Magic Resistance. The archwizard has advantage on saving throws against spells and other magical effects.
Multiattack. The archwizard makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 21 (3d10 + 5) force damage.
Arcane Storm (Recharge 6). The archwizard unleashes a sudden storm of arcane energy. All other creatures within a 40-foot radius sphere centered on the archwizard must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) force damage and can't cast or concentrate on spells until the start of the archwizard's next turn. On a successful save, a creature takes half as much damage and can still cast or concentrate on spells.
Spellcasting. The archwizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At will: dancing lights, light, mage hand, prestidigitation
3/day each: detect magic, identify, lightning bolt, mage armor, stoneskin
2/day each: cone of cold, fire shield, globe of invulnerability, wall of force
1/day each: banishment, power word stun, teleport
Mage Step (Recharge 4–6). The archwizard teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Description
Archwizards are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts.
Wizards
Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.
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