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Wanda Tullermoor

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Wanda Tullermoor is a human wizard and ally of Counsellor FlorrickCounsellor Florrick. She is part of the retinue which confronts the party after WyllWyll breaks his pact with MizoraMizora.

Involvement[edit | edit source]

After Wyll breaks his pact his Mizora during The Blade of FrontiersThe Blade of Frontiers and forsakes his father, Mizora manipulates Counsellor Florrick (or her replacement, Cordula EltanCordula Eltan) into believing Wyll intentionally killed his father Ulder RavengardUlder Ravengard; this subsequently results in Wanda Tullermoor and the rest of the retinue under Florrick approaching and confronting the party the next time they are in the Lower City.

The party can then convince Florrick (or Eltan) to stand down through dialogue checks, and receive the  The Legend of Ansur. Failing any of the checks results, or attacking the retinue, turns Wanda Tullermoor and the rest hostile.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Conjure Elemental: Water ElementalConjure Elemental: Water Elemental (Action + Level 5 Spell Slot)
The water elemental can use Winter's Breath Winter's Breath, Slam Slam, and can mete out cold punishment upon foes with its fists.
Range: 18 m / 60 ft Range: 18 m / 60 ft
CounterspellCounterspell (Reaction + Level 3 Spell Slot)

Try to stop a spell being cast.

If it is higher level than the spell slot you used to Counterspell, you must make a check using your spellcasting ability[See Notes] to prevent it. The check's difficulty is equal to 10 plus the level of the spell you are trying to counter.

This spell can be cast while you are Silenced Silenced.

Ice StormIce Storm (Action + Level 4 Spell Slot)
Damage: 6~40
+ 4d6ColdCold

Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range, dealing BludgeoningBludgeoning and ColdCold damage. It also creates an Ice Ice surface that lasts 2 turns.

DEX SaveDEX Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
InvisibilityInvisibility (Action + Level 2 Spell Slot)

Touch a creature to turn it Invisible Invisible. Attacks against it have Disadvantage Icon.png Disadvantage. It attacks with Advantage Icon.png Advantage.

Invisibility ends early if the invisible entity attacks, casts another spell, interacts with an object, takes an action or bonus action, or is damaged.[See Notes]

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Main Hand AttackMain Hand Attack (Action)   –   Dagger
Damage: 2~5
1d4 + 1PiercingPiercing

Make a melee attack with your equipped weapon.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Piercing StrikePiercing Strike (Action)   –   Dagger
Damage: 2~5
1d4 + 1PiercingPiercing

Stab an enemy and possibly inflict Gaping Wounds Gaping Wounds.

Undead and Constructs can't receive Gaping Wounds.

CON SaveCON Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Ray of FrostRay of Frost (Action)
Damage: 1~8
1d8ColdCold

Reduces the target's Movement Speed by 3 m / 10 ft.

Range: 18 m / 60 ft Range: 18 m / 60 ft

Allies[edit | edit source]

Loot[edit | edit source]

Related quests[edit | edit source]