
Summary
Drawmij is a mage from Oerth of considerable power, known for a number of iconic spells he has invented over the years. Among them are included Drawmij's instant summons and Drawmij's marvelous shield, though in truth dozens of widely used spells were penned by the mage. He is a member of the Circle of Eight, a group of extremely powerful archmagi based in Greyhawk, where they promote the virtues of balance and order. In terms of personality, Drawmij is a quiet sort, preferring secrecy, even in regards to his allies.
He spends most of his time at Azure Sea, where he maintains his base of operations, accessible only by his folding boat (which functions as a submarine, via an assortment of magical adjustments). His base, built at the base of a continental shelf, is guarded by an army of coral golems that attend to the upkeep of his citadel. Rarely does he appear in Greyhawk to converse with his fellow Circle members- when he does, it is unannounced and brief.
Powers and Stats
Tier: At least Low 7-B
Name: Drawmij, The Recluse
Origin: Dungeons and Dragons
Gender: Male
Age: 54 (29 physically)
Classification: Human Wizard
Powers and Abilities: Superhuman Physical Characteristics, Magic, Reality Warping (All magic is the result of manipulating the Weave, a multiversal construct personified by the Goddess Mystra), Non-Physical Interaction (Capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entities), Time Manipulation, Spatial Manipulation (His current efforts in magical experimentation are the manipulation of time and distance[1]), Transmutation (He bears a wand capable of polymorphing multiple enemies at will[2]), Statistics Amplification (He bears a plethora of equipment that boosts certain statistics, such as his durability and resistances), Resistance Negation (The Robe of the Archmagi causes his spells to become even more difficult to resist), Summoning (Via Figurine of Wondrous Power; his most famous spell summoned an item to the caster instantly), Underwater Breathing (Type 3, His Helm of Underwater Action allows him to breathe underwater while worn), Enhanced Senses (In addition, the Helm assures him vision by allowing him to see in total darkness), Energy Projection and Homing Attack (Magic Missiles are force-based attacks that are guaranteed to hit, even through barriers both physical (such as armor) or metaphysical (such as forcefields)), Portal Creation (He is known to make use of Dimension Door), Teleportation (He is also well known for making use of teleportation magic), Forcefield Creation (His forcefields allow his folding boat to serve as a submarine underwater), Telekinesis (He telekinetically propels his vessel forward), Clairvoyance (He makes use of scrying to interact with the outside world), Animal Manipulation (He often deals with and communicates with sea creatures, such as whales and dolphins), Light Manipulation (The Ring of Shooting Stars allows the user to bend and control light in a variety of ways[3]), Electricity Manipulation (A ring of shooting stars can fire lightning projectiles, which grow in strength as more are fired), Fire Manipulation (A ring of shooting stars can launch "stars" as projectiles; tiny, light-based projectiles that oscillate and burn all that are near them), Flight (Cloaks of the bat permit the wearer to fly), Shapeshifting (With the cloak, Drawmij can transform into a bat), Stealth Mastery (The cloak permits Drawmij adept status in Stealth), Weapon Mastery (He wields a dagger as a precaution), Soul Manipulation (Trap the Soul locks the target's soul away, preventing resurrection as a result), Mind Manipulation (Mind Blank blocks all mental influences from the target's mind; they cannot be detected mentally, nor can supernatural effects take control of their mind), Gravity Manipulation (He can freely reverse gravity in a short range), Dimensional Travel (Duo-Dimension converts the user into a two-dimensional entity for some time, obscuring their third dimension in the Astral Sea, making them effectively invisible), Explosion Manipulation (He can launch delayed blast fireballs for heavy attack), Smoke Manipulation (Incendiary cloud creates a thick smog cloud that quickly burns all within it), Necromancy (He is capable of wresting control of undead creatures away from both themselves and their masters who may otherwise control them), Petrification (Stone to Flesh's reversed form can instantly petrify an enemy), Power Mimicry (Shades allows the caster to create semi-real versions of other spells), Water Manipulation (He can control water to some extent via magic), Duplication, Illusion Creation (Mislead generates a perfect illusory copy of the caster and renders them invisible, giving them a brief time to escape or reposition themselves), Weather Manipulation (He can control the weather over a vast area, going so far as to even cause hurricanes in calm weather), Power Nullification (Anti-magic shell can completely negate incoming magic), Earth Manipulation (He can carve and manipulate stone via stone shape), Telepathy (Via sending or contact other plane, Drawmij can communicate over potentially multiversal distances with a target), Ice Manipulation (Cone of cold can freeze a vast amount of targets[4]), Air Manipulation (He can bestow water with plentiful air, so even humans may breathe in it), Size Manipulation (He can vastly increase the size of a creature via animal growth), Sound Manipulation (Shout produces a deafening roar that can physically damage enemies), Sense Manipulation (Wizard Eye creates viewing points Drawmij can peer through), Perception Manipulation (Rainbow pattern creates an alluring, hypnotizing array of lights in the air, drawing the attention of those nearby), Power Modification (Extension increases the duration of his spells), Empathic Manipulation (Emotion generates a desired, powerful emotion in multiple creatures), Extrasensory Perception (Drawmij can detect when he is being viewed remotely via detect scrying, as well as sensing invisible creatures), Disease Manipulation (Contagion inflicts a target with a deadly wracking disease), Madness Manipulation (Type 2, Confusion renders the target temporarily insane, making their actions entirely random), Incorporeality (Wraithform renders the user with a ghost-like incorporeal form), Automatic Translation (Tongues makes all languages understandable and translates one's speech so it is understandable to others), Paralysis Inducement (Hold spells induce paralysis in the target), Weapon Creation (He can create arrows made of fire or acid), Acid Manipulation (Melf's acid arrows generates projectiles made completely of acid), Purification (He is capable of curing all manner of curses), Invisibility (He can render himself or others invisible), Probability Manipulation (His adventurer's luck grants good fortune to the target, potentially aiding in combat in unforeseen ways), Acrobatics (He can use the jump spell, allowing him to cross vast distances in a single leap), Density Manipulation (His beast of burden spell allows him to lighten the weight of objects[5]), Fragrance Manipulation (Scent mask permits him to hide all odors produced by an individual for an extended period of time), Creation (His tool box allows him to create tools when he has need of them[6]), Immortality (Types 4 and 8, All members of the Circle of Eight have countless clones made that will return them to life should they die[7]), Longevity, Thread Manipulation (Guards and Wards, a spell Drawmij has written a treatise about, is capable of filling a vast area with webbing to restrain an intruder[8]), Precognition (His level of intelligence allows him to accurately predict the immediate future, perfectly knowing the actions taken by enemies[9])
Attack Potency: At least Small City level+ (As an archmage of 18th level, he should be considerably superior to legendary dragons)
Speed: At least Relativistic+ (Can react to Anger of the Noonday Sun), with FTL+ reactions (Can tag others with the Great Cat's Dodge feat)
Lifting Strength: Peak Human, up to Class K via Telekinesis (Flying feat allows Drawmij to lift a small merchant ship plus 2x its weight into the air, allowing it to fly based on his willpower)
Striking Strength: At least Small City level+
Durability: At least Small City level+
Stamina: Superhuman, Should be comparable to mages such as Emirikol, who battled a titan for six days without rest[10]
Range: Varies, typically Hundreds of Meters with spells; up to Multiversal+ with certain abilities
Standard Equipment: Robe of the Archmagi, Dagger, Chime of Opening, Serpentine Owl Figurine of Wondrous Power, Helm of Underwater Action, Ring of Shooting Stars, Wand of Magic Missiles, Wand of Polymorphing, Folding Boat, Ring of Protection, Cloak of the Bat, spellbook
Intelligence: Extraordinary Genius, listed as having Intelligence superior even to[11] Elder Brains, who typically have a 21; said creatures can store all intellect of their respective civilizations, which have mastered a plethora of technologies, including spacefaring ships, Dyson sphere-esque stellar habitats, or multiverse colliding engines
Weaknesses: Often lets his hatred get the better of him, though this hatred is reserved to a small handful of individuals
References
- ↑ City of Greyhawk: Folks, Feuds, and Factions, pg 24
- ↑ City of Greyhawk: Folks, Feuds, and Factions, pg 23
- ↑ Vecna Lives, pg 85
- ↑ Vecna Lives, pg 84
- ↑ Greyhawk Adventures, pg 54
- ↑ Greyhawk Adventures, pg 55
- ↑ Vecna Lives, pg 13
- ↑ Dragon Magazine issue 82, pg 58
- ↑ Player Options: Combat and Tactics, pg 180
- ↑ Into The Unknown- The Dungeon Survival Handbook, page 146
- ↑ Living Greyhawk Journal #0, page 8
Notable Matchups
Victories:
Losses:
Inconclusive: