Arcane Recovery (1/Day). When Azedarc finishes a short rest, he recovers up to 7 levels of spell slots, though none of these may be 6th-level or higher.
Arcane Ward. When Azedarc casts an abjuration spell of 1st-level or higher, he creates a magical ward that lasts until he finishes a long rest. The ward has 33 hit points. Whenever he takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, he takes any remaining damage. While the ward has 0 hit points, it can't absorb damage. but whenever he casts an abjuration spell, the ward regains a number of hit points equal to twice the level of the spell.
Spell Resistance. Azedarc has advantage on saving throws against spells.
Spellcasting. Azedarc is a 14th-level spellcaster. His spellcasting ability is Intelligence (Spell save DC 17, +9 to hit with spell attacks). He has prepared the following wizard spells:
• Cantrips (at will): chill touch, dancing lights, mage hand, minor illusion, prestidigitation
• 1st-level (4 slots): cause fear, mage armor, magic missile, shield, sleep
• 2nd-level (3 slots): arcane lock, detect thoughts, suggestion
• 3rd-level (3 slots): clairvoyance, lightning bolt, nondetection
• 4th-level (3 slots): gibberish (see Appendix C: Character Options), dimension door, phantasmal killer, stoneskin
• 5th-level (2 slots): enervation, scrying
• 6th-level (1 slot): mass suggestion
• 7th-level (1 slot): symbol
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.
Description
Azedarc is a corrupt wizard who has infiltrated the church of Averoigne and become the bishop of Ximes. He has mastered the secrets of time travel and once lived 700 years in the past. His closest companion and trusted aide is Jehan Mauvaissoir.
Castle Amber (The Potion of Time Travel)
Conversion Guide and Expansion
Original Adventure by Tom Moldvay
Conversion to 5e and Expansion Notes by Stuart Broz
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