Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. Zereph is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +7 to hit with spell attacks). He can cast [Tooltip Not Found] and [Tooltip Not Found], [Tooltip Not Found] at will and has the following wizard spells prepared:
Cantrips (at will): lightning lure, fire bolt
1st level (5 slots): chaos bolt, chromatic orb, charm person*, absorb elements
2nd level (4 slots): levitate, shatter, shadow blade
3rd level (5 slots): counterspell, lightning bolt, thunder step
4th level (5 slots): blight, storm sphere, [Tooltip Not Found]*
5th level (4 slots): cone of cold, confusion, immolation
6th level (4 slot): Disintegrate, finger of death, Prismatic Spray
7th level (3 slot): teleport
8th level (3 slot): Power word stun,abi-dalzim's horrid wilting,
9th level (2 slot): time stop,blade of disaster,
*The archmage casts these spells on itself before combat.
Shadow Dagger. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 33 (3d10 + 4) piercing damage.
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.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
3/26/2023 3:58:56 AM
|
1
|
0
|
--
|
Coming Soon
|
Comments