Arkhana Silvefrond

A halfling wizard (Lich) and one of the highest ranking researchers working for the Research Center for Historical Preservation interested in enhancing magical capability.

Arkhana is quite charming and enthusiastic about her work. She always encourages guild members to be their best self. She is ambitious and laser focused on her topic of research, and will not tolerate anyone getting in her way. She is not aggressive, but will not be swayed from her beliefs at all and will try to convince detractors of her point of view.

She was the one who discovered initial information about Gain Modulator Zero, and has been researching it for several years. Previously it was believed that Gain Modulator One was the highest order Modulator artifact. She believes that it can be used to boost magical particle density in the region if it can be hacked. She learned about its true purpose and abilities a while into her research, but believes that she and her team should be able to circumvent its AI and make use of it anyway. A few months prior to the start of the campaign, she organized an expedition to search for the entitiy which included some of her favourite guild members, as well as people she deemed a good fit for the job based on their skills.

Arkhana wishes to retrieve the scrolls that Tira stole in order to continue her quest. She is quite upset by the setback, but willing to negotiate the return of her research material. However, she is willing to do what she deems necessary to get it back if Tira doesn’t capitulate.

Arkhana’s main goal is to learn a way to directly manipulate free and bound mana. The Modulators seem to hold the key to this task. Manipulating mana directly would allow spells to be cast at any level at any potency anywhere anytime. Such control would surely bring an eternal golden age to the world if the power was put in the right hands (hers). Immortality, unlimited power for all, etc.
Reverse engineering the power of the Modulators and the network required to achieve global scale manipulation would take lifetimes, even for long lived races. A short dip into lichdom should allow her to continue her research.


Other info

  • Tira and her friend Sia witness her sacrificing a clone in her hotel room during their stay in Imou Valley. They find it suspicious and research such a ritual it the local library, and believe that she may be some kind of lich.
  • In order to make clones, she needs the cubic inch of flesh from another clone. Kana does not have valid flesh to use for cloning anymore.
  • After having implanted thoughts from Static Observance, Tira theorizes that Kana may be a warlock since she can cast spells with no components. She wonders if she has an invocation that allows enchantment at will, and if she is perhaps a supplicant to one of the Modulators.
  • Her familiar usually takes the form of a tall flamingo called Horizon Sunset Vertigo (Nicknamed Squonkert)
  • Arkhana was defeated during a pit stop at Zelestar by a massive air elemental after messing with Modulator Four (AKA the White Tower) and shattered into green-ish glass.
  • Verity Silverlight, her “nephew” took her place temporarily when her ‘death’ was reported to the RCHP. Verity believes that they are a simulacrum clone and is Arkhana’s henchman (though they do not like being a henchman as it is boring).
    • Verity is in fact not a sim clone. Arkhana was her sim clone who took her place and modified her memory to believe that she was the clone.
  • Arkhana has a clone grawing facility within Stabilizer Array 11, a place with a Sphere of Annihilation that Tira visited while on her expedition. The clones grow much faster (relatively) under the extreme gravity. Kana set up this clone bank after learning of the facility from Tira. (it’s just 3 clone tanks)

Special spells

  • Baleful teleportation

  • Baleful planeshift

  • Baleful transposition

    • All of these can be cast on a 10 foot radius up to 60 feet. DC 18 wis save.
  • Memory Overwrite (tier 7, indefinite time overwritu) DC 19 int save. Requires 30 minutes to complete casting, target can be unconscious.

  • Tripsphere (tier 3): as grease, but 20 foot radius Sphere of low (lunar level) gravity. DC 18 dex save or fall prone and slide 10 feet. Jump distance doubles within the Sphere.

  • Alter Other (tier 3): as with self, but on another target. DC 18 con save.

Spell Mastery (lvl 18)

Stats: Lich

Traits

Legendary Resistance (3/Day): If the lich fails a saving throw, it can choose to succeed instead.

Rejuvenation: If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its Hit Points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting: The lich is an 18th-level Spellcaster. Its Spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following Wizard Spells prepared:

• Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost
• 1st Level (4 slots): Detect Magic, Magic Missile, Shield, Thunderwave
• 2nd Level (3 slots): Detect Thoughts, Invisibility, Acid Arrow, Mirror Image
• 3rd Level (3 slots): Animate Dead, Counterspell, Dispel Magic, Fireball
• 4th Level (3 slots): Blight, Dimension Door
• 5th Level (3 slots): Cloudkill, Scrying
• 6th Level (1 slot): Disintegrate, globe of Invulnerability
• 7th level (1 slot): Finger of Death, Plane Shift
• 8th level (1 slot): Dominate Monster, Power Word Stun
• 9th level (1 slot): Power Word Kill

Turn Resistance: The lich has advantage on Saving Throws against any Effect that turns Undead.

Actions

Paralyzing Touch: Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary Action can be used at a time, and only at the end of another creature’s turn. Spent legendary Actions are regained at the start of each turn.

Cantrip: The lich casts a cantrip.

Paralyzing Touch (Costs 2 Actions): The lich uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions): The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become Frightened for 1 minute. The Frightened target can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a target’s saving throw is successful or the Effect ends for it, the target is immune to the lich’s gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions): Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.


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Related notes: Imou Valley · Static Observance · Verity Silverlight