Fey Ancestry. Aerisi has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Legendary Resistance (2/Day). If Aerisi fails a saving throw, she can choose to succeed instead.
Spellcasting. Aerisi is an 14th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Aerisi has the following wizard spells prepared:
Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): charm person, feather fall, mage armor, thunderwave
2nd level (3 slots): dust devil, gust of wind, invisibility, frozen breach
3rd level (3 slots): fly, gaseous form, lightning bolt
4th level (3 slots): ice storm, storm sphere
5th level (2 slots): cloudkill, seeming
6th level (1 slot): chain lightning, investiture of wind
7th level (1 slot): whirlwind
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Potent Cantrip
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
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