Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following spells prepared:
Cantrips (at will): dancing lights, prestidigitation, mold earth, shape water, control flames
1st level (4 slots): absorb elements, chaos bolt, chromatic orb, magic missile, color spray, faerie fire
2nd level (3 slots): blur, mirror image, pass without trace, pyrotechnics, spiritual weapon
3rd level (3 slots): elemental weapon, hypnotic pattern, major image, spirit guardians
4th level (3 slots): confusion, greater invisibility, elemental bane, hallucinatory terrain, find greater steed
5th level (3 slots): creation, wall of light, holy weapon, seeming
6th level (2 slot): mental prison, programmed illusion
7th level (2 slot): mirage arcane, prismatic spray, project image, simulacrum
8th level (1 slot): illusory dragon
9th level (1 slot): prismatic wall, weird
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 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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