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Lady Emberveil
Magda Emberveil, known as Lady Emberveil, is a human flamespeaker whose presence carries the heat of a royal court and the danger of an open furnace. Draped in black and crimson, crowned by molten hair and a fiery gemstone focus, she commands attention as easily as she commands flame. Her magic blends pyrokinesis, enchantment, and illusion, making every gesture feel like ceremony and every threat feel beautifully rehearsed. True Neutral by nature, Magda is not easily claimed by heroism or villainy. She is power arranged with elegance, and anyone who mistakes beauty for softness will learn how quickly silk can catch fire.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Magda Emberveil, known as Lady Emberveil, is a human flamespeaker whose presence carries the heat of a royal court and the danger of an open furnace. Draped in black and crimson, crowned by molten hair and a fiery gemstone focus, she commands attention as easily as she commands flame. Her magic blends pyrokinesis, enchantment, and illusion, making every gesture feel like ceremony and every threat feel beautifully rehearsed. True Neutral by nature, Magda is not easily claimed by heroism or villainy. She is power arranged with elegance, and anyone who mistakes beauty for softness will learn how quickly silk can catch fire.
No public bio facts have been promoted yet.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Pyrokinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Aspect Library Support
Open aspectControl Flames
Choose nonmagical flame within range that fits in a 5-ft. cube. You may expand it 5 ft. into fuel, extinguish it, double or halve its light, change its color, or shape harmless animated images in it. You can maintain up to three non-instant effects.
Fire Bolt
Hurl a mote of fire at one creature or object within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) fire damage. A flammable unattended object hit by this power ignites.
Burning Hands
A sheet of flame erupts from your hands. Creatures of your choice in the cone must make a DEX save, taking 10 (3d6) fire damage on a failed save, or half on a success. Flammable unattended objects in the cone ignite.
Produce Flame
A flame appears in your hand, shedding bright light in a 20-ft. radius and dim light for another 20 ft. As an action while it lasts, hurl it at one target within 60 ft.; make a ranged power attack. On a hit, the target takes 1d8 fire damage.
Searing Smite
The next time you hit with a weapon or power attack before the duration ends, the target takes an extra 1d6 fire damage and ignites. At the start of each of its turns, it takes 1d6 fire damage, then makes a CON save, ending the burning on a success.
Hellish Rebuke
When a creature within range damages you, surround it with retaliatory flame. The target must make a DEX save, taking 11 (2d10) fire damage on a failed save, or half on a success.
Fireball
A bright streak blossoms into a 20-ft. radius explosion at a point within range. Creatures in the area must make a DEX save, taking 28 (8d6) fire damage on a failed save, or half on a success. Flammable unattended objects ignite.
Ashardalon's Stride
Flames blast from your feet. Your speed increases by 20 ft., your movement does not provoke opportunity attacks, and once per turn when you move within 5 ft. of a creature or unattended object, it takes 1d6 fire damage.
Melf's Minute Meteors
Six tiny meteors orbit you. As a bonus action, expend one or two meteors and send each to a point within 120 ft. Creatures within 5 ft. of a meteor impact must make a DEX save, taking 2d6 fire damage on a failed save, or half on a success.
Smoke Step
Teleport from one flame, smoke cloud, ember, or heated surface you can see to another unoccupied space within range that is adjacent to flame, smoke, ember, or heated metal. Creatures within 5 ft. of the space you leave or enter take fire damage equal to your CHA modifier.
Flame Strike
A vertical column of brilliant fire roars down in a 10-ft. radius, 40-ft. high cylinder within range. Creatures in the area must make a DEX save, taking 5d6 fire damage and 5d6 radiant damage on a failed save, or half on a success.
Immolation
Flames wreathe one creature within range. The target must make a DEX save, taking 8d6 fire damage on a failed save, or half on a success. On a failed save, it burns for the duration, sheds bright light, and takes 4d6 fire damage at the end of each turn until it succeeds on the repeated save. If this kills the target, it becomes ash.
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Access candidate Public Character
1/3 play gates ready. Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
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Private sheet
Private sheet is only for the owner and DM.
Character Playability
Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
Play gates
1/3 readyRequired to play: sheet, player access, and powers.
Table tools
0/2 readyInventory and session tools can be connected later without blocking play approval.
Public wiki polish
PolishReview public page polish is still separate from play readiness.
Sheet readiness
No playable sheet is attached yet.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Pyrokinesis has 42 sheet-ready powers; the character sheet has 0 action/resource hooks.
Inventory readiness
No tracked inventory yet. The character can still be prepared, but gear/resources should be connected before item-heavy play.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Review page polish is separate from table readiness.
Canon/publication state is Player / Review. Play state is Access candidate Public Character. Table tools are tools waiting. Wiki state is wiki in review.
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Relationships
family
Emberveil
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Tags
Act 4 Gertie maze: Morgan entered the party while trapped in a cannibal dinner trance, then broke free after losing concentration. Gertie mocked Morgan for “cheating” on Vithyrex with her and gave him a Staff of Necromancy with zero charges as a failed-test reward. In Act 5, Morgan took Evan Pistachio’s electric staff, was killed during the Aleklot’s Rest dragon fight and revived by Jeremiah Shadowplay “for the Aboleth,” and later secretly retained the undeclared Ring of Absorption after the Lawful audit.