Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following spells prepared:
1st level (5 slots): detect magic, mage armor, magic missile, shield, Chromatic Orb
2nd level (3 slots): misty step, suggestion, Mirror Image
3rd level (3 slots): counterspell, fireball, fly, Haste, Slow, Lightning Bolt
4th level (3 slots): greater invisibility, Banishment
5th level (1 slot): cone of cold, Wall of Force
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.
Palm Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) force damage, and if the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be knocked prone.
Description
Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Apprentice magicians usually train at one of the worlds many magical educational sites - and have a bit of martial prowess as well. They usually are equipped with basic wands, such as a wand of magic missiles.
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