Hidden Spells. Any spell of the Evocation school cast by the Arcanuum mage are invisible, if the mage wishes it to be. A creature that attempts to view an Evocation spell the Arcanuum mage casts must first succeed on a DC 12 Wisdom (Perception) check.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
Crystal Graft (1/Day). The Arcanuum mage casts one of its prepared spells through its crystal graft - the spell slot is not expended, and the spell requires no Verbal or Somatic components.
Mage Hand Maneuver (2/Day). The Arcanuum mage casts Mage Hand - the arcane hand created by the spell is invisible, and the mage can use the arcane hand as the point of origin for any spell it can cast.
Spellcasting. The Arcanuum mage is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The Arcanuum mage has the following Wizard spells prepared:
Cantrips (At Will): Fire Bolt, Mage Hand, Ray of Frost, Shocking Grasp
1st Level (4 Slots): Disguise Self, Mage Armor, Magic Missile
2nd Level (3 Slots): Blur, Flaming Sphere
Description
Arcanuum mages are called freedom fighters by some, and terrorists by others. Perhaps they are a bit of both. Most Arcanuum mages have been hunted their whole lives, and study the arcane arts in secret. Some may seek the greater good for all spellcasters, while others may be jaded revolutionaries with little love for anyone or anything apart from their cause.
Distrustful. Because they lived most of their lives on the run, most Arcanuum mages are hesitant to trust anyone, especially new members of their order that might be informants to their enemies.
Terroristic. Many Arcanuum mages do not care who they hurt, as long as they are able to strike at their foes. Most would not think twice about casting a Fireball spell into a crowded market to eliminate a single foe milling about the crowd.
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