Spellcasting. Alton is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks).
Casing Mishap. Any time Alton casts a spell, roll 1d6. On a 1, the spell fizzles harmlessly, consuming the spell slot. On a 6, the spell backfires and targets Alton if he intended for it to target someone or something else, or targets another creature if he intended for it to target him - at GM discretion.
Sloppy Spells. Saving throws against Alton's spells are made with advantage due to his somewhat sloppy spellcasting.
He has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost
1st level (4 slots): alarm, mage armor, magic missile, shield
2nd level (3 slots): arcane lock, invisibility
3rd level (3 slots): counterspell, fireball, dispel magic
4th level (3 slots): banishment, stoneskin
5th level (2 slots): cone of cold, wall of force
6th level (1 slot): flesh to stone
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.
Description
This once-great wizard was a key part of the Octagon Gang's successes, but he fell into drinking and womanizing and has lost quite a bit of his skills since his time with the group. An utter lout, his spells have a decent change of backfiring or fizzling out harmlessly. When he learns the party is after the key to the Octagon vault, his greed gets the better of him and he begins putting plans in motion to turn the situation to his favor. Married to Eloise.