Arcane Recovery. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to 10 , and none of the slots can be 6th level or higher.
Projected Ward. When a creature that you see within 30 ft. of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
Improved Abjuration. When you cast an abjuration spell that requires to make an ability check as a part of casting that spell, you add your proficiency bonus to that ability check.
Spell Resistance. You have advantage on saving throws against spells and resistance against the damage of spells.
Arcane Ward. Once per long rest, when you cast an abjuration spell of 1st level or higher, you can create a magical ward on yourself that lasts until you finish a long rest. The ward has 45 max HP, and takes damage instead of you until it reaches 0 HP. Whenever you cast an abjuration spell of 1st level or higher, the ward regains HP equal to twice the level of the spell.
Spellcasting. Coromov is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Coromov has following wizard spells prepared:
Cantrips (at will): Blade Ward
Mastered Spells (At will): Mage Armor, Arcane Lock
Signature Spells (Once each at will): Counterspell, Remove Curse
1st level (4 slots): Absorb Elements, Alarm, Protection from Evil and Good, Shield, Snare
2nd level (3 slots): See mastered spells.
3rd level (3 slots): Dispel Magic, Glyph of Warding, Nondetection, Protection from Energy
4th level (3 slots): Banishment, Mordenkainen's Private Sanctum, Private Sanctum, Stoneskin
5th level (3 slots): Planar Binding
6th level (2 slots): Globe of Invulnerability, Guards and Wards
7th level (2 slots): Symbol
8th level (1 slot): Antimagic Field, Mind Blank
9th level (1 slot): Imprisonment, Invulnerability, Prismatic Wall
Quarterstaff. Magical Weapon Attack: +9 to hit, reach 5 ft., # target. Hit: 7 (1d6 + 3) bludgeoning damage.
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