Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, shield, mage armor, magic missile
2nd level (3 slots): blindness/deafness, mirror image, misty step
3rd level (3 slots): counterspell, haste, lightning bolt
4th level (3 slots): banishment, fire shield, ice storm
5th level (3 slots): cone of cold, dominate person, wall of force
6th level (1 slot): chain lightning
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): meteor swarm
*The archmage casts mind blank and mage armor spells on itself before combat. They may cast haste but cast dominate person if a more advantageous opportunity presents itself.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Description
As appearing in DDAL07-15, Streams of Crimson.
These Red Wizard archmages have a slightly different spell list, focusing on offensive magic. They are arrogant fanatics and terrified of Szass Tam.
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Posted Sep 9, 2026Did you consider, putting a magical thing on the dagger that makes the damage not healable by magic below a certain level?