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The path forward is simple: you will use Kossuth's magic to break free from prison. Once you are out, you will find Ireena and leave this insane death trap of a town before their paranoia has you both hanged. After all, you were told by multiple people that there is another settlement further west, Krezk, and it's bound to be safer than here, right? Especially now. On the way out, you can visit the Vistani camp that supposedly sits somewhere outside Vallaki's walls, and finally catch the lead for your sister that Antonio from the Tser Pool promised you will find there. All you need to do now is break free.
You speak a prayer, and fire materializes outside the cell, pressing together into the candescent shape of a greathammer. Controlling the flame telepathically with nimble hand motions, it creates a trail of fire as it moves across the room. You line it up to strike the lock that keeps your cell closed...
<span class="mu-s">Wisdom Check</span>
Roll 1d20+Wisdom+Proficiency (1d20+3+2) to break the lock of your cell with the spectral hammer.
(Best out of 3.)
The spell expends a 2nd level spell slot; 1 remaining, and 4 first-level spell slots remain.
If the check fails, Aranuel will spend the duration of the spell failing to open the door, and the noise may have negative consequences. Otherwise the door will be opened.