Skip to content
CreatePricing

Wamshura Vardani

Tiefling · Wizard, School of Abjuration · Level 20

Wamshura Vardani

Independent ward-maker, magical consultant, and repairer of dangerous enchantments
“Let us count the living first,”
AC17
HP210/210
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a dry, grain-edged texture, like chalk dragged over fired clay, with a faint breathy rasp from years spent among dusty archives and hot incense. He articulates carefully, but his words carry the matter-of-fact cadence of a builder explaining why a roof is about to fall. When angry, his pace quickens and his consonants sharpen; he does not soften his volume.

He speaks in carefully joined clauses, with the practical vocabulary of someone who learned from builders before scholars. He uses measured pauses to sort his thoughts, not to heighten drama, and has a habit of translating abstract magic into roofs, water channels, and cracked tiles. When alarmed, he becomes faster and more technical, as if precision itself could hold a room together.

Speech patterns

Frames difficult choices as questions about who bears the cost.
Explains magical danger through ordinary comparisons, often involving plumbing, roofs, or badly laid tiles.
Uses precise corrections when nervous, then apologizes for the interruption.
Says, "Let us count the living first," before discussing property or proof.

How to play them

He responds well to clear questions, honest uncertainty, and people who notice who is missing from a plan. He dislikes flattery and tests claims with practical questions. If challenged about the academy or the engine, he becomes painstakingly factual; if someone is in immediate danger, he drops the debate and acts. Earn his trust by sharing risks rather than asking him to carry them alone.

Goal

Stop the buried engine from sealing the district's inhabitants inside their own warded homes, without destroying the last surviving magical work of the academy.

Motivation

He wants magical protection to serve the people who live beneath it, not the authorities who commission it or the scholars who admire it.

Secret · GM only

Appearance

A tall tiefling with the long, careful posture of someone accustomed to ducking beneath low archive beams. He moves in measured half-steps, turning his whole body before changing direction, as if every room were a diagram he has already begun solving. His skin has a matte, plum-brown finish that catches light like polished clay; two ridged horns sweep back from his temples and are wrapped in narrow strips of faded blue paper covered in tiny calculations. His tail coils around a chair leg when he reads. He smells unmistakably of burnt orange peel and hot dust, a trace left by the incense he uses to keep his spell components dry. Despite his severe scholar's robes, he keeps a child's chipped wooden top in his breast pocket and spins it when thinking.

Clothing

Layered charcoal-blue robes with reinforced elbows, a broad leather belt of labeled component tubes, and a weatherproof mantle stitched with small copper diagrams. The hems are dusted with pale ash despite his best efforts.

Body language

He keeps his shoulders squared and his hands folded behind his back while listening, but his tail betrays his attention by tracing little angles on the floor. When worried, he stops moving altogether. When pleased, he leans in too close and forgets that his horns make the gesture intimidating.

Height
6 feet 4 inches
Build
Tall and spare, with long limbs and a scholar's compact strength
Eyes
Deep amber, with fine dark flecks around the pupils
Hair
Black, worn to the jaw and threaded with ash-gray at the temples
Skin
Matte plum-brown, like polished clay
Age
Forty-six
Gender
Male
Size
Medium

Distinguishing features

His backward-sweeping horns are wrapped in handwritten paper strips.
He walks in measured half-steps and turns his whole body before changing direction.
He carries a chipped wooden top that plainly does not belong among his expensive scholarly tools.
He smells of burnt orange peel and hot dust, a scent that follows him into a room.

Personality

14 traits and drives

Wamshura is deliberate and rigorous, yet unexpectedly generous with his time. He can be exacting about a faulty argument and remarkably forgiving of a frightened person. In calm moments he is dryly amused and curious; under pressure he becomes brisk and controlling, issuing instructions before asking whether anyone wants his help. When a vulnerable person is at risk, that restraint breaks and he commits himself without negotiation.

Alignment
Lawful neutral, with a growing tenderness that unsettles his carefully ordered worldview

Quirks

Spins his wooden top when thinking, then treats the direction in which it falls as a useful prompt rather than an omen.
Taps doorframes twice before passing through, checking for a ward even when he knows there is none.
Keeps a running list of broken public infrastructure and adds to it whenever he travels.
Turns cups so their handles point toward the nearest exit.
Names each of his component tubes by the sound it makes when tapped, then denies that this is naming them.

Habits

Maps a room's exits and load-bearing walls before he sits down.
When absorbed in a problem, spins his wooden top and lets it fall wherever it may.
Checks on the least powerful person present before discussing the danger with anyone else.
After a spell goes wrong, immediately writes down what happened before he permits himself to react.

Traits · 4

He insists on understanding the mechanism behind a problem, but will abandon a perfect explanation to help someone in immediate danger.
He is proud of his scholarship, yet uncomfortable when praised for anything that cannot be measured in lives saved.
He seems distant in a crowd, but remembers small practical details about the people he meets.
He prefers plans with contingencies, though he secretly admires people who can improvise without making a mess of it.

Flaws · 3

He treats uncertainty as a problem to solve before he will allow himself to act.
He withholds frightening information to prevent panic, even when people deserve a say.
He can mistake practical disagreement for a failure to understand the underlying principles.

Fears · 3

That he will again choose a beautiful theory over the people standing in front of him.
That the buried engine will turn protection into imprisonment on a citywide scale.
That Nura is right that his caution has become another way of controlling those he means to help.

Wants and needs · 4

He wants the district protected without its residents being trapped behind their own wards.
He needs to tell Nura what he did before she discovers it herself.
He wants his mother's approval, though he insists that his decisions are his own.
He needs help finding a way to shut down the engine without triggering a district-wide collapse.

Combat

AC 17 · HP 210 · 30 ft.

Wamshura begins by assessing threats and protecting allies, using foresight, defensive magic, and positioning rather than opening with a killing spell. He uses wall of force or forcecage to divide a battlefield, then disables the most dangerous enemy with banishment, maze, or hold monster. If civilians are threatened, he prioritizes evacuation and control over damage. He reserves teleport for escape or rescue and uses time stop only when a crisis has become irreversible.

Wamshura Vardani

Medium humanoid (tiefling), lawful neutral, with a growing tenderness that unsettles his carefully ordered worldview
Armor Class17
Hit Points210
Speed30 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsArcanaHistoryInvestigationInsightPerception
SensesDarkvision 60 ft., passive Perception 13
Languages
Common,
Infernal,
Draconic,
Dwarvish,
Elvish
Spellcasting. Wamshura is a 20th-level wizard. His spellcasting ability is Intelligence (spell save , to hit with spell attacks). He has prepared the spells listed below.
Arcane Recovery (1/Day). After a short rest, Wamshura regains expended spell slots with a combined level of 10 or less, none of which can be 6th level or higher.
Spell Mastery. Wamshura can cast shield and misty step at their lowest levels without expending spell slots.
Signature Spells. Wamshura always has counterspell and fireball prepared. He can cast each once at 3rd level without expending a spell slot.
Custom feature, Folded Horizon. Once per day, when Wamshura casts a spell of 5th level or lower that targets only him, he can make one willing creature he can see within 30 feet the spell's target instead.

Spells

Prepared Spell List (cantrip, various). Wamshura has these spells prepared. Spell save ; spell attack bonus +13. At-will spells: mage hand, mending, message, prestidigitation. 1st level, 4 slots: detect magic, feather fall, identify, magic missile, shield. 2nd level, 3 slots: arcane lock, misty step, mirror image, see invisibility. 3rd level, 3 slots: counterspell, dispel magic, fireball, glyph of warding. 4th level, 3 slots: banishment, dimension door, resilient sphere. 5th level, 3 slots: Bigby's hand, wall of force, teleportation circle. 6th level, 2 slots: contingency, globe of invulnerability. 7th level, 2 slots: forcecage, teleport. 8th level, 1 slot: maze. 9th level, 1 slot: foresight.
Foresight (level 9, divination). A ward of foresight surrounds the willing creature touched. For 8 hours, the target gains advantage on attack rolls, ability checks, and saving throws, and attackers have disadvantage on attack rolls against it. Wamshura normally casts this on himself before entering a known danger.
Wall of Force (level 5, evocation). A shimmering barrier appears within range and lasts for up to 10 minutes with concentration. It can be a flat wall or a sphere, blocks physical passage, and stops spells from extending through it.
Banishment (level 4, abjuration). A creature Wamshura can see within range must succeed on a Charisma saving throw or be banished. If it is native to a different plane, it is returned to its home plane.
Forcecage (level 7, evocation). Wamshura creates an invisible prison of magical force around a creature or a large enclosure. The prison lasts for up to 1 hour and cannot be dispelled by dispel magic.
Contingency (level 6, evocation). Wamshura places a protective magical effect on himself that can trigger when a stated circumstance occurs. He specifies the circumstance and a spell of 5th level or lower when casting.
Time Stop (level 9, transmutation). Wamshura briefly halts the flow of time for everyone but himself. He can take turns in succession, after which the spell ends if he affects another creature or its possessions.

Actions

Arcane Needle. Melee or Ranged Spell Attack: to hit, reach 5 ft. or range 120 ft., one target. Hit: 16 () force damage.
Spellcasting. Wamshura casts a spell from his prepared spell list, expending a spell slot as normal.
Signature Fireball (1/Day). Wamshura chooses a point he can see within 150 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 28 () fire damage on a failed save, or half as much on a success. He can use this action once per day without expending a spell slot.

Reactions

Shield. When hit by an attack he can see, Wamshura adds 5 to his AC against that attack, potentially causing it to miss. He can also use this reaction to cast magic missile as a 1st-level spell.
Counterspell. When a creature he can see within 60 feet casts a spell, Wamshura attempts to interrupt it. If the spell is 3rd level or lower, it fails. For a higher-level spell, he makes an Intelligence check with a bonus against + the spell's level. He can cast counterspell at 3rd level without a spell slot once per day.

Legendary Actions

Measured Step. Wamshura moves up to half his speed without provoking opportunity attacks.
Arcane Needle. Wamshura makes one Arcane Needle attack.
Quickened Formula (costs 2 actions). Wamshura casts a spell of 2nd level or lower that has a casting time of 1 action, expending a spell slot as normal.

Services they sell

Repairs and audits magical wards
Identifies dangerous enchantments and magical traps
Provides consultation on spellwork, protective architecture, and evacuation plans
Can arrange discreet shelter for people threatened by magical hazards

Rewards they can give

A custom ward that protects a safehouse or community building
A carefully annotated spell scroll suited to the party's needs
Access to maps and records from the burned academy
His assistance in safely dismantling or repairing an enchantment

Equipment

  • Prism Rod (arcane focus)A slim, darkwood focus capped with a small brass prism, used as his arcane focus.
  • Field Spellbook (adventuring gear)A fine leather case containing his spellbook, a carefully indexed collection of spells, diagrams, and practical notes.
  • Component Belt (spell components)A collection of labeled glass tubes with chalk, powdered mica, soot, salt, and other spell components.
  • Old Top (keepsake)A chipped wooden top from his childhood, kept polished and carried in his breast pocket.
  • Ward Mantle (clothing)A weatherproof mantle embroidered with copper warding diagrams.

Possessions

His indexed spellbook and research notes
A brass-capped arcane focus
A chipped wooden top from childhood
A small bundle of his mother's letters
A set of maps marking the old academy's hidden passages

Background

Wamshura was raised above a public bathhouse by his mother, a meticulous tile-setter who taught him that a sound wall begins with admitting where the ground shifts. He won a place at a royal academy by correcting a professor's supposedly unbreakable proof, then spent twenty years building a reputation as a wizard who could make wards endure earthquakes, sieges, and bad kings. During the Ashfall Quake, his first great disaster, he had to choose between saving the academy's sealed collection and opening its protective spellwork to evacuate the crowded street below. He chose the street. The archive burned, but hundreds lived, and the choice made him distrust any system that calls people acceptable losses. He now works from a rented observatory, repairing dangerous enchantments and quietly helping displaced families. His former apprentice, Nura, thinks he has become sentimental; his mother, Zeli, thinks he has become sensible. Both are right, and both are angry that he will not choose a side in their long-running feud over what should happen to the academy's remaining land. His present crisis is a buried engine beneath the observatory that has begun rewriting local wards to protect buildings while sealing their occupants inside.

Role in the story

A powerful ally and reluctant source of the truth behind a district's failing protective wards. He offers the party expertise, but the engine's danger and his concealed responsibility force a choice between preserving valuable magic and protecting the people it has endangered.

“The archive burned, but hundreds lived, and the choice made him distrust any system that calls people acceptable losses.”
From their background
Faction
Former royal academy fellow; currently unaffiliated, though neighborhood families rely on his warding work

Known connections

Zeli, his mother, is a celebrated tile-setter who keeps sending him practical repairs for his robes and refuses to call his observatory a home.
Nura, his former apprentice, is now an independent ward-maker who believes he concealed the full danger of the buried engine.
Daro, a neighborhood physician, trades him meals for help maintaining the clinic's cooling wards.
The residents of the old academy district remember that he opened the gates during the Ashfall Quake, though the royal historians still call his decision a failure.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Wamshura Vardani into a sheet

A high-res, share-ready sheet you can post or print.