Spellcasting. The magician is a 9th-level spellcaster. Its spellcasting ability is CHA (spell save DC 15, +7 to hit with spell attacks). It requires no material components to cast its spells, and has the following spells prepared:
- Cantrips (at will): mage hand, thaumaturgy, prestidigitation, vicious mockery
- 1st level (4 slots): disguise self, charm person, chromatic orb, silent image
- 2nd level (3 slots): detect thoughts, enthrall, rope trick
- 3rd level (3 slots): bestow curse, hypnotic pattern
- 4th level (3 slots): confusion, greater invisibility
- 5th level (1 slot): telekinesis
Card Trick. Ranged Weapon Attack: +5 to hit, range 20/60 ft, on target. Hit: 4 (1d4+3) piercing damage. On hit, the target is affected by a curse until the end of the magician's next turn, depending on which type on card the magician selected:
- Clubs: The target must use its action to attack the nearest creature.
- Diamonds: The target sees only hallucinations. The target is affected by the blinded condition.
- Hearts: The target gains vulnerability to energy damage.
- Spades: The target suffers extreme paranoia. The target has disadvantage on WIS and CHA checks.
- Jokers: The target experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve STR or DEX.
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