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Wanda Tullermoor

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

Involvement[edit | edit source]

After Wyll breaks his pact his Mizora during The Blade of Frontiers The Blade of Frontiers and forsakes his father, Mizora manipulates Counsellor Florrick (or her replacement, Cordula Eltan Cordula Eltan) into believing Wyll intentionally killed his father Ulder Ravengard Ulder 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 Elemental.webp
Conjure Elemental: Water Elemental Conjure 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
Counterspell.webp
Counterspell Counterspell (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 Storm.webp
Ice Storm Ice Storm (Action + Level 4 Spell Slot)
Damage: 6~40

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

DEX Save
 Range: 18 m / 60 ft
AoE: 6 m / 20 ft (Radius)
Invisibility spell.webp
Invisibility Invisibility (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[See Notes], or is damaged.

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

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5 ft
Piercing Strike.webp
Piercing Strike Piercing 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 Save
 Range: Normal weapon range
Recharge: Short rest
Ray of Frost.webp
Ray of Frost Ray of Frost (Action)
Damage: 1~8
1d8ColdCold

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

 Range: 18 m / 60 ft

Allies[edit | edit source]

Loot[edit | edit source]

Related quests[edit | edit source]