Immune: Dark.
Weakness: Light.
Demoniac travel: This creature transport somebody into a nightmare, making this person separated from his party, this effect has 3 rounds duration and any ally effect can be used when transported. Also the witch cant be hit by others who are outside the nightmare. To scape you got to have 15 DC.
Demoniac Vision: Makes an opponent deluded, decreasing all his modifiers by 2 and he got damaged equal 4(2d8).
Darkaga: Creates a darkball that deal 4(1d20) damage in area.
Final destination: Rolls (5d10), if the affected enemy gets 3 numbers minor then 10 he dies.
This effect can be used only 2 times during a battle.
Description
Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
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