- Appearance: Obitus appears as a red-haired human with a neatly trimmed goatee, dressed in fine robes adorned with arcane sigils. His absent-minded demeanor and habit of staring off into the distance give the impression of a distracted scholar.
- True Nature: In reality, Obitus is an Efreeti, a powerful and ancient fire genie. His true form, rarely revealed, is a towering figure wreathed in flames with molten gold eyes that burn with intensity.
- Personality: While many in the guild prioritize wealth and influence, Obitus focuses on preventing the abuse of magic. He is deeply principled, valuing the responsible use of arcane power above all else. Despite his serious goals, his aloof manner and cryptic speech often leave others unsure of his true thoughts.
- Political Power: Obitus’s authority in Lygos extends beyond the Arcane Guild. His ability to influence the regulation of magic and his secret genie nature make him a formidable figure in the city’s political landscape.
Abilities
Unorganised
Detect Magic - 1st‐level
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of
you. If you sense magic in this way, you can use your action to see a
faint aura around any visible creature or object in the area that bears
magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
or dirt.
Enlarge/Reduce - 2nd-level
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
You cause a creature or an object you can see within range to grow
larger or smaller for the duration. Choose either a creature or an
object that is neither worn nor carried. If the target is unwilling, it
can make a Constitution saving throw. On a success, the spell has no
effect.
If the target is a creature, everything it is wearing and carrying
changes size with it. Any item dropped by an affected creature returns
to normal size at once.
Enlarge. The target's size doubles in all dimensions,
and its weight is multiplied by eight. This growth increases its size by
one category-- from Medium to Large, for example. If there isn't enough
room for the target to double its size, the creature or object attains
the maximum possible size in the space available. Until the spell ends,
the target also has advantage on Strength checks and Strength saving
throws. The target's weapons also grow to match its new size. While
these weapons are enlarged, the target's attacks with them deal 1d4
extra damage.
Reduce. The target's size is halved in all dimensions,
and its weight is reduced to one-eighth of normal. This reduction
decreases its size by one category--from Medium to Small, for example.
Until the spell ends, the target also has disadvantage on Strength
checks and Strength saving throws. The target's weapons also shrink to
match its new size. While these weapons are reduced, the target's
attacks with them deal 1d4 less damage (this can't reduce the damage
below 1).
Invisibility - 2nd-level
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Gaseous Form - 3rd-level
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of gauze and a wisp of smoke)
Duration: Concentration, up to 1 hour
You transform a willing creature you touch, along with everything
it's wearing and carrying, into a misty cloud for the duration. The
spell ends if the creature drops to 0 hit points. An incorporeal
creature isn't affected.
While in this form, the target's only method of movement is a flying
speed of 10 feet. The target can enter and occupy the space of another
creature. The target has resistance to nonmagical damage, and it has
advantage on Strength, Dexterity, and Constitution saving throws. The
target can pass through small holes, narrow openings, and even mere
cracks, though it treats liquids as though they were solid surfaces. The
target can't fall and remains hovering in the air even when stunned or
otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate
objects, and any objects it was carrying or holding can't be dropped,
used, or otherwise interacted with. The target can't attack or cast
spells.
Major Image - 3rd-level
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible
phenomenon that is no larger than a 20-foot cube. The image appears at a
spot that you can see within range and lasts for the duration. It seems
completely real, including sounds, smells, and temperature appropriate
to the thing depicted. You can't create sufficient heat or cold to cause
damage, a sound loud enough to deal thunder damage or deafen a
creature, or a smell that might sicken a creature (like a troglodyte's
stench).
As long as you are within range of the illusion, you can use your action
to cause the image to move to any other spot within range. As the image
changes location, you can alter its appearance so that its movements
appear natural for the image. For example, if you create an image of a
creature and move it, you can alter the image so that it appears to be
walking. Similarly, you can cause the illusion to make different sounds
at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion,
because things can pass through it. A creature that uses its action to
examine the image can determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the creature can see
through the image, and its other sensory qualities become faint to the
creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
Tongues - 3rd-level
Casting Time: 1 action
Range: Touch
Components: V, M (a small clay model of a ziggurat)
Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Wall of Fire - 4th-level
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within range. You can
make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a
ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.
The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a
Dexterity saving throw. On a failed save, a creature takes 5d8 fire
damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals
5d8 fire damage to each creature that ends its turn within 10 feet of
that side or inside the wall. A creature takes the same damage when it
enters the wall for the first time on a turn or ends its turn there. The
other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Conjure Elemental - 5th-level
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
Duration: Concentration, up to 1 hour
You call forth an elemental servant. Choose an area of air, earth,
fire, or water that fills a 10-foot cube within range. An elemental of
challenge rating 5 or lower appropriate to the area you chose appears in
an unoccupied space within 10 feet of it. For example, a fire elemental
emerges from a bonfire, and an earth elemental rises up from the
ground. The elemental disappears when it drops to 0 hit points or when
the spell ends.
The elemental is friendly to you and your companions for the duration.
Roll initiative for the elemental, which has its own turns. It obeys any
verbal commands that you issue to it (no action required by you). If
you don't issue any commands to the elemental, it defends itself from
hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn't disappear.
Instead, you lose control of the elemental, it becomes hostile toward
you and your companions, and it might attack. An uncontrolled elemental
can't be dismissed by you, and it disappears 1 hour after you summoned
it. The GM has the elemental's statistics.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Plane Shift - 7th-level
Casting Time: 1 action
Range: Touch
Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration: Instantaneous
You and up to eight willing creatures who link hands in a circle are
transported to a different plane of existence. You can specify a target
destination in general terms, such as the City of Brass on the Elemental
Plane of Fire or the palace of Dispater on the second level of the Nine
Hells, and you appear in or near that destination. If you are trying to
reach the City of Brass, for example, you might arrive in its Street of
Steel, before its Gate of Ashes, or looking at the city from across the
Sea of Fire, at the GM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle
on another plane of existence, this spell can take you to that circle.
If the teleportation circle is too small to hold all the creatures you
transported, they appear in the closest unoccupied spaces next to the
circle.
You can use this spell to banish an unwilling creature to another plane.
Choose a creature within your reach and make a melee spell attack
against it. On a hit, the creature must make a Charisma saving throw. If
the creature fails this save, it is transported to a random location on
the plane of existence you specify. A creature so transported must find
its own way back to your current plane of existence.
Darkvision x2 - Racial Feat
Darkvision 120 ft.