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An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers. Traits Magic Resistance: The archmage has advantage on saving throws against spells and other magical effects. Spellcasting: The archmage is an 18th-level
The archmage is a 20th-level wizard. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): dancing lights, fire bolt, message, prestidigitation, ray of frost.
Arch-Mage. The Arch-mage is a mage who has decided to transcend the concept of magic, he searches for the original magic that shaped all others, but then he cannot be tied to a school, a god, a culture or way of life.
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:
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:
Archmages were among the most powerful arcane spellcasters found throughout all of Faerûn. These practitioners of the Art were experts at manipulating and altering their spells, often in strange ways. [1] Many cities across Faerûn had a single archmage who dedicated themselves to serve that...
Archmage. Medium humanoid (any race), any alignment. Armor Class 12 (15 with mage armor) Hit Points 99 (18d8 + 18) Speed 30 ft.