Spellcasting. The mage is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage knows the following wizard cantrips:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
Additionally, the mage has 4 spell slots of 1st level, 3 of 2nd level, and 3 of 3rd level. when he uses his draw action, he makes use of the following options:
Fool (0): blindness/deafness, Magician (1): magic missile, High Priestess (2): sleep, Empress (3): life transference, Emperor (4): cause fear, Hierophant (5): detect magic, Lovers (6): charm person, Chariot (7): longstrider, Strength (8): enlarge/reduce, Hermit (9): blink, Wheel of Fortune (10): tenser's floating disk, Justice (11): hold person, Hanged Man (12): levitate, Death (13): ray of enfeeblement, Temperance (14):mage armor, Devil (15): stinking cloud, Tower (16): lightning bolt, Star (17): hypnotic pattern, Moon (18): mirror image, Sun (19): fireball, Judgement (20): maximilian's earthen grasp, World (21): choose any other card.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Draw. The mage draws a card from his arcane deck and casts the appropriate spell. He chooses the level at which the spell is cast but if he has no appropriate spell slots available or if there is no appropriate targets, the spell fails and the card and his action are both wasted. A card drawn this way disappears once the spell is cast and returns to the mage's deck when he completes a long rest.
Description
The cards!
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