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Shandril and Narm,
Heroes of Spellfire

By Sean K Reynolds

Both orphaned at a young age, Shandril Shessair and Narm Tamaraith have proven capable of standing up to some of the most powerful and evil organizations in Faerûn. Now the heroes of the novels Spellfire and Crown of Fire are two of the best-known characters in the Forgotten Realms, and fans eagerly await Hand of Fire, the third novel in Ed Greenwood's trilogy.

Shandril Shessair: Female human Rog4/Rgr1/Spellfire Channeler 9; CR 14; Medium-size humanoid; HD 4d6+8 plus 1d10+2 plus 9d4+18; hp 69; Init +7; Spd 30 ft.; AC 13, touch 13, flat-footed 13; Atk +10/+5 melee (1d6+1/19-20, masterwork short sword) or +10/+5 melee (1d4+1/19-20, masterwork dagger); or +12/+10/+8 ranged touch (1d6 spellfire/level expended, spellfire); SA crown of fire, drain charged item, drain permanent item, increased storage, rapid blast 3, sneak attack +2d6, spellfire; SQ evasion, favored enemy (Cult of the Dragon +1), flight, improved healing, traps, uncanny dodge (Dex bonus to AC, can't be flanked); AL CG; SV Fort +11, Ref +10, Will +9; Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 9.

Skills and Feats: Climb +8, Concentration +15, Hide +4, Intimidate +10, Knowledge (arcana) +5, Listen +9, Move Silently +5, Open Lock +7, Pick Pocket +4, Profession (cook) +4, Search +6, Sense Motive +5, Spellcraft +7, Spot +10, Wilderness Lore +5; Alertness, Combat Reflexes, Deflect Arrows, Dodge, Endurance, Improved Initiative, Spellfire Wielder, Track, Weapon Focus (spellfire).

Crown of Fire (Su): By expending 10 spellfire energy levels, Shandril can manifest a crown of fire, which appears as a halo of spellfire around her head and provides light equal to that of a daylight spell. The crown of fire gives her DR 10/+1 and automatically melts all nonmagical weapons that strike her (after inflicting damage, if any). The crown of fire also grants her SR 32 (as the spell resistance spell). Maintaining the crown of fire requires expending 10 spellfire energy levels each round, which can be done as a free action. The crown of fire does not interfere with Shandril's actions, including using other spellfire abilities.

Drain Charged Item (Sp): As a standard action, Shandril can drain a single charge from a touched charged item (including single-use items such as potions and scrolls), converting the energy into a single stored spellfire energy level. A fully drained item has no magical properties (a potion becomes water). Only one feature of a multiple-use charged item can be drained per round. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained.

Drain Permanent Item (Sp): As a standard action, Shandril can drain a permanent magic item. An item that creates spell effects loses that function for 24 hours, and Shandril gains spellfire energy levels equal to half the caster level of the item. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained. An item with all its permanent abilities drained for the day is still a magic item (for purposes of making saving throws when damaged, and so on).

Increased Storage (Ex): See page 39 of Magic of Faerûn to determine what spellfire energy levels Shandril may access.

Rapid Blast 3 (Su): Shandril can release three blasts of spellfire as a standard action. Each blast after the first takes a cumulative -2 penalty on attack rolls.

Spellfire (Su): Shandril can wield spellfire, the raw magical energy of the Weave, as a weapon. As a standard action, she may release stored spellfire energy levels as a melee or ranged touch attack (maximum range 400 feet), dealing 1d6 points of spellfire damage per level expended (Reflex DC 20 half). Spellfire damage is half fire damage and half raw magical power.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Shandril takes no damage with a successful saving throw.

Favored Enemy: Shandril has selected the Cult of the Dragon as a favored enemy. She gains a +1 bonus on her Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. She gets the same bonus to weapon damage rolls against creatures of this type. She also gets the damage bonus with ranged weapons if the target is within 30 feet. The bonus doesn't apply to damage against creatures that are immune to critical hits.

Flight (Su): Shandril can expend spellfire energy levels to fly as the spell. Each spellfire energy level expended allows her to fly for 1 minute. When flying, she leaves a visible trail of light that fades after 1 round.

Improved Healing (Su): Shandril can release stored spellfire energy levels to heal by touch. This restores 1d4+1 hit points per spellfire energy level expended (rather than the normal 2 points per spellfire energy level).

Possessions: Masterwork short sword, masterwork dagger, greater Harper pin*, light adventuring pack, spare clothes, 5 torches, heavy cloak, extra shoes.

*Greater Harper Pin: This device functions as a ring of mind shielding and provides certain constant effects: immunity to magic missiles, resist elements (electricity), nondetection, +5 resistance bonus to saving throws against mind-affecting effects.

Shandril is the daughter of the wizard Garthond and his wife Dammasae. Inheriting the power of spellfire from her mother, Shandril and her family were attacked by the Cult of the Dragon when she was very young. The attacks killed her father and mortally wounded her mother, so Shandril's care fell into the hands of the warrior Gorstag, who took her to Deepingdale and raised her in the inn he bought. She left at age 16 to become an adventuring rogue, but she was accidentally teleported to the ruined city of Myth Drannor. Once there, the Cult of the Dragon captured her to make use of her blood in a ritual to create a powerful undead dragon. With the help of the wizard Narm and his allies, she avoided that fate. During the fight, her latent spellfire ability awoke, and she and Narm went to Shadowdale to learn how to better use their abilities. While in the process of moving to Silverymoon, the Cult attacked her again, as did the Zhentarim, who wanted to steal her spellfire and use it for evil purposes. When last seen, they had dealt with all immediate threats and were still on their way to Silverymoon. Shandril is a good person who wishes for only a quiet and peaceful life with her friends and family. If attacked, she is more than willing to eliminate any threats to herself or her loved ones by unleashing destructive spellfire until all that remains of her foes are ashes.


Narm Tamaraith: Male human Exp1/Wiz5; CR 6; Medium-size humanoid; HD 1d6+1 plus 5d4+5; hp 21; Init +4; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Atk +3 melee (1d4/19-20, masterwork dagger); or +4 ranged (1d4/19-20, dagger); or +3 ranged (by weapon); AL LN; SV Fort +2, Ref +3, Will +9; Str 10, Dex 15, Con 13, Int 16, Wis 12, Cha 10.

Skills and Feats: Alchemy +6, Concentration +10, Craft (calligraphy) +7, Forgery +5, Knowledge (arcana) +12, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +7, Profession (apothecary) +5, Profession (cook) +3, Profession (scribe) +5, Ride (horse) +4, Spellcraft +12, Spot +3, Wilderness Lore +3; Blooded, Combat Casting, Enlarge Spell, Iron Will, Scribe Scroll, Throw Anything.

Wizard Spells Prepared (4/4/3/2; base DC = 13 + spell level): 0 -- detect magic, light, mage hand, read magic; 1st -- burning hands, mage armor, magic missile, sleep; 2nd -- knock, mirror image, web; 3rd -- fireball, lightning bolt.

Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- burning hands, expeditious retreat, feather fall, mage armor, magic missile, shocking grasp, sleep; 2nd -- continual flame, flaming sphere, mirror image, web; 3rd -- fireball, lightning bolt.

Possessions: Masterwork dagger, 3 daggers, greater Harper pin*, light adventuring pack, spare clothes, heavy cloak, extra shoes, spellbook.

*Greater Harper Pin: This device functions as a ring of mind shielding and provides certain constant effects: immunity to magic missiles, resist elements (electricity), nondetection, +5 resistance bonus to saving throws against mind-affecting effects.

Narm was orphaned at age 11 by an errant fireball cast by a wizard battling a rival. Swearing to become a mage and take his revenge upon the man who killed his parents, he became an apprentice to a sour and lazy old wizard named Mirimmar. After his mentor died while they were exploring the demon-infested ruin of Myth Drannor, he saw Shandril Shessair being taken prisoner by the Cult of the Dragon. After rescuing her with the help of the Knights of Myth Drannor and Elminster, he and she began to fall in love and eventually married. He has stood by her side while evil groups ranging from the Cult of the Dragon to the Zhentarim tried to capture her for her spellfire, and he has no intention of ever letting anyone harm her or their daughter. Quiet and studious most of the time, he enjoys relaxing with friends and looks forward to learning more spells so that he may better defend his family.

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