Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. Kyrel is an 20th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 20, +7 to hit, with spell attacks). Kyrel can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, ray of frost, shocking grasp
1st level (4 slots): mage armor, magic missile, shield, sleep
2nd level (4 slots): ray of enfeeblement, blindness/deafness, blur, heat metal, hold person
3rd level (4 slots): counterspell, fear, fireball, lightning bolt
4th level (3 slots): banishment, ice storm, hallucinatory terrain
5th level (3 slots): animate objects, dream, telekinesis
6th level (3 slot): globe of invaunrability, eyebite, sunbeam
7th level (2 slot): forcecage, prismatic spray, arcane sword
8th level (2 slot): antimagic field, dominate monster, feeblemind
9th level (1 slot): true polymorph, imprisonment
Spell Casting. Kyrel may cast one spell per turn
Legendary Resistance (3/day): If Kyrel fails a saving throw, they can choose to succeed instead.
Kyrel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kyrel regains spent legendary actions at the start of their turn.
- Move. Kyrel moves up to half their speed.
- Spellcasting. Kyrel may cast a spell of second level or lower
- Weaken Will (Costs two legendary actions). Kyrel targets a creature. Until the end of Kyrels next turn, that creature has disadvantage on the next WIS, INT, or CHA saving throws.
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6/17/2021 8:35:39 PM
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