| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +12 |
| WIS | 16 | +3 | +9 |
| CHA | 20 | +5 | +11 |
Trait Name. Enter the description for your special trait.
Spellcasting (DC 19 | +11 to hit)
At-will: Mage Hand, Minor Illusion, Shield, Counterspell
3/day: Mirror Image, Synaptic Static, Blight, Wall of Force (recast as “Lock Spiral”) now lasts 2 extra rounds unless dispelled by a spell of 6th level or higher
1/day: Power Word Stun Maze, True Seeing, Disintegrate upgraded to “Fracture Line” (same effect, but leaves a glowing scar on terrain for 1 minute—anyone who ends turn on it takes 2d10 force)
Passive Effect: Glyph Spiral: Once per round, if Callis takes damage from a spell, the glyphs orbiting him emit a pulse. The caster must make a DC 16 Con save or suffer 2d10 feedback psychic damage.
🌀 Disruption Wave (Recharge 5–6):
Each creature within 20 feet must make a DC 18 Wisdom save or suffer 6d10 psychic damage and lose access to their Reaction until the end of their next turn.
🔮 Reality Coil (Spell Attack): +11 to hit, 60 ft.
Hit: 4d12 force damage. Target must make a DC 16 Constitution save or be affected by Confusion for 1 round.
✨ Glyph Echo (1/turn):
Callis creates an illusory glyph at a visible point within 60 feet.
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If a creature steps within 5 feet of it before the start of his next turn, it activates:
Force Pulse (2d10 force, DC 16 Dex for half).
🔁 Fractured Counter (1/day):
When a spell targets Callis and he is below 100 HP, he counters the spell, then casts it back at the caster with random variables:
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Random damage type
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Spell attacks ALL within 10 ft. of the target (if AoE)
🪞 Glyph Reversal (Recharge 4–6):
When hit with a melee attack, Callis may teleport 10 ft. and leave a fading glyph behind that mimics the attacker’s next strike (attack roll made with attacker’s bonus, auto-hits if attacker uses the same move again next round).
1. Unravel Thought (1 Action): Force a creature to make a DC 18 Intelligence save or lose concentration and suffer 3d10 psychic damage.
2. Reposition Echo (1 Action): He teleports up to 30 ft. and leaves behind a phantom double that lasts until his next turn (confuses targeting).
3. Arcane Spiral (2 Actions): Twists the battlefield into a fractal of reversed light. Every creature within 15 feet must make a DC 17 Wisdom save or be Stunned until the end of their next turn.
Collapse Pattern (3 Actions):
Callis rewinds the battlefield. Each player must make a DC 19 Intelligence save or be teleported back to the position they started the round in and be Silenced (1 round) as their voice echoes backward.
Description
Once revered as the Archmage of Seals, Callis Varn now walks a half-second out of sync with reality. His robes shimmer in layers, never quite resting, woven with burning glyphs that shift and rewind across his chest. His face is fragmented: one moment youthful and proud, the next weathered, hollow-eyed, lips mouthing spells he no longer controls.
The crown he wears is arcane, not regal—made of floating crystal shards suspended by force. His staff is cracked obsidian, chained to a forgotten tome that levitates behind him, flipping its pages on its own.
He speaks in reversed riddles, or sometimes not at all. When he looks at you, it’s not always clear which moment of you he sees.
Lair and Lair Actions
Optional, every round on Initiative 20
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Memory Fracture: Shuffle initiative for all players (players reroll).
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Glyph Cascade: Activate a random dormant glyph—Gravity Flip, Inverted Flame, or Phantom Reflection.
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