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The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube.
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:
To qualify to become an archmage, a character must fulfill all the following criteria. Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks. Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic. Spells: Ability to cast 7th-level arcane spells, knowledge of 5th-level or higher spells from at least five schools. Class Skills.
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.
Magic Resistance: The archmage has advantage on saving throws against spells and other magical effects. Spellcasting: The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks).
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects. 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 is an 18th-level spellcaster. Their 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: Cantrips (at will): filch†, fire bolt, light, prestidigitation, shocking grasp