Spellcasting. The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 15; :"Spellcasting"}[/rollable] to hit with spell attacks). The mage knows the following spells from the wizard’s spell list:
Cantrips (at will): spell-light, spell-mage hand, spell-shocking grasp
1st Level (4 slots): spell-charm person, spell-magic missile
2nd Level (3 slots): spell hold person, spell-misty step
Quarterstaff, Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (2d12 - 1) bludgeoning damage.
Shocking Grasp - Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 2d8 lightning damage, and it can't take reactions until the start of its next turn. (Touch)
Magic Missile - You create 5 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d6 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. (120 ft range)
Hold Person - Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. (60 ft range)
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Misty Step - Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
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