Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Evocation Wizard. The archmage deals an additional 6 damage on the damage rolls of their spells. Or the first instance of damage is increased by an amount equal to 5 times the spell level.
Potent spell. Spells deal an increased dice level of damage.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +19 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): Shield, Silvery Barbs, mage armor*, magic missile
2nd level (3 slots): Cloud of Daggers, Scorching Ray, Blindness/Deafness
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, Cloudkill, wall of force
6th level (1 slot): Disintegrate, Chain Lightning
7th level (1 slot): teleport
8th level (1 slot): Sunburst, Dark Star
9th level (1 slot): Meteor Swarm,Time Ravage
*The archmage casts these spells on itself before combat.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Description
Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
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