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Iinstleiranyeet |
HISTORY: A traveling merchant of Myth Drannor, Iinstleiranyeet was a mage of
some power and creativity. Towards the city’s end, as more caravans and
merchants came under attack by orcs, goblins, and other humanoids,
Iinstleiranyeet decided to take action against them. For five years he paid
independent, elven, mercenaries to clear seek out and destroy the goblinoid
forces around them. His father had opposed the opening of Myth Drannor to all
non-elves, and he had inherited his father’s hatred of things non-elven.
However, as more and more of his hired elves met their demise to the forces
that would become the Army of Evil, destroyer of Myth Drannor, Iinstleiranyeet
decided that 'lesser races', principally humans, should risk their lives.
After nearly a decade however, Iinstleiranyeet found it impossible to hire any
being for his forays, due to a high attrition rate and his refusal to pay in
full the survivors. (Iinstleiranyeet preferred to work on a per kill basis and
would always claim returning parties "real" kill total was 1/3-2/3 of what the
party would claim. It was in this desperation to find a way to kill humanoids
at no risk to himself that he developed the spell:
Fires of Iinstleiranyeet. Already a master of Teleportation and Sending Magicks, Iinstleiranyeet began his real first work into destructive, evocation magic. After a brief two years of intense study, he mastered the most complicated spells of destruction and perfected the spell that would be his legacy. For both good and ill. Fundamentally, Fires of Iinstleiranyeet enables an ARCANIST to not only wreck destructive magic upon an enemy, but transfers that energy to the survivors, so that they may release the stored energy at a later time. Iinstleiranyeet’s views towards the humanoids was so low, he assumed that the beasts would use the stored energy at the least provocation. Most did, but some tribes, notably ogres, hoarded their power for outside enemies. He set his plan into motion just a few years before the Yugoloths began the true war against Cormanthor. He teleported into the Desertmouth Mountains, unleashing his gouts of flame (magically constrained to do as little damage as possible) onto the weakest of the humanoids, kolbolds, goblins, etc. then returning to his home in Myth Drannor. His plan worked, in that many orcs, bugbears, gnolls, and other creatures higher on the humanoid ladder fell to flames released by the weaker brethren. Unfortunately, one particularly intelligent Ogre Shaman, Quarter (named for his ritual Drawing and Quartering, by hand, of dwarves his tribe had captured), realized the potential power of carefully regulating and maintaining this Arcane energy. Thus the Ogre tribe of the Flaming Tusk was born, which still terrorizes the borders of the Desertmouth Mountains. WHERE FOUND: Because of the limited use of this spell (see spell description), few copies are known to exist. Copies are known to exist in Evermeet, Everska, Candlekeep, and Silverymoon, as well as the Harpels of Longsaddle. Other rumored sources of this spell include: Blackstaff Tower, Elminster’s Tower (of course), The Simbul’s Palace, Arch-wizard Sulervien of Memnon, and The Grand Library of Myth Nantar. Also, at least one Zulkir of Thay was known to have heavily used this spell, but he was killed 100 years ago by 'accidentally' setting off his own trap of delayed blast fireball. As all of tower was 'misplaced' somewhere on the Plane of Archeron, the destination of his personal spell books is in doubt. As for Iinstleiranyeet himself, he died defending Myth Drannor, and his body and traveling spell book were never recovered. Most of his laboratory and magic were transferred to Evermeet before his death. Presumably, one could find his body, as well as his personal magics somewhere within the ruined City of Songs. The spell is also known as the Flames of Iinstleiranyeet. MAGICS: Fires of Iinstleiranyeet (described elsewhere) Staff of Teleportation: This plain-varnished wooden staff (about three feet long) was the source of much of Iinstleiranyeet’s wealth. This staff possessed 100 charges and each spell cast from the staff cost as many charges as the level of the spell. The staff could be re-charged by casting spells normally stored within it while it soaked in a pool of water with 1,000 G.P. of Diamond dust sprinkled in it. A number of charges could be restored equal to the level of the spell cast into it. Known Spells within: Teleport, Teleport without Error, Conjure Spell Component, Teleport Object. Metamagic Feat: Minimize Magic Req: Int 13, 5th level Arcane spells, 5 Ranks Spellcraft With the use of this feat an Arcane spellcaster can choose to cast all spells that are 2 levels lower than his maximum spell level at their minimum effectiveness. All variable effects of said spell are the minimum possible (all dice rolls become 1’s). |