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Elminster was one of the first characters that Greenwood created for the Forgotten Realms. Information about him can be found in virtually all Forgotten Realms game products, but the novels in The Elminster Series are perhaps the most definitive sources of information. The series includes Elminster: The Making of a Mage, Elminster in Myth Drannor, The Temptation of Elminster, Elminster in Hell, and Elminster's Daughter.
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[[file:Elminster.jpg|thumb|"Ladies, please! One at a time. . ."]]
'''Elminster''' is an old-ass wizard from [[Forgotten Realms]], oft-cited as one of the main reasons why that setting sucks shit. He's powerful enough to solve any problem that would challenge PCs, and no real reason not to do so which isn't utterly contrived. He's an [[Urza]] figure without the apathy or plane-ruining fuckups. Or [[Lord of the Rings|Gandalf]] with hedonism thrown in and minus divine heritage. Oh, and he's also [[Ed Greenwood]]'s self-insert, the original [[Mary Sue]] of Faerûn far before [[Drizzt]] was a thing (though Greenwood ''insists'' that his self-insert is [[Mirt]] the Moneylender, who admittedly ''is'' a fat old merchant who scores a suspicious amount of hot young pussy for someone who looks like he does).  


Basics
He's slept with more women than Greenwood ever will, including [[Mystra]], the Goddess of Magic — he even played adoptive dad to her daughters, the [[Seven Sisters]], one of whom decided she was going to become his waifu when she came of age and did just that. Just because. Dude's left so many single moms and fathered so many bastards that one of the novels centers around one of his abandoned daughters robbing his home, and he lures her in to be used as a pawn in fighting a conspiracy of wizards. [[Eldrad|What a dick.]]


Appearance
Not to mention that he is an ally of the [[Harpers]]. You know, the organization that is (in part, the other being the gods themselves) responsible for Forgotten Realms being locked permanently in a state of [[Medieval Stasis|medieval stasis]] (due to them taking away all the various technologies made by people, even if those technologies are beneficial to everyone; same for political, ideological and other changes). Thus he, along with them, is the reason why nothing changes in the setting.


Elminster appears as a gray-bearded man of weathered visage, with a hawk-like nose and alert, dancing eyes. He speaks in a gruff tone and generally wears nondescript attire. He is almost always smoking a meerschaum pipe that spouts vile-smelling blue or green smoke.
Despite the Mary Sue levels he generates, Elminster wasn't always some OP Wizard like he is these days. Back in the past, when D&D was new and Forgotten Realms was slowly shaping itself, Elminster used to be a max-level Wizard with additional abilities other Wizards didn't have access to and some nice gear. His only shtick was appearing as a ex-machina to the players in case the latter had a really hard time with a truly difficult situation.


Personality
His [[Greyhawk]] counterpart is [[Mordenkainen]], being the supreme (and supremely-useless) wizard of that world and Gygax's self-insert.


Elminster is normally a witty, clever, and very charming man. He can, however, be imperious, grave, and terrible. Furthermore, he is a natural storyteller and a consummate actor. He rarely reveals the full extent of his true nature to anyone who is not an extremely close friend. He can portray himself as a trickster, rake, stern father figure, fool, or any other stereotype that he wants to assume, depending on what he wants to accomplish or what reaction he wants to elicit from those around him.
He used to be part of an article series in [[Dragon Magazine]] called [[The Wizards Three]], where he would meet up with [[Mordenkainen]] and either [[Dalamar]] or to swap tales, gorge on Earthly junk food, and share custom spells, which were reprinted at the article's end for use in your D&D games.


Family
He appears in the [[MMORPG]] [[Dungeons & Dragons Online]], as a guide for your character to (spoilers) cross into [[Lolth]]'s abode in the Immaterium as one of her sisters, The Spinner of Shadows, was one of the Demon Overlords of Eberron's history. He then takes you to Eveningstar to help the Purple Dragon Knights kick [[drow]] butt and stop both Faerûn and Eberron from becoming one with the Demonweb Pits.


Readers learn that Elminster has several daughters at the end of Elminster's Daughter. Besides Narnra Shalace, two others are Laspeera of the War Wizards and the dowager queen Filfaeril of Cormyr. He has no known wife, but retains contact with several previous lovers, including the goddess Mystra — although his relationship with Mystra changed when the goddesswas slain during the Time of Troubles and the sorceress Midnight assumed the mantle of the Lady of Mysteries.
==Argument for why Elminster not doing crap is actually a good thing==
There is a reason that is explained in the novels of why he doesn't kill every badass evil wizard, and that is mainly the collateral damage.


Allies
Imagine two epic level wizards duking it out in your region — and no, they're not just going to buff themselves up, teleport in, cast time stop, and then cast four [[Save or Die|save-or-dies]] at the other guy, you <s>mechanics-obsessed [[munchkin]]</s> [[Creed|tactical genius]].  True, [[Larloch]] would, but that Netherese lich is the exception, not the norm. Odds are they'll probably pull out several "big gun" spells, and the resulting carnage would send the entire region tits up and leave it a blasted wasteland for quite a while.  Not to mention the villains would probably be happy to kill lots of people through maximum collateral damage or use the threat of doing so against Elminster; Greenwood grew up during the [[Cold War]], you fools. 


Elminster's allies included the Harpers, the other Chosen of Mystra (especially the Simbul), and his scribe Lhaeo. The Knights of Myth Drannor were also close friends and confidants, and two or three knights were always in Shadowdale in case it was in peril.
So yeah, there is a reason that he doesn't man up and go after every [[BBEG]] in the setting.


Media
==Elminster's Statblocks==
So, with all that out of the way, you're probably wondering: what does Elminster's statblock look like? How does the Realms' most iconic [[wizard]] attempt to beat the [[Lord British Postulate]]? Well, the simple answer is... he doesn't. He's ''powerful'', sure, but not exactly invincible.


In Dragon Magazine articles written by Ed Greenwood, Elminster often appeared as a wise sage imparting knowledge to a fictional interviewer. He divulged lore on various Dungeons & Dragons monsters in "The ecology of ..." articles, such as "The ecology of the ochre jelly". He was used as a source of information for Greenwood's "Pages from the Mages" articles in which various spells were described, as well as various miscellaneous articles such as "Cloaked in magic".
Elminster's stats first appeared in [[Advanced Dungeons & Dragons]] 1st edition when he debuted in the ''DM's Sourcebook of the Realms'', the DM-centric half of the original Forgotten Realms campaign boxed set. He was subsequently reprinted in ''Hall of Heroes'' and ''Curse of the Azure Bonds''.


"The Wizards Three", a series of short fiction pieces in Dragon, featured Elminster holding meetings with wizards from other Dungeons & Dragons settings. The metafictional conceit central to the series was that, unbeknownst to the other wizards, the meetings were being held in the home of real-world author Ed Greenwood. Greenwood himself was included in the stories as a character, sequestered in hidden locations in order to eavesdrop and take the notes from which the stories were supposedly written later.
In ''Hall of Heroes'', he's statted up as a 26th level Magic-User with Strength 13, Constitution 14, Dexterity 18, Intelligence 18, Wisdom 18, and Charisma 17. It's noted that he has spent time as a [[fighter]], [[rogue]] and [[cleric]], but long years without practicing those classes have left him bereft of their abilities and he's basically just a super high-level wizard. He does have innate [[psionics]] (266 "Psionic Power", all attack/defense modes), but hasn't studied these abilities in particular depth either. He has the innate ability to detect magic by sight (even he's not sure ''why'', but he thinks it might be a unique psionic talent), and always wears a Necklace of Missiles, a Ring of Regeneration, and a Ring of Protection +3, giving him a typical Armor Class of... 7. Even by [[THAC0]] rules, not ''that'' good. He compensates by applying the spells shield, protection from normal missiles, stone skin, statue, Serten's spell immunity, and his custom-created spell Elminster's evasion when he goes out traipsing across the landscape.


Novels
2nd edition saw another three important books in regards Elminster's crunch; ''Heroes' Lorebook'', ''The Code of the Harpers'', and ''The Dalelands''. The Heroes Lorebook is the most relevant of the three, as it updated his 1e statblock - the Code of the Harpers did give us stats to his Eversmoking Pipe, though.


The Making of a Mage
In 2e, Elminster is now a 29th level [[Wizard]] and a Chosen of [[Mystra]]. This means he knows ''as many spells as the DM wants him to know'', instead of being limited to 18 spells per spell level like a normal Wizard of Int 18. He's got the same stats, and carries the same three iconic magic items as in 1e, but has now added his unique Eversmoking Pipe to the arsenal, and his native AC has dropped to 6 (which that +3 Protection Ring reduces to 3). He still has the aforementioned [[psionics]] prowess (or lack thereof), but despite technically having been a [[Fighter]]/[[Rogue]]/[[Cleric]], his centuries of neglecting practice have cost him all of his non-wizard class abilities. He does have decent combat skills with dagger, dart and quarterstaff, and his nonweapon proficiency values are "he knows as much about any subject as you want him to know, because he's probably studied it over the centuries". His status as a Chosen also grants him immunity to 9 spells (Elminister chose magic missile, ESP, fireball, Evard's black tentacles, feeblemind, death spell, finger of death, power word blind, and imprisonment for his protections), as well as a set of 9 spell-like abilities, each usable 1/day, that Elminster has used to gain permanent reliable access to the spells spider climb, vocalize, dispel magic, whisper blade, ironguard, ghostgrail, the Simbul's synostodweomer, the Simbul's skeletal deliquescence, and Elminster's effulgent epuration.


The first novel in The Elminster Series, The Making of a Mage, recounts the character's origin story, which explains why he has such extensive and varied experience. Elminster was born around 212 DR to Elthryn, the lord of the village of Heldon and a prince of Athalantar, and his wife Amrythale, in the kingdom of Athalantar. His family was killed by a malaugrym posing as Undarl, one of the magelords of the ancient kingdom of Athalantar. Taking up his father's broken sword, the Lion Sword, the symbol of the great king of the Stag Throne (who was Elminster's grandfather), Elminster became a brigand.
[[Dungeons & Dragons 3rd Edition]] saw Elminster take pride of place in the 3e ''Forgotten Realms Campaign Setting'' splatbook, where he is now... a mess.
* Classwise, Elminster is a [[Fighter]] 1/[[Rogue]] 2/[[Cleric]] 3/[[Wizard]] 20/[[Archmage]] 5/Epic-level Wizard 4
* He also has the new Chosen of Mystra template.
* His stats have changed at last; he's gained +10 Constitution from his Chosen template (so Con 24), and has used [[Wish]] spells for enhanced Intelligence, boosting him from Int 18 to Int 24.
* His iconic possessions are now: Ring of Protection +3, Amulet of Natural Armor +5, Bracers of Armor +7, Ring of Regeneration, Mantle of Spell Resistance, Thundering Longsword +5, Elminster's Eversmoking Pipe
* Chosen Spell Immunities: Detect Thoughts, Disintegrate, Evard's Black Tentacles, Feeblemind, Finger of Death, Fireball, Magic Missile, Sunburst, Time Stop
* Chosen Spell-like Abilities (1/day): Dispel Magic, Lesser Ironguard, See Invisible, Shapechange, Simbul's Synostodweomer, Spider Climb, Teleport Without Error, Thunderlance, True Seeing.
* He can once again Detect Magic at-will anywhere in his line of sight.
* His Archmage prestige class has given him access to the High Arcana of Arcane Fire, Arcane Reach, Mastery of Counterspelling and Mastery of Elements.
* Finally, he's gained the ability to use Mystra's Silver Fire. Elminster can evoke this ability at-will to grant the effects of either a Ring of Mind-Shielding or a Ring of Warmth, to grant himself water-breathing, or to banish magical compulsions on himself as per a Greater Dispelling - he can only evoke one of these benefits at a time! Additionally, he can evoke it to sustain him once per tenday (granting no need to eat or drink for a week), and once every 70 minutes he can unleash it as an offensive blast (70ft long, 5ft wide line, punches through barriers like a lightning bolt, ignores spell resistance and magical barriers, does 4d12 Fire damage, DC 23 Reflex save to halve). He can also emit Silver Fire in the form of a restorative surge (70ft cone, permanently negates dead magic zones and nullifies antimagic zones in area of effect), but Mystra discourages using this ability unless absolutely necessary.


He soon realized that he had no taste for killing, and gave it up when he went to become a burglar in the city of Hastarl, the capital of Athalantar. He met and became friends with Farl, a local thief, who knew Elminster as Eladar "the Dark". They worked together frequently, eventually forming a gang dubbed the Velvet Hands in opposition to another local gang, the Moonclaws, who were servants of the magelords. Later, while eavesdropping on a possible thieving mark, Elminster met that era's Magister, the wizard who bore the mantle of Azuth's power. When asked if he was interested in learning sorcery, Elminster refused, hating all mages because of the magelords.
This statblock would be reprinted in the ''Epic Level Handbook''; aside from removing the "Epic-level Wizard 4' thing from his statblock, and having a much clearer layout, the two are identical.


While in a temple, Elminster was visited by Mystra, the Goddess of All Magic. She spoke to and left the awestruck Elminster with the message that he should learn of magic and worship her. Soon thereafter, while he was still a young adult, Mystra transformed Elminster into a woman named Elmara to strengthen his bond with magic and to know what it is to be a woman. This change also allowed him to move within his enemies' circles without their knowledge that he was in fact the last surviving prince of Athalantar. For a few years, Elmara was a priestess of Mystra. Later, an avatar of Mystra (who went by the name Myrjala "Darkeyes") trained Elmara in the ways of a mage and brought her to an ancient Netherese arcanist who taught Elmara a spell that would transform her back into Elminster. In the time that followed, Elminster learned much about magic from Myrjala, reaching the point where he could finish taking his revenge against the evil magelords who had usurped the kingdom. After a terrific battle, Elminster persevered and assumed the throne of Athalantar.
==Elminster's Pipe==
One of Elminster's most iconic accoutrements is his pipe. Adding to his [[The Lord of the Rings|Gandalf-esque]] portrayal, ol' Elmy loves to smoke some tobacco, and it's so iconic to him that it's been fleshed out as a magical item called an ''Eversmoking Pipe'' - or, specifically, ''Elminster's Eversmoking Pipe''. That said, there's more than one of these in the [[multiverse]]; Elminster keeps several backups for himself, but has also both created pipes he's left around for lucky [[adventurer]]s to find (one of the Chosen of [[Mystra|Mystra's]] less glamorous duties is creating magical trinkets to stock [[dungeon]]s and the like with) and taught the basic recipe for making Eversmoking Pipes to other wizards, who've passed them on to others and others stil. And thus, in a small way, Elminster contributes to the ever-expanding existence of magic in the [[Forgotten Realms]].


However, after regaining his kingdom, he passed the monarchy to Helm Stoneblade, a knight of Athalantar, stating that he had wanted to avenge his family's death, not rule. As he and Myrjala left the kingdom, the so-called Mage Royal, Undarl, attacked them, and the sorceress revealed herself to be Mystra. She offered to make Elminster one of her Chosen, and he readily accepted.
The first ever iteration of the Eversmoking Pipe was for [[Advanced Dungeons & Dragons]] 1st edition, and debuted in [[Polyhedron]] #70; an unofficial follow-up to Elminster's first statblocks in [[Dragon Magazine]] #110 and the Hall of Heroes splatbook. This version provided mechanics for both charge-based pipes and permanent versions of the pipes. A charged pipe holds six charges, with each charge lasting until it has burned for 7 hours or the pipe runs out of tobacco - when you create a pipe, you designate a place for it to teleport fresh tobacco from as part of the process. Recharging the charged version requires recasting all of the spells you use to make it in the first place... what are those spells? Well, in [[Forgotten Realms]], you cast Pyrotechnics, Wall of Force and Drawmij's Instant Summons, whilst the generic D&D campaign version requires Wall of Fire, Summon Object and Forcefield - simply add a Permanency or Permanence spell as part of the process, and you get a permanent magical item.


Elminster in Myth Drannor
You're probably wondering: what can it actually do? Well, aside from being able to just smoke it as long as you like, Eversmoking Pipes grant the following benefits...
*The flame will never go out until it either runs out of tobacco, is submerged in water (or an airless void), is subjected to suitable hostile spells (Dispel Magic or Extinguish Flame, namely) or you say the command word. It even has a handy little mini-force field that stops inclement weather from snuffing it involuntarily. That said, if you drop it or it gets knocked from your hand, it can potentially ignite anything it falls on that happens to be suitably flammable.
* The smoker can blow down the lit pipe to launch a tiny bolt of fire that has a 90ft range and does 1d4 damage. Oh, and it'll ignite a flammable target, just in case you weren't sure. Using this ability does extinguish the fire in the pipe bowl, though, which will use up a charge.
* A 9th level or higher wizard can mentally shape the smoke of an Eversmoking Pipe into crude but recognizable symbols and images; this isn't ''directly'' useful, but can be used to create simple messages and clues. C'mon, do we need to spell this out? Use your imagination! It takes 1d4+1 rounds of work to make the smoke take a distinctive image form, and it lasts for 1d4+1 rounds after that.
* The pipe can replicate one of the effects of a Pyrotechnics spell once per 3 rounds.
* Those who know a pipe's command word can teleport it to their side from anywhere in the [[multiverse]]; there's no known way of stopping it from showing up!
* You can also create alternative smokes by adding different combustible materials to the pipe before you light it - this just needs to be done when you start it up; once lit, it'll keep making that kind of smoke until turned off. Volatile fuels like lamp oil will make it spew jets of flame for 1d4 rounds before it explodes (2d6 damage to anyone smoking it). Wet leaves or grass will create thick, black, choking fumes that make an effective smokescreen. Dead, dry leaves or grass will produce a hot white smoke good for smoking meat. And finally perfumed cloth, paper or flower petals can be used to produce a variety of scented smokes. And obviously, you can smoke things other than tobacco - from other intoxicants, to combat stimulators and medicines.


A sequel to Making of a Mage, Elminster in Myth Drannor takes place shortly afterwards. In this novel, Elminster travels to the city of Cormanthor. The book details the ancient elven society and its people, as well as highlighting Elminster's continued magical studies, as he serves as an apprentice to a cruel and powerful wizard.
There '''is''' a danger to using the Eversmoking Pipe, however. Firstly, if you try to overcharge it (and unless you made it, you have no way of knowing how many charges it has left at the moment), it'll explode! Secondly, if you expose it to a dust storm, dust devil, cloudkill, stinking cloud or pyrotechnics spell, it'll trigger a 3d6 Fireball directly on the smoker, destroying the pipe unless it makes a save vs. magical fire (as "wood, thin", but with a +3 bonus).


Elminster remains in Cormanthor for over two decades, and is present when the mythal is raised and the city is renamed Myth Drannor.
With all that said and done, it's worth noting that Elminister didn't pass on ''everything'' he knew about making these little trinkets. Elminster's customized recipe creates a more powerful pipe with three additional powers. Firstly, touching it to water whilst lit will cause it to cast an Airy Water spell (duration: 12 turns), allowing the smoker to breath and talk whilst underwater. Secondly, the smoker using it can Dimension Door up to 700 yards per teleport 9 times per day. Finally, as long as it's lit and in a person's mouth, that person is under the effects of a Protection From Normal Missiles spell ''and'' will reflect any magical missiles straight back at their caster.


The Temptation of Elminster
The Eversmoking Pipe would return officially in 2nd edition in ''The Code of the Harpers'' and the ''Heroes' Lorebook''. Here, there was no longer a mention of a charge-based version, and it no longer risked exploding if subjected to the aforementioned spells. It could no longer create alternative smokes, but the smoke it emits whilst being used now repels all normal-sized insects, even magically summoned ones, making the smoker immune to spells like Insect Swarm and Creeping Doom (very popular in those editions as anti-wizard spells, since the constant distractions made spellcasting all but impossible). It's also stated that regular Eversmoking Pipes and Elminster's Eversmoking Pipes are virtually indestructible. A Dispel Magic spell will snuff out the fire, but otherwise does nothing. The only thing can hurt it is magical fire, but it gets a +3 to its saving throw and, if it passes the saving throw, is merely extinguished rather than being destroyed.


The Temptation of Elminster moves the timeline ahead several centuries. At the outset of the novel, Elminster emerges from a dusty tomb, after being trapped there in stasis for many years.
In [[Dungeons & Dragons 3rd Edition]], the Eversmoking Pipe gets mentioned in Elminster's writeup on page 7 of the [[Forgotten Realms]] campaign guide, but no mechanics for it ever appear. Instead, you'd have to wait until you could get your hands on the Epic Level Handbook to find its mechanics. There are no longer two versions of the eversmoking pipes; now they all have the same powers:
* Light or extinguish on command.
* Smoke repels all Tiny-sized Vermin.
* Can cast Produce Flame at-will.
* Can cast Pyrotechnics 1/3 rounds.
* Can be summoned as per Drawmij's Instant Summons.
* Can form its smoke into simple, nonmagical, symbols that last 5 rounds.
* Can cast Dimension Door 9/day.
* Can cast Water Breathing for 2 hours 1/day.


During much of this book, Elminster restricts his use of magic (on orders from Mystra) and he must again learn to survive by his wits and the skills he picked up earlier in his life. He later undergoes further magical training under the tutelage of a wicked sorceress who seeks to tempt him away from Mystra's path.
Basically, it's a simplified version of its 2e version. If you want to make one yourself, you need to a 13th level caster with the Craft Wondrous Item and Craft Epic Wondrous Item feats, and use the spells repel vermin, produce flame, pyrotechnics, Drawmij’s instant summons, silent image, protection from arrows, shield, water breathing, and dimension door.


Following the events of the novel, Elminster served as a foster parent to three of Mystra's other Chosen: Laeral, Storm, and Dove. It is also suspected that he had something to do with the founding of Waterdeep, or at least with the organizing of the city's lords.
==Gallery==
<gallery>
Elminster Dragon 153.webp
Elminster myth drannor.jpg
Elminster ELH.jpg
Elminster Realms of Magic.jpg|That pipe was given a writeup in the [[Epic Level Handbook]].  It's probably more powerful than anything your character owns.
Elminster Dragon 344.jpg
Elminster in hell.jpg|Yes, that is Elminster in [[Hell]], punching devils like [[Doom]]guy
Elminster Dungeon 181.png
</gallery>


The Time of Troubles
[[Category:Dungeons & Dragons]][[Category:Forgotten Realms]][[Category:Mary Sue]]
 
Elminster was instrumental in forming the Rangers Three, who aided him in recurring battles with the mysterious Shadowmasters during this time. Elminster also took time to defend Shadowdale from an army of Zhentarim led by the avatar of Bane. Bane and Elminster battled, and both were caught up in the spell that Elminster had called upon to dispose of the avatar. Elminster was originally thought to have been destroyed, but when he later reappeared it became apparent that he had merely been transported to another plane of existence for a time.
 
The Avatar Crisis
 
The forces of evil tried to rally in Elminster's absence, but the other Chosen, the Knights of Myth Drannor, and the Rangers Three held them at bay until he returned. With the present crisis averted, all seemed calm, but the Shadowmasters had other ideas. Elminster and the Rangers Three, along with their allies, managed to frustrate and foil the plans of this race of shapeshifters.
 
Elminster also confronted the overgod, Lord Ao, over his instigation of the Time of Troubles while innocents were being killed. As the critical moment of the Time of Troubles approached, Mystra knew of what was to come and shed most of her power into the human wizard Midnight, so that all of her essence would not cease to exist. Since Elminster obtained his power from Mystra, this change left him personally powerless at a critical juncture.
 
He recruited one of the Rangers Three, Sharantyr, and they equipped themselves from Elminster's cache of magical items. The two of them were later reunited with the other two members of the band, Itharr and Belkram, but even the Rangers Three could not prevent Elminster from being wounded in battle. Despite this setback, Elminster and the rangers, along with their allies, freed High Dale and defeated Manshoon of the Zhentarim. They also outlasted the Time of Troubles, and Elminster regained his magic.
 
Elminster in Hell
 
Elminster in Hell describes what happened after the floating city of Shade returned to Faerûn from the Plane of Shadow. The immortal rulers of the city came to Shadowdale, and one of the shadow princes was struck by Storm's silver fire. The collision tore at the fabric of reality and created a rift to the Nine Hells. Elminster realized that the only way to close the portal before a legion of devils spilled forth onto Toril was to close it from the other side.
 
In the opening of Elminster in Hell, Elminster narrowly managed to close the portal at the expense of much of his magical strength. Once in Hell he was abducted and enslaved by an outcast Arch-Devil known as Nergal, who wished to discover the secret of Mystra's silver fire. In the most graphic scenes of The Elminster Series, Elminster was subjected to brutal tortures, surviving only because of his exceptional endurance and ability to heal himself with silver fire. While the arch-fiend plundered Elminster's thoughts and memories, Mystra became aware of her favorite servant's plight and entered Hell herself to find him. Realizing that her presence in Hell was less than inconspicuous, due to the Pact Primeval that prohibits the presence of any god in the Nine Hells, Mystra retreated and dispatched more subtle agents to find him; first Halaster Blackcloak, the Mad Mage of Undermountain (who was defeated) and then the Simbul. After much searching, the Simbul found him, and together they defeated Nergal and returned home.
 
Elminster's Daughter
 
Elminster's Daughter takes place a few years after Elminster in Hell. A relatively light-hearted book when compared to the more violent Elminster in Hell, it focuses primarily on the life of one of Elminster's children, Narnra Shalace.
 
Narnra is a thief who was raised by a single mother in Waterdeep. She eventually finds her way to Marsember and becomes involved in the intrigues of the Cormyrean nation. She also meets an old man who turns out to be Elminster, and learns that he is her father.
 
Effects of the Spellplague
 
Following the events of the Spellplague caused by the destruction of his patron, Mystra, Elminster lost much of his power but remained unaging. He continued to live in Shadowdale, but he became bitter and withdrawn.

Latest revision as of 14:49, 30 August 2025

This article is about something that is considered by the overpowering majority of /tg/ to be fail.
Expect huge amounts of derp and rage, punctuated by /tg/ extracting humor from it.
"Ladies, please! One at a time. . ."

Elminster is an old-ass wizard from Forgotten Realms, oft-cited as one of the main reasons why that setting sucks shit. He's powerful enough to solve any problem that would challenge PCs, and no real reason not to do so which isn't utterly contrived. He's an Urza figure without the apathy or plane-ruining fuckups. Or Gandalf with hedonism thrown in and minus divine heritage. Oh, and he's also Ed Greenwood's self-insert, the original Mary Sue of Faerûn far before Drizzt was a thing (though Greenwood insists that his self-insert is Mirt the Moneylender, who admittedly is a fat old merchant who scores a suspicious amount of hot young pussy for someone who looks like he does).

He's slept with more women than Greenwood ever will, including Mystra, the Goddess of Magic — he even played adoptive dad to her daughters, the Seven Sisters, one of whom decided she was going to become his waifu when she came of age and did just that. Just because. Dude's left so many single moms and fathered so many bastards that one of the novels centers around one of his abandoned daughters robbing his home, and he lures her in to be used as a pawn in fighting a conspiracy of wizards. What a dick.

Not to mention that he is an ally of the Harpers. You know, the organization that is (in part, the other being the gods themselves) responsible for Forgotten Realms being locked permanently in a state of medieval stasis (due to them taking away all the various technologies made by people, even if those technologies are beneficial to everyone; same for political, ideological and other changes). Thus he, along with them, is the reason why nothing changes in the setting.

Despite the Mary Sue levels he generates, Elminster wasn't always some OP Wizard like he is these days. Back in the past, when D&D was new and Forgotten Realms was slowly shaping itself, Elminster used to be a max-level Wizard with additional abilities other Wizards didn't have access to and some nice gear. His only shtick was appearing as a ex-machina to the players in case the latter had a really hard time with a truly difficult situation.

His Greyhawk counterpart is Mordenkainen, being the supreme (and supremely-useless) wizard of that world and Gygax's self-insert.

He used to be part of an article series in Dragon Magazine called The Wizards Three, where he would meet up with Mordenkainen and either Dalamar or to swap tales, gorge on Earthly junk food, and share custom spells, which were reprinted at the article's end for use in your D&D games.

He appears in the MMORPG Dungeons & Dragons Online, as a guide for your character to (spoilers) cross into Lolth's abode in the Immaterium as one of her sisters, The Spinner of Shadows, was one of the Demon Overlords of Eberron's history. He then takes you to Eveningstar to help the Purple Dragon Knights kick drow butt and stop both Faerûn and Eberron from becoming one with the Demonweb Pits.

Argument for why Elminster not doing crap is actually a good thing[edit | edit source]

There is a reason that is explained in the novels of why he doesn't kill every badass evil wizard, and that is mainly the collateral damage.

Imagine two epic level wizards duking it out in your region — and no, they're not just going to buff themselves up, teleport in, cast time stop, and then cast four save-or-dies at the other guy, you mechanics-obsessed munchkin tactical genius. True, Larloch would, but that Netherese lich is the exception, not the norm. Odds are they'll probably pull out several "big gun" spells, and the resulting carnage would send the entire region tits up and leave it a blasted wasteland for quite a while. Not to mention the villains would probably be happy to kill lots of people through maximum collateral damage or use the threat of doing so against Elminster; Greenwood grew up during the Cold War, you fools.

So yeah, there is a reason that he doesn't man up and go after every BBEG in the setting.

Elminster's Statblocks[edit | edit source]

So, with all that out of the way, you're probably wondering: what does Elminster's statblock look like? How does the Realms' most iconic wizard attempt to beat the Lord British Postulate? Well, the simple answer is... he doesn't. He's powerful, sure, but not exactly invincible.

Elminster's stats first appeared in Advanced Dungeons & Dragons 1st edition when he debuted in the DM's Sourcebook of the Realms, the DM-centric half of the original Forgotten Realms campaign boxed set. He was subsequently reprinted in Hall of Heroes and Curse of the Azure Bonds.

In Hall of Heroes, he's statted up as a 26th level Magic-User with Strength 13, Constitution 14, Dexterity 18, Intelligence 18, Wisdom 18, and Charisma 17. It's noted that he has spent time as a fighter, rogue and cleric, but long years without practicing those classes have left him bereft of their abilities and he's basically just a super high-level wizard. He does have innate psionics (266 "Psionic Power", all attack/defense modes), but hasn't studied these abilities in particular depth either. He has the innate ability to detect magic by sight (even he's not sure why, but he thinks it might be a unique psionic talent), and always wears a Necklace of Missiles, a Ring of Regeneration, and a Ring of Protection +3, giving him a typical Armor Class of... 7. Even by THAC0 rules, not that good. He compensates by applying the spells shield, protection from normal missiles, stone skin, statue, Serten's spell immunity, and his custom-created spell Elminster's evasion when he goes out traipsing across the landscape.

2nd edition saw another three important books in regards Elminster's crunch; Heroes' Lorebook, The Code of the Harpers, and The Dalelands. The Heroes Lorebook is the most relevant of the three, as it updated his 1e statblock - the Code of the Harpers did give us stats to his Eversmoking Pipe, though.

In 2e, Elminster is now a 29th level Wizard and a Chosen of Mystra. This means he knows as many spells as the DM wants him to know, instead of being limited to 18 spells per spell level like a normal Wizard of Int 18. He's got the same stats, and carries the same three iconic magic items as in 1e, but has now added his unique Eversmoking Pipe to the arsenal, and his native AC has dropped to 6 (which that +3 Protection Ring reduces to 3). He still has the aforementioned psionics prowess (or lack thereof), but despite technically having been a Fighter/Rogue/Cleric, his centuries of neglecting practice have cost him all of his non-wizard class abilities. He does have decent combat skills with dagger, dart and quarterstaff, and his nonweapon proficiency values are "he knows as much about any subject as you want him to know, because he's probably studied it over the centuries". His status as a Chosen also grants him immunity to 9 spells (Elminister chose magic missile, ESP, fireball, Evard's black tentacles, feeblemind, death spell, finger of death, power word blind, and imprisonment for his protections), as well as a set of 9 spell-like abilities, each usable 1/day, that Elminster has used to gain permanent reliable access to the spells spider climb, vocalize, dispel magic, whisper blade, ironguard, ghostgrail, the Simbul's synostodweomer, the Simbul's skeletal deliquescence, and Elminster's effulgent epuration.

Dungeons & Dragons 3rd Edition saw Elminster take pride of place in the 3e Forgotten Realms Campaign Setting splatbook, where he is now... a mess.

  • Classwise, Elminster is a Fighter 1/Rogue 2/Cleric 3/Wizard 20/Archmage 5/Epic-level Wizard 4
  • He also has the new Chosen of Mystra template.
  • His stats have changed at last; he's gained +10 Constitution from his Chosen template (so Con 24), and has used Wish spells for enhanced Intelligence, boosting him from Int 18 to Int 24.
  • His iconic possessions are now: Ring of Protection +3, Amulet of Natural Armor +5, Bracers of Armor +7, Ring of Regeneration, Mantle of Spell Resistance, Thundering Longsword +5, Elminster's Eversmoking Pipe
  • Chosen Spell Immunities: Detect Thoughts, Disintegrate, Evard's Black Tentacles, Feeblemind, Finger of Death, Fireball, Magic Missile, Sunburst, Time Stop
  • Chosen Spell-like Abilities (1/day): Dispel Magic, Lesser Ironguard, See Invisible, Shapechange, Simbul's Synostodweomer, Spider Climb, Teleport Without Error, Thunderlance, True Seeing.
  • He can once again Detect Magic at-will anywhere in his line of sight.
  • His Archmage prestige class has given him access to the High Arcana of Arcane Fire, Arcane Reach, Mastery of Counterspelling and Mastery of Elements.
  • Finally, he's gained the ability to use Mystra's Silver Fire. Elminster can evoke this ability at-will to grant the effects of either a Ring of Mind-Shielding or a Ring of Warmth, to grant himself water-breathing, or to banish magical compulsions on himself as per a Greater Dispelling - he can only evoke one of these benefits at a time! Additionally, he can evoke it to sustain him once per tenday (granting no need to eat or drink for a week), and once every 70 minutes he can unleash it as an offensive blast (70ft long, 5ft wide line, punches through barriers like a lightning bolt, ignores spell resistance and magical barriers, does 4d12 Fire damage, DC 23 Reflex save to halve). He can also emit Silver Fire in the form of a restorative surge (70ft cone, permanently negates dead magic zones and nullifies antimagic zones in area of effect), but Mystra discourages using this ability unless absolutely necessary.

This statblock would be reprinted in the Epic Level Handbook; aside from removing the "Epic-level Wizard 4' thing from his statblock, and having a much clearer layout, the two are identical.

Elminster's Pipe[edit | edit source]

One of Elminster's most iconic accoutrements is his pipe. Adding to his Gandalf-esque portrayal, ol' Elmy loves to smoke some tobacco, and it's so iconic to him that it's been fleshed out as a magical item called an Eversmoking Pipe - or, specifically, Elminster's Eversmoking Pipe. That said, there's more than one of these in the multiverse; Elminster keeps several backups for himself, but has also both created pipes he's left around for lucky adventurers to find (one of the Chosen of Mystra's less glamorous duties is creating magical trinkets to stock dungeons and the like with) and taught the basic recipe for making Eversmoking Pipes to other wizards, who've passed them on to others and others stil. And thus, in a small way, Elminster contributes to the ever-expanding existence of magic in the Forgotten Realms.

The first ever iteration of the Eversmoking Pipe was for Advanced Dungeons & Dragons 1st edition, and debuted in Polyhedron #70; an unofficial follow-up to Elminster's first statblocks in Dragon Magazine #110 and the Hall of Heroes splatbook. This version provided mechanics for both charge-based pipes and permanent versions of the pipes. A charged pipe holds six charges, with each charge lasting until it has burned for 7 hours or the pipe runs out of tobacco - when you create a pipe, you designate a place for it to teleport fresh tobacco from as part of the process. Recharging the charged version requires recasting all of the spells you use to make it in the first place... what are those spells? Well, in Forgotten Realms, you cast Pyrotechnics, Wall of Force and Drawmij's Instant Summons, whilst the generic D&D campaign version requires Wall of Fire, Summon Object and Forcefield - simply add a Permanency or Permanence spell as part of the process, and you get a permanent magical item.

You're probably wondering: what can it actually do? Well, aside from being able to just smoke it as long as you like, Eversmoking Pipes grant the following benefits...

  • The flame will never go out until it either runs out of tobacco, is submerged in water (or an airless void), is subjected to suitable hostile spells (Dispel Magic or Extinguish Flame, namely) or you say the command word. It even has a handy little mini-force field that stops inclement weather from snuffing it involuntarily. That said, if you drop it or it gets knocked from your hand, it can potentially ignite anything it falls on that happens to be suitably flammable.
  • The smoker can blow down the lit pipe to launch a tiny bolt of fire that has a 90ft range and does 1d4 damage. Oh, and it'll ignite a flammable target, just in case you weren't sure. Using this ability does extinguish the fire in the pipe bowl, though, which will use up a charge.
  • A 9th level or higher wizard can mentally shape the smoke of an Eversmoking Pipe into crude but recognizable symbols and images; this isn't directly useful, but can be used to create simple messages and clues. C'mon, do we need to spell this out? Use your imagination! It takes 1d4+1 rounds of work to make the smoke take a distinctive image form, and it lasts for 1d4+1 rounds after that.
  • The pipe can replicate one of the effects of a Pyrotechnics spell once per 3 rounds.
  • Those who know a pipe's command word can teleport it to their side from anywhere in the multiverse; there's no known way of stopping it from showing up!
  • You can also create alternative smokes by adding different combustible materials to the pipe before you light it - this just needs to be done when you start it up; once lit, it'll keep making that kind of smoke until turned off. Volatile fuels like lamp oil will make it spew jets of flame for 1d4 rounds before it explodes (2d6 damage to anyone smoking it). Wet leaves or grass will create thick, black, choking fumes that make an effective smokescreen. Dead, dry leaves or grass will produce a hot white smoke good for smoking meat. And finally perfumed cloth, paper or flower petals can be used to produce a variety of scented smokes. And obviously, you can smoke things other than tobacco - from other intoxicants, to combat stimulators and medicines.

There is a danger to using the Eversmoking Pipe, however. Firstly, if you try to overcharge it (and unless you made it, you have no way of knowing how many charges it has left at the moment), it'll explode! Secondly, if you expose it to a dust storm, dust devil, cloudkill, stinking cloud or pyrotechnics spell, it'll trigger a 3d6 Fireball directly on the smoker, destroying the pipe unless it makes a save vs. magical fire (as "wood, thin", but with a +3 bonus).

With all that said and done, it's worth noting that Elminister didn't pass on everything he knew about making these little trinkets. Elminster's customized recipe creates a more powerful pipe with three additional powers. Firstly, touching it to water whilst lit will cause it to cast an Airy Water spell (duration: 12 turns), allowing the smoker to breath and talk whilst underwater. Secondly, the smoker using it can Dimension Door up to 700 yards per teleport 9 times per day. Finally, as long as it's lit and in a person's mouth, that person is under the effects of a Protection From Normal Missiles spell and will reflect any magical missiles straight back at their caster.

The Eversmoking Pipe would return officially in 2nd edition in The Code of the Harpers and the Heroes' Lorebook. Here, there was no longer a mention of a charge-based version, and it no longer risked exploding if subjected to the aforementioned spells. It could no longer create alternative smokes, but the smoke it emits whilst being used now repels all normal-sized insects, even magically summoned ones, making the smoker immune to spells like Insect Swarm and Creeping Doom (very popular in those editions as anti-wizard spells, since the constant distractions made spellcasting all but impossible). It's also stated that regular Eversmoking Pipes and Elminster's Eversmoking Pipes are virtually indestructible. A Dispel Magic spell will snuff out the fire, but otherwise does nothing. The only thing can hurt it is magical fire, but it gets a +3 to its saving throw and, if it passes the saving throw, is merely extinguished rather than being destroyed.

In Dungeons & Dragons 3rd Edition, the Eversmoking Pipe gets mentioned in Elminster's writeup on page 7 of the Forgotten Realms campaign guide, but no mechanics for it ever appear. Instead, you'd have to wait until you could get your hands on the Epic Level Handbook to find its mechanics. There are no longer two versions of the eversmoking pipes; now they all have the same powers:

  • Light or extinguish on command.
  • Smoke repels all Tiny-sized Vermin.
  • Can cast Produce Flame at-will.
  • Can cast Pyrotechnics 1/3 rounds.
  • Can be summoned as per Drawmij's Instant Summons.
  • Can form its smoke into simple, nonmagical, symbols that last 5 rounds.
  • Can cast Dimension Door 9/day.
  • Can cast Water Breathing for 2 hours 1/day.

Basically, it's a simplified version of its 2e version. If you want to make one yourself, you need to a 13th level caster with the Craft Wondrous Item and Craft Epic Wondrous Item feats, and use the spells repel vermin, produce flame, pyrotechnics, Drawmij’s instant summons, silent image, protection from arrows, shield, water breathing, and dimension door.

Gallery[edit | edit source]