Archmage
Humanoid · Crown of Deception
T3d8MajorArchmageSpellcasterHumanoid
A master of arcane arts who wields devastating magical power. Archmages are among the most dangerous individuals in the realm, capable of reshaping the battlefield with a word.
Tier 3 · Role Major · Pool Vigor 5 / Vitality 6 · AC 11 · ATK +3 · Save DC 15 · Dmg d8
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 6 | -2 | -d3 |
| Mind | 20 | +5 | d10 |
| Sense | 16 | +3 | d6 |
| Heart | 14 | +2 | d4 |
| Cunning | 18 | +4 | d8 |
| Fate | 18 | +4 | d8 |
Passives
Spellcasting (high wizardry)
The archmage commands the deep arcane, hurling fire and force and unweaving hostile spells at up to 120 ft. A shimmering ward gives it advantage on saves against spells and magical effects.
Maneuvers
Force Dart
Flicks a bolt of violet force at one creature within 60 ft. No save: the dart strikes true for 1 Vigor damage.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Conflagration
A mote of flame streaks out and blooms into an inferno in a 20 ft radius within 120 ft. Each creature there makes a Sense save (DC 15): on a failure it takes 3 damage, on a success 1 Vigor damage.
Reactions
Shield
When hit by an attack, the archmage throws up a plane of force: +4 AC against that attack, which may turn the hit into a miss. Once per round.
Counterspell
When an enemy casts a spell within 60 ft, the archmage snuffs it out and the spell fizzles. Once per round.
Tactics
GM tactics
Stays at maximum range. Opens with Conflagration on grouped enemies. Uses Counterspell against enemy magic. Flees if cornered.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d8. A crit rolls two: 2d8.
- Crits on a natural 16+ (Cunning 18).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.