Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): light, friends, mage hand
1st level (4 slots): detect magic, charm person, sleep, shield
2nd level (3 slots): hold person, suggestion
3rd level (3 slots): catnap, counterspell, fear, tiny servant
4th level (3 slots): arcane eye, locate creature
5th level (1 slot): modify memory, scrying
Arcane Subdual. Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 11 (2d10) force damage. If damage from this attack would reduce a creature to zero hit points, instead that creature is reduced to 1 hit point and knocked unconscious for 1 minute, until it regains hit points, or until another creature uses its action to wake it up.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Description
The City Watch typically calls upon the mages in its service to help locate, interrogate, and subdue suspects -- and, unofficially, to assist those suspects in "forgetting" any violations of the Code Legal committed in the course of their apprehension. Most City Watch stations have a small room dedicated to the mage's use, containing a basin of water for scrying. Green recruits often make the mistake of mocking the physically weak mages; veterans of the Watch know better.
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