Raistum Magus is Head of the Zephyr Battalion of the Aranthaes Merchant Police, and one of the city’s most experienced specialists in magical crime. Born into a prosperous merchant family in Aranthaes, he developed an early fascination with the arcane and spent much of his life studying magic long before entering public service. By the time the Zephyrs recruited him in his sixties, Raistum had already accumulated decades of knowledge, private research and contacts among the city’s scholars, collectors and magical trades.
His rise within the battalion was unusually rapid. Within two years he had taken command, largely because the problems confronting the Zephyrs were becoming increasingly difficult to solve through ordinary policing. Enchanted contracts, cursed goods, altered memories, disguised contraband, illicit spellwork and magically concealed theft required someone who understood both the law and the methods used to evade it.
Raistum proved exceptionally suited to the work.
Cold, methodical and rarely hurried, he approaches investigations as puzzles to be dismantled rather than crimes to be avenged. He has little interest in dramatic arrests or public displays of authority. His preference is to understand exactly what happened, identify every person involved and close every route by which the problem might reappear.
Raistum Magus
Medium Humanoid (Human, Wizard: Level 11), Lawful Neutral
Hit Points: 66 (11d6+11)
Speed: 30ft.
8 (-1)
12 (+1)
10 (0)
18 (+4)
14 (+2)
10 (0)
Skills: Arcana +12, Investigation +8, Insight +6, History +8
Damage Resistances: Force (via Staff of Defense)
Condition Immunities: None
Senses: Passive Perception 12
Languages: Common, Elvish, Draconic
Challenge: 10 Prof Bonus: +4
Actions
Quarterstaff (Staff of Defense). +2 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.
Wand of Magic Missiles. Casts Magic Missile (1st level, 3 darts) without expending a spell slot. Usable 7 charges/day.
Spellcasting. Raistum is an 11th-level spellcaster (Intelligence +8 to hit, spell save DC 16). He has the following prepared spells:
Cantrips (at will): Mage Hand, Minor Illusion, Ray of Frost, Prestidigitation
1st (4 slots): Shield, Detect Magic, Magic Missile
2nd (3 slots): Mirror Image, Suggestion
3rd (3 slots): Counterspell, Fireball
4th (3 slots): Arcane Eye, Divination
5th (2 slots): Wall of Force, Scrying
6th (1 slot): Globe of Invulnerability
Arcane Recovery. Once per day after a short rest, Raistum recovers up to 6 levels worth of expended spell slots.
Portent (Divination School). Each day, Raistum rolls two d20s and may replace rolls he or creatures he sees make with these results.
Equipment
Wand of Magic Missiles, Staff of Defense, Spellbook (extensive collection of divination and protective spells)
That temperament has earned him a reputation for being difficult to deceive and unpleasant to disappoint.
As commander of the Zephyr Battalion, Raistum acts as the Morley family’s principal arcane watchdog. The Zephyrs protect extensive commercial interests, and magical interference with those interests is treated with particular seriousness. Raistum personally supervises cases involving curses, enchantment, forged magical provenance, tampered artefacts, memory alteration and unexplained arcane phenomena.
He is especially wary of magical effects designed to appear mundane.
A missing object may be theft. A missing memory may be something far worse.
Raistum’s loyalty to the Morleys is practical rather than sentimental. Their wealth funds laboratories, archives, specialist personnel and access to magical material few institutions in the city could afford. In return, they receive the services of one of Aranthaes’ most competent magical investigators. Raistum considers the arrangement efficient.
He is less interested in whether others consider it admirable.
There are persistent rumours that his official investigations occasionally overlap with his private curiosity. Rare artefacts confiscated during Zephyr operations may spend longer in his study than strictly necessary. Unusual spell effects receive exhaustive documentation. Objects whose history is obscure interest him far more than objects whose value is merely high.
Raistum denies accusations of improper acquisition with the weary irritation of a man who considers most accusers intellectually disappointing.
Whether that denial should be believed depends largely on how one defines ownership.
Within the battalion, he is a demanding but effective commander. Raistum has little patience for incompetence, superstition or officers who reach conclusions before gathering evidence. He expects reports to be precise, evidence to be preserved and magical incidents to be approached cautiously until their nature is understood. Younger officers quickly learn that saying “it is probably harmless” in his presence is an excellent way to receive several additional hours of work.
He rarely raises his voice. But then he rarely needs to.
Despite his severity, Raistum is not needlessly cruel. He values order, competence and predictability, and his decisions tend to follow those principles even when they conflict with personal sympathy. Someone who has broken the law accidentally may find him surprisingly reasonable. Someone who has knowingly endangered others through reckless magic is unlikely to receive the same consideration.
His age has also given him a long view of Aranthaes. Raistum remembers merchants before they became dynasties, districts before redevelopment and magical fashions that younger practitioners now mistake for innovation. That institutional memory makes him valuable far beyond spellcasting alone. He often knows not merely what an artefact does, but who imported similar objects thirty years ago and which warehouse burned shortly afterward.
Raistum dresses in dark practical clothing beneath the green associated with Zephyr command, favouring heavy cloaks and garments with numerous concealed pockets for components, notes and investigative tools. He carries a staff primarily as an arcane focus, though few who have seen him use it doubt that it can serve other purposes when necessary.
His long white beard and weathered face give him the appearance of a scholar who has spent too many nights awake, which is essentially accurate.
Raistum is most often encountered after dark, moving through warehouses, alleys and shuttered merchant districts while the rest of the city sleeps.
If the Head of the Zephyrs has personally arrived, someone has usually already realised that the problem is worse than they first thought.