planes or extradimensional spaces.
Sustain Minor: The zone persists.


Time Stop Wizard Utility 22
Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to speed up again, returning to normal time.
Daily Arcane
Minor Action Personal
Effect: You gain two extra standard actions, which you must use before the end of your turn. You can’t use these extra actions to make attacks.


Mordenkainen's Mansion Wizard Utility 22
You trace the outline of a door, and a shimmering portal appears, leading to a space accessible only by you and your allies.
Daily Arcane, Conjuration
Standard Action Melee touch
Effect: You conjure a spacious extradimensional dwelling that can hold up to fifty Medium creatures. It is reached through a single doorway that you trace on a surface or in the air. Only you and those you designate can pass through it. You can close the entrance and make it invisible after you enter the mansion, and only someone inside the mansion can open the portal once it’s closed. The mansion contains comfortable furnishings and enough food and drink to satisfy its denizens. The furniture and food disappear if removed from the mansion. The mansion lasts for 8 hours, and any creatures still in the mansion when the power ends reappear in unoccupied squares outside the entrance portal.


Trick of Knowlege Sage of Ages Utility 26
Your vast learning grants you different insightful advantages in different situations.
Encounter
Minor Action Personal
Effect: You make an Arcana check and gain a benefit based on your check result until the end of the encounter.
30 or lower: No effect
31–35: +5 bonus to saving throws
36–40: +2 bonus to all defenses
41–45: +2 bonus to attack rolls with arcane powers
46–50: Make saving throws at the start of your turn instead of the end of your turn
51–55: Pick two benefits you can gain from a roll of 31 through 50
56–60: Pick three benefits you can gain from a roll of 31 through 50
61 or higher: Gain all four benefits you can gain from a roll of 31 through 50

Wizard Cantrips:

Chameleon’s Mask Wizard Utility
You pull strands of shadow, blending your colors and sounds with your surroundings to help you hide from your enemy’s sight and hearing.
Standard Arcane, Illusion
Free Action Personal
Trigger: You make a stealth check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Stealth check.


Mage Hand Wizard Utility
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-Will Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of your next turn.


Suggestion Wizard Utility
You weave arcane power through your words, infusing each phrase with persuasive magic.
Encounter Arcane
Free Action Personal
Trigger: You make a Diplomacy check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.


Spook Wizard Utility
You gather the shadows to yourself, so that when you speak, your words drip with menace.
Encounter Arcane, Nethermancy, Shadow
Free Action Personal
Trigger: You make an Intimidate check.
Effect: You instead make an Arcana check and use that result to determine the outcome of the Intimidate check.

Cleric Class Feature

Healing Word Cleric Utility
You utter a soothing word that mends wounds of the body and spirit.
Daily Healing
Minor Action Close burst 10
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain an additional 3d6 hit points.

Item Powers:

  • Orb of Mental Dominion: Daily (Free Action): Use this power when an attack with this orb succeeds against the target's Will defense. When the target makes a saving throw against an effect from that attack, the target must roll twice and take the lower result.
  • Amulet of Elegy: Daily (Free Action): Trigger: You use a power to produce an effect that a save can end. Effect: Each target of the power takes a penalty to its first saving throw against the effect equal to the amulet's enhancement bonus (5).
  • Bracers of Mental Might: Encounter (Free Action): Use this power when making a Strength attack, Strength check, or Strength-based skill check. Use your Intelligence, Wisdom, or Charisma modifier in place of your Strength modifier to determine the result of the roll.
  • Robe of the Archmage: Daily (Minor Action): You take damage equal to your bloodied value that can’t be reduced in any way. The next damage roll you make with an arcane attack power before the end of the turn has all of its damage dice maximized.

Other:

Orb of Imposition Orb of Imposition Power
Control wizards select this form of mastery because it helps extend the duration of their control effects.
Encounter Implement
Free Action
Effect: You can use your orb to gain one of the following two effects.
You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its next saving throw against that effect equal to your Wisdom modifier.
Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
Requirement: You must wield an orb to use this ability.


Dwarven Resilience Dwarf Racial Power
Encounter
Minor Action Personal
Effect: You use your second wind.


Icy End of the Earth Eschatologist Power
Encounter Psionic, Cold
Standard Action Close burst 2
Requirement: Phyllis must be bloodied to use this power.
Special: Phyllis cannot reduce the damage done by this power to herself by any means. Other creatures' resistances and immunities function normally.
Effect: You create a stationary zone of unnatural winter in the area. The zone lasts until the end of your next turn. Creatures in the zone cannot heal damage or gain temporary hit points. Creatures that start their turn in the zone (including you) take 5 cold damage.
Sustain Minor: You must be bloodied to sustain this power. If you are outside the zone, you take 5 cold damage. If you are inside the zone, you can sustain without spending an action. You cannot heal or gain temporary hit points while this power this active.

Equipment and Gear

Implements ENH Properties
Crystal Orb of Mental Dominion +5 * Energized (psychic): When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement’s damage type. The bonus increases to +3 at 11th level and +4 at 21st level.
* Undeniable: (You gain a +1 bonus to attack rolls against Will when attacking with an undeniable implement.
* Daily Power: See item daily powers.
Sword of the Black Needles +5 * You can use this weapon as if it were any type of implement you are proficient in.
* Whenever you take an extended rest, choose a daily wizard utility power of level 10 or lower in a spellbook you have available. (You do not need to know the powers yourself.) As long as you wield the sword, you can use that power once per encounter.
Manual of Expansive Learning +3 Daily Powers: See item daily powers.
Codex of the Little People +4 Creatures disregard your presence if there are other people present. You are considered to have concealment against any creature that can see one of your allies. This concealment incurs the normal penalty to enemy attacks, and lets you hide in plain sight. This generally doesn’t affect anyone who knows your name (or pseudonym), or anyone whom you’ve spoken to or had notable social interaction with.

Equipped weapons/implements:

Slot Equipped
Main hand Orb of Mental Dominion
Off hand Sword of the Black Needles
Holy Symbol N/A

Armour AC Bonus Enhancement Bonus Check Penalty Speed Properties
Mindweave Robe of the Archmage +2 +5 * Mindweave : +2 to Will
* You gain a +2 item bonus to Fortitude and Will.
* After each extended rest, you can prepare one additional utility power of your level or lower from your spellbook. You must have a spellbook to use this benefit, and the additional power can be the same level as another utility power you prepare.

Slot Item Name ENH to NADs Properties
Neck Amulet of Elegy +5 * Daily power (see item powers)
Head Ioun Stone of Intellect You gain a +4 item bonus to Intelligence-based skill checks and Intelligence ability checks. You also gain a +5 item bonus to the damage rolls of Intelligence-based attacks.
Arms Bracers of Mental Might (heroic) * Encounter power (see item powers)
Hands Resplendent Gloves (paragon) * When you hit an enemy with an attack power that targets Will, the attack deals 3 extra damage. If it’s an illusion attack, one target you hit (your choice) also grants combat advantage to you until the end of your next turn.
Waist Belt of Vim (paragon) +2 (untyped!) bonus to Fortitude
Feet Boots of Quickness (paragon) +2 (untyped!) bonus to Reflex
Wondrous Item Book of Kelland * You gain a +5 bonus to Charisma-based checks with fey titans.
* Fey titans perceive you as innocuous unless you threaten them. Even then, they cannot make opportunity attacks against you, and you gain resist 10 all against their attacks and powers.

Money

GP: 11,508,595 GP - consumables expended (31070) = 11,477,525 GP

Budget breakdown:

Sword of the Black Needles +6 (3125000, R)
Crystal Orb of Mental Dominion +6 (1125000, U)
Mindweave Robe of the Archmage +5 (625000, R)
Ioun Stone of Intellect (225000, R)
Amulet of Elegy +6 (1625000, U)
Resplendent Gloves (Paragon) (25000, U)
Bracers of Mental Might (1800, U)
Boots of Quickness (85000, C)
Belt of Vim (Paragon) (85000, C)

Adventurer's Kit
Phyllis' ritual book (standard, free with Wizard, 128 pages) (0)
Gale's ritual book (came with Detect Planar Energy)
Xambria's Ritual Book (came with Comprehend Languages, Linked Portal, Knock, Magic Circle, and Water Breathing)
Blessed Book (1000 pages) (360)
Wizard's Sight focus (200)
Read Omens focus, a set of 100 fake coins (50gp)
View Location focus (1000)
Book of Kelland (? - don't have to pay for it yet)

Tenser's Floating Disc (started)
Secret Page (started)
Silence (started)
Transcription of Detect Secret Doors to Ritual Book (125)
Transcription of Read Omens to Ritual Book (100)
Transcription of Seek Rumor to Ritual Book (50)
Transcription of Fastidiousness to Ritual Book (50)
Transcription of Spirit Fetch to Ritual Book (50)
Transcription of Amanuensis to Ritual Book (20)
Transcription of Object Reading to Ritual Book (normally 250, taking it as a "wizard freebie" level 5 ritual)
Transcription of Speak With Nature to Ritual Book (normally 250, taking it as a "wizard freebie" level 5 ritual)
Transcription of Traveller's Feast to Ritual Book (175)
Transcription of Snare to Ritual Book (150)
Transcription of Knock to Ritual Book (150)
Transcription of Arcane Lock to Ritual Book (150)
Transcription of Enchant Magic Item to Ritual Book (175)
Transcription of Transfer Enchantment to Ritual Book (175)
Transcription of Battlefield Elocution to Ritual Book (125)
Transcription of Wind Words to Ritual Book (125)
Transcription of Hallucinatory Item to Ritual Book (250)
Transcription of Alarm Eye to Ritual Book (100)
Transcription of Hunter's Blessing to Ritual Book (250)
Transcription of Sending to Ritual Book (360, but refunded)
Transcription of Discern Lies to Ritual Book (360)
Transcription of Signal of Pursuit to Ritual Book (680)
Transcription of Hallucinatory Terrain to Ritual Book (680)
Transcription of Wizard's Sight to Ritual Book (680)
Transcription of Scribe to Ritual Book (normally 1000, taking it as a "wizard freebie" level 11 ritual)
Transcription of Tenser's Binding to Ritual Book (normally 1000, taking it as a "wizard freebie" level 11 ritual)
Transcription of Passwall to Ritual Book (2600)
Transcription of Reverse Portal to Ritual Book (2600, but refunded)
Transcription of Arcane Barrier to Ritual Book (3200)
Transcription of Mark of Justice to Ritual Book (2600)
Transcription of View Location to Ritual Book (Wizard freebie at level 15)
Transcription of Control Weather to Ritual Book (Wizard freebie at level 15)
Transcription of Memory Seal to Ritual Book (25000)
Total cost of above books and rituals: 16340 GP

True Portal https://www.wizards.com/dndinsider/compendium/ritual.aspx?id=15 425,000 GP
https://www.wizards.com/dndinsider/compendium/ritual.aspx?id=222 500,000 GP

Level 20 rituals from Arcanist's Spellbook, pending approval from Aleith because these seems like they could conveniently derail things (either change the timing she learns them, or deny the Dragon Magazine one, options):
Planar Portal: http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=14
True Sending: http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=128

Level 25 ones:

Observe Creature: http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=24
Loremaster's Bargain: http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=21

689,975 gp worth of ritual components

Remaining stipend: 345,900 GP

Rituals

A ritual uses a number of pages equal to its level.

Phyllis' Spellbook (16/128 pages)

13 pages taken up from dailies, utilities, and Tome of Readiness page.
Name Level Key Skill Market Cost Component Cost DDI Link
Tenser's Floating Disk 1 Arcana 50gp 10gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=60
Secret Page 1 Arcana 50gp 10gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=54
Silence 1 Arcana 75gp 30gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=58

Gale's Ritual Book (1/128 pages)

Name Level Key Skill Market Cost Component Cost DDI Link
Detect Planar Energy 1 Arcana 50gp 17gp http://storagebin.wikidot.com/zg-magic-items#toc9

Xambria's Ritual Book (26/128 pages)

Name Level Key Skill Market Cost Component Cost DDI Link
Comprehend Languages 1 Arcana 50gp 10gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=39
Linked Portal 8 Arcana 680gp 135gp (or less, see text) http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=2
Knock 4 Arcana 175gp 35gp + 1 healing surge http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=22
Magic Circle 5 Arcana 250gp 100gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=49
Water Breathing 8 Arcana or Nature 680gp 135gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=37

Blessed Book (190/1000 pages)

Name Level Key Skill Market Cost Component Cost DDI Link
Detect Secret Doors 3 Arcana 125gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=42
Read Omens 2 Arcana or Religion 100gp 1 healing surge and a focus (50gp) http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=378
Seek Rumor 2 Arcana 50gp 20gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=87
Fastidiousness 1 Arcana 50gp 10gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=113
Spirit Fetch 2 Arcana 50gp 20gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=301
Amanuensis 1 Arcana 20gp 10gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=75
Object Reading 5 Arcana 250gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=225
Traveller's Feast 4 Nature 175gp 35gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=32
Snare 4 Nature 150gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=202
Knock 4 Arcana 175gp 35gp + 1 healing surge http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=22
Arcane Lock 4 Arcana 150gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=23
Enchant Magic Item 4 Arcana 150gp Special http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=9
Transfer Enchantment 4 Arcana 175gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=212
Battlefield Elocution 3 Arcana or Religion 125gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=102
Wind Words 3 Arcana or Nature 125gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=389
Hallucinatory Item 5 Arcana 250gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=65
Eye of Alarm 2 Arcana 100gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=11
Hunter's Blessing 5 Arcana or Nature or Religion 250gp 50gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=299
Sending 6 Arcana 360gp 50gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=55
Discern Lies 6 Religion 360gp 140gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=44
Signal of Pursuit 8 Arcana 680gp 125gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=123
Hallucinatory Terrain 8 Arcana 680gp 125gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=368
Wizard's Sight 8 Arcana 680gp 270gp + a focus (200gp) http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=3
Scribe 10 Arcana 1000gp 200gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=122
Tenser's Binding 10 Arcana 1000gp 400gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=126
Passwall 12 Arcana 2600gp 1000gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=53
Reverse Portal 12 Arcana 2600gp 500gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=201
Arcane Barrier 12 Arcana 3200gp 1000gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=100
Mark of Justice 12 Religion 2600gp 1000gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=277
View Location 14 Arcana 4200gp 1600gp + 1000gp focus http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=34
Control Weather 14 Nature 4200gp 1800gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=194
Memory Seal 18 Arcana 25000gp 7000gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=114

Penalty Box

Orb of Imposition (encounter, feature) Amulet of Elegy (daily, item) Orb of Mental Dominion (daily, item) Spell Focus (feat) Combined
-5 (WIS) modifier to first save -6 (ENH) modifier to first save Roll twice, take lower to ALL saves -2 (flat) to ALL saves (WIS + ENH + 2) penalty to first save, -2 penalty to subsequent saves, roll twice take lower for all saves
Yes Yes Yes Always -13 to first save, -2 to subsequent saves, roll twice take lower to all saves
Yes Yes No Always -13 to first save, -2 to subsequent saves
Yes No Yes Always -7 to first save, -2 to subsequent saves, roll twice take lower to all saves
Yes No No Always -7 to first save, -2 to subsequent saves
No Yes Yes Always -8 to first save, -2 to subsequent saves, roll twice take lower to all saves
No Yes No Always -8 to first save, -2 to subsequent saves
No No Yes Always -2 to all saves, roll twice take lower to all saves
No No No Always -2 to all saves

Total weight:

Normal Load Heavy Load Max Drag
100 200 500

If things get silly, this is what Tenser's Floating Disc, Bags of Holding, and Handy Haversacks are for.

Personality

Ethics is the pursuit of happiness: not the temporal sort of happiness that comes and goes on a day-to-day basis, but a permanent sense of purpose and clarity that comes when one's sifted the truth out of themselves.

Phyllis is an adherent to the Heid school of philosophy, though she differs from others somewhat in that she great thought into the future and new beginnings of other people once her chapter comes to an end. Retirement's on the horizon for her, though she doesn't yet know what she'd like to do after leaving the RHC.

She's often distracted by thoughts of everyone else's story threads and how they differ from reality — how the prideful ones see themselves as the hero of everyone else's tales, and how the downtrodden continue to imprison themselves in doubt. She joined enforcement due to the discrepancies she saw in the letter of the law and the spirit of the law: The severity of a teacher's punishment weighs on the jury's decision between verdicts of accidental manslaughter or deliberate murder with a motive. A safety inspector hires goons to sabotage warehouses belonging to a competitor of a manufacturer they have stock in, just before their next inspection date. An officer turns a blind eye to a thief taking bread to feed their daughter instead of fining them, knowing they'll be repeatedly imprisoned and released indefinitely for failure to pay their fine (they had to resort to stealing, they certainly didn't have the means to pay). Another officer is desperate to solve a case because it looks bad for their career, so any perpetrator convincing enough will do just so they can improve their numbers. These are the sorts corruptions and inefficiencies that she strives to fix, hoping to improve the letter of the law so it further matches the intent.

Her conversations tend to cut to the heart of the matter quickly. She isn't one for small talk and jumps right to direct, possibly uncomfortable, probing questions, even when dealing with people on a personal level. Skip the fluff and pleasantries and get right to figuring out someone's story, taking genuine interest in them. "Unflinching" is probably a good word for it.

There's one truth still hidden to Phyllis that she wrestles with: does her magic simply reveal the true intent in the hearts of those she puts under her spells, or does something in herself sneak out and impose her will onto them? (And even then, is the latter more insidious than violent, forceful methods? Which outcome would you prefer?)

Appearance

Dark skin, darker hair, but with grey beginning to show in the roots. Curly hair, kept in a ponytail, reaching just a little above her shoulders. Half-rimmed spectacles. Comes across as a mix between 'great-aunt' and 'librarian.' Stocky build, about as wide as she is short, like you'd expect from a dwarf. Wears a powder-blue tabard over her armor on occasions she doesn't have to be in uniform, and similar colors of dresses and robes for even less formal occasions. Body language and facial expressions are often serious, alert, and guarded, but still warm.

Background

Originally hailing from Crisillyir, and currently aged 122 years old, Phyllis spent most of her life, proportionally speaking, as an academic often at odds with the nation's clergy. Her papers consist of critiques of hypocritical merchant lords, contradictions and gaps in what remains of the records of Triegenes, and instructions on how to use common illusion spells to make your very own Bleak Gate spirits to hawk your beliefs with. Being a dwarf in a nation that believes in the supreme potential of humans above other races didn't exactly win them any favors with her, either. As she argues, if they were so truly interested in 'improving themselves,' they'd admit that their dogma, in practice, helps only those currently in power and does little of pragmatic purpose for their meek followers. beyond giving them some false sense of hope. She wasn't initially abrasive or out of line, but over time, her assertions became more bold, and the tension she had with the Clergy grew.

Her time in magical academia focused on illusions and charm spells, as she was fascinated by other false realities, studying magical versions of them and defenses against them — that middle section of possibility between the known and the imagined, the parts of dreams that aren't huge leaps of plausibility, the range possibilities that one can expect five minutes forward in time, the nebulous region of interpretation and faith that's built as scaffolding around history.

Since immigrating to Risur 20 years ago, partially to flee the Clergy and partially to study Risur's history closer — another tale of a mortal overcoming titanic odds, but with no divine instution having sprung from it, only a fading folk religion — Phyllis has learned more of the Heid Eschatol philosophy, and feels it more closely resonates with the beliefs she's held, which were influenced by the works of the heretical monk, William Miller. She studied for a few years at Pardwight, and while the environment overall was healthier for her, she felt understimulated without the constant opponents she'd had for the last decade or two. It was around this time the process of law took her interest, and she began her career as a constable, eventually joining the RHC after proving her prowess as a spellcaster capable of dealing with more potent threats and magically equipped criminals.

Notes

  • Gerwicket, a gnomish scholar at Pardwight in the Central District who studies songs, poems, and other written forms of art from Risur's past. May have penned a few songs that inflate Rock Rackus' exploits to the point of what should be obvious parody, but some may have missed the point.
  • Corinna, an honest factory worker turned thief from the Parity Lake District. Phyllis apprehended her once, but broke protocol, opting to pay for the stolen food and convincing the store owner to drop the charges (after a lengthy explanation of exactly what kind of unjust punishment she'd go through for one offense). Phyllis stops by every now and then to check in how things are going over a meal.
  • Formed a pact with fey powers during her first few years at Pardwight.
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