I Cast...Brainstorm issue 39!

A weekly newsletter of ideas and advice for D&D Dungeon Masters, players, and fans

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This week — A Diabolical Mage Bent on Revenge

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In this issue...

Happy Friday, and Happy New Year! We’re kicking off our 2026 brainstorming with an NPC — the Mage of the Mire!

Here’s to another great year of games, and as always, thanks for reading!

The Mage of the Mire

Kabirr ei’Ohan was born into a family of minor Waterdhavian nobles who made their fortune with a shipping company named Ohan’s Transport. At its peak the business employed fifty drivers and three times that many guards, and its caravans were responsible for 5% of the transport of goods and materials along the Trade Way, as far north as Ten-Towns, and and as far south as Baldur’s Gate.

Kabirr was the sixth son of Gillen al’Ohan III, a stern and ambitious man who was extremely demanding of his children and employees. Kabirr was born with subtle tiefling features, through a distant line on his mother’s side, and this caused an immediate rift between him and his father, who’s single ambition was focused on raising Clan Ohan to a major mercantile house in Waterdeep, and believed a tiefling son could be seen as a detriment amongst the other houses.

Kabirr had no interest in the family business, but did show some talent with the Weave at a young age, which was encouraged by his mother. His pleas to study magic, however, were denied by his father. A tiefling wizard dabbling in mystical and dark arts did not align with Gillen’s vision for the family, or his ambition.

Kabirr was ambitious as well, and was determined to continue his studies on his own. For a year, he partnered with nefarious elements in the city, paying dearly for them to “acquire” spell books, scrolls, treatises, and artifacts of magic — in some cases from some of the other noble houses that his father was trying so desperately to impress. Kabirr’s ambition often exceeded his ability, however, and a catastrophic accident destroyed the top floor of the Ohan estate. Soon the whole city knew that a scion of the Ohan family was not only responsible for the destruction, but also that his chambers were filled with magic books and items stolen from some of the most powerful people in Waterdeep.

Kabirr’s father’s ambition was also destroyed that day, for not only would the Ohan family not reach the level of a major house, most of the contracts that kept Ohan Transport running simply disappeared, as the nobles Kabirr stole from aligned against them. The Ohan clan left Waterdeep not long after, heading south beyond the reach of Waterdeep’s most powerful families. Before they left, Gillen banished Kabirr from the family as well, for bringing such shame upon them.

Exiled from both his home and his family, Kabirr fled north from Waterdeep to the Mere of Dead Men, where his anger, shame, and hatred of the ruling nobles of Waterdeep ate at him. He could think of nothing else but revenge against the nobility and Waterdeep. In his dark heart he also plotted his revenge against his father.

For almost a decade Kabirr has dwelled in the darkest recesses of the swamp. There he has thrived, spending his time studying the remains of his magical library, (what little that could be salvaged after the disaster), and exploring the vast, ancient swamp for magical knowledge and artifacts. Buried in the ruins and muck in the swamp, he found a powerful staff that could command the buzzing, stinging insects of the swamp, and a ring that protected him from acid, a substance that he could call forth with the Weave to devastating effect.

Kabirr has carved out a home for himself deep within the swamp’s dank environs, and his revenge has already begun. Caravans traveling to or from Waterdeep now often give a wide berth to the swamp, and spend the extra coin for more guards. They stay alert, and pass the mire as quickly as possible, lest they run into the mad, foul-smelling mage who haunts the place, and seems to take particular joy in destroying any who travel under the banner of Waterdeep.

Kabirr ei’Ohan

(A modified 2024 5th edition DnD version)
Medium Humanoid (Abyssal Tiefling), NE

Armor Class 12 (15 with mage armor)
Hit Points 121 (22d8 + 22)
Speed 30 ft.

STR 12 (+1) DEX 15 (+2) CON 13 (+1) INT 18 (+4) WIS 10 (+0) CHA 8 (-1)

Saving Throws INT +7, WIS +3
Skills Arcana +10, History +7, Insight +3, Intimidation +2, Investigation +7, Perception +3
Resistances — Potion, Acid (from ring)
Senses Passive Perception 11, Darkvision 60’
Languages Common, Lizardfolk, Draconic, Elven
Proficiency Bonus +4

Treasure and gear — Staff of Swarming Insects, Ring of Acid Resistance, Potion of Invulnerability, 10d20 gp, 2d10 pp, Spellbook (Spells include those below plus additional DM picks)

Traits
Arcane Recovery (1 / day)
When Kabirr finishes a Short Rest, he can recover expended spell slots. The spell slots can have a combined level equal to no more than 3, and none of the slots can be level 6 or higher. He can use this feature once per Long Rest.

Potent Cantrip
When Kabirr casts a cantrip at a creature and misses with the attack roll or the target succeeds on the saving throw, the target takes half the damage (if any) but suffers no additional effect.

Memorize Spell (3/day)
Kabirr can study his spellbook and replace one of the level 1+ Wizard spells with another level 1+ spell.

Telekenitic
Minor Telekinesis.
Kabirr knows the Mage Hand spell and can cast it without Verbal or Somatic components. He can make the spectral hand Invisible, and its range increases by 30 ft. when he casts it.

Telekinetic Shove
As a Bonus Action, Kabirr can telekinetically shove one creature he can see within 30 ft. When he does so, the target must succeed on a Strength saving throw (DC = 8 plus Int modifier + Proficiency Bonus) or be moved 5 ft. toward or away from him.

Bonus Action
Telekinetic Shove — see above.

Actions
Multiattack
Kabirr makes three Acid Splash attacks or one Acid Splash and casts a spell.

Spellcasting
Kabirr casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
Cantrips: Acid Splash (Evocation savant), Create bonfire, Dancing Lights, Mage Hand (Telekinetic), Poison Spray (Fiendish Legacy), Prestidigitaion, Shape Water

1st level:(4 slots) Chromatic Orb, Fog Cloud, Mage Armor, Ray of Sickness (Fiendish Legacy)

2nd level:(3 slots) Earthbind, Hold person (Fiendish Legacy), Melf’s Acid Arrow

3rd level: (3 slots) Counterspell, Gaseous Form, Leomunc’s Tiny Hut, Stinking Cloud, Wall of Water, Water breathing

4th level: (3 slots) Giant Insect (Staff of Swarming Insects)

5th level: (1 slot) Insect Plague (Staff of Swarming Insects)

You probably already know about the folks below, who are real inspirations to me, but if not, do yourself a favor and check them out.

The Arcane Library — masterpiece adventures, and Shadowdark, too!
https://www.thearcanelibrary.com

The Angry DM — so angry….so many great ideas….
https://theangrygm.com/

DMDave — on point analysis of D&D rules, and a ton of fun ideas
https://bsky.app/profile/dmdave.bsky.social

RPGBot — whip smart critique and explanations of 5e rules
https://rpgbot.net/

Sly Flourish — a DM’s best friend who is also a better DM
https://www.slyflourish.com/

Treantmonk — years of helpful advice and clever ideas
https://www.youtube.com/@TreantmonksTemple

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