Hidden Spells. All evocation spells cast are invisible if it chooses. Any creature attempting to see evocation spells of their effects the Arcanuum Mage casts that are invisible must make a DC 12 Perception check, revealing the effect and spell on success or remaining invisible on a failure.
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): Disguise Self, Mage Armour, Magic Missile
1st level (3 slots): Blur, Flaming Sphere
Crystal Graft (1/Day). The Arcanuum Mage casts one of its prepared spells from its crystal graft. The spell slot's not used and doesn't require verbal or somatic components.
Mage Hand Maneuver (2/Day). The Arcanuum Mage casts Mage Armour with the spectral hand created, becoming invisible and can use the hand as the origin point for casting spells.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. (20/60), one target. Hit: 4 (1d4 + 2) piercing damage.
Description
Arcanuum Mages are called freedom fighters by some and terrorists by others. Perhaps a bit of both. Most Arcanuum Mages have been hunted their whole lives, and they study their arcane arts in secret. Some Arcanuum Mage may seek the greater good for all spellcasters, while others may be jaded revolutionaries with little love for anyone or anything apart from their curse.
Distrustful. Because they've lived most of their lives on the run, most Arcanuum Mages are hesitant to trust anyone, especially new Arcanuum members who may be working as informants for their enemies.
Terrorists. Mant Arcanuum Mages don't care who they hurt as long as they can strike a blow at their foes. Most wouldn't think twice about casting a fireball into a crowded market district to eliminate a single foe milling about the crown.
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