Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +13 to hit with spell attacks). The archmage can cast disguise self , invisibility and fly at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp,toll the dead
1st level (6 slots): detect magic, identify, mage armor*, magic missile
2nd level (5 slots): detect thoughts, mirror image, misty step,blindness/deafness
3rd level (4 slots): counterspell, fly, lightning bolt,animate dead
4th level (4 slots): banishment, fire shield, stoneskin*,blight
5th level (4slots): cone of cold, scrying, wall of force
6th level (2 slot): globe of invulnerability
7th level (2 slot): teleport,finger of death
8th level (1 slot): mind blank*,antimagic field
9th level (1 slot): time stop,gatepower word kill
*The archmage casts these spells on itself before combat.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
blood manipulation (viper): as a action you cause a source of blood to become a creature under your control such as the spell summon undead, you must be within 15 feet of the blood for it to work and must see the creature for it to still remain corporeal
blood manipulation (puppet): as a action you manipulate the blood within a living creature within 60 feet of you, the creature must make a con save against your spell save DC doing this you can move the creature up to its speed in a direction of your choosing As well as make it take 1 action it has
blood manipulation(venom): as an action you cause the blood in 1 creatures you can see within 60ft and cause them to become incapacitated for as long as you hold the blood form, you can select more targets but for each you must make a DC-18 constitution saving throw or take 1 level of exhaustion
blood manipulation (scorpian): upon getting hit you can use your reaction to deal 2d10+8 bludgeoning damage to the creature that hit you
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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