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Trek

Magic Resistance

The archmage has advantage on saving throws against spells and other magical effects.

Trolldomskasting

Spellcasting

The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

At Will:

disguise self, invisibility

Cantrips (at will):

fire bolt, light, mage hand, prestidigitation, shocking grasp

Level 1 (4 slots):

detect magic, identify, mage armor*, magic missile

Level 2 (3 slots):

detect thoughts, mirror image, misty step

Level 3 (3 slots):

counterspell, fly, lightning bolt

Level 4 (3 slots):

banishment, fire shield, stoneskin*

Level 5 (3 slots):

cone of cold, scrying, wall of force

Level 6 (1 slots):

globe of invulnerability

Level 7 (1 slots):

teleport

Level 8 (1 slots):

mind blank*

Level 9 (1 slots):

time stop

*The archmage casts these spells on itself before combat.

Handlinger

Dagger

Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Lightning Breath (Recharge 5–6)

The archmage exhales lightning in a 30-foot line 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.