Magic Resistance. The Crimson Mage has advantage on saving throws against spells and other magical effects.
Twisted Apparatus. While the Crimson Mage is wearing the Hand of Malzreth, they can attempt to cast a spell that they do not know or have prepared. The spell you choose must be a wizard spell.
You expend a spell slot to cast the chosen spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.
On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, the spell fizzles, and the spell slot is wasted. Additionally, you take 2d6 force damage as the uncontained magical energy backlashes upon you.
Spellcasting. The Crimson Mage is an 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +9 to hit with spell attacks). The Crimson Mage has the following wizard spells prepared:
Cantrips (at will): ray of frost, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, feather fall, mage armor*, magic missile, shield
2nd level (3 slots): detect thoughts, mirror image, misty step, scorching ray
3rd level (3 slots): counterspell, fireball, fly, lightning bolt, glyph of warding
4th level (3 slots): banishment, black tentacles, dimension door
5th level (2 slots): cloudkill, scrying, wall of force
6th level (1 slot): disintegrate, scatter
7th level (1 slot): prismatic spray
*The Crimson Mage casts these spells on itself before combat.
Aberrant Link (1/day). Choose a creature within 30 feet of the Crimson mage, you bind their life forces together. The Crimson mage takes only half the damage dealt to it (rounded down), and the bound creature takes the other half.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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