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Mage

Medium humanoid (any race), any alignment

Armor Class 12, 15 (spell)

Hit Points 40 (9d8)

Speed 30 ft.

STR
9
-1
DEX
14
+2
CON
11
+0
INT
17
+3
WIS
12
+1
CHA
11
+0

Saving Throws INT +6, WIS +4

Skills Arcana +6, History +6

Senses passive perception 11

Languages any four languages

Challenge 6 (2,300 XP)

Proficiency Bonus +3

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: - Cantrips (at will): , , , - 1st level (4 slots): , , , - 2nd level (3 slots): , - 3rd level (3 slots): , , - 4th level (3 slots): , - 5th level (1 slot):

Actions

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

Fire Bolt

Evocation cantrip

Casting Time 1 action

Range 120 feet

Components V, S

Duration Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

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Light

Evocation cantrip

Casting Time 1 action

Range Touch

Components V, M (A firefly or phosphorescent moss)

Duration 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.

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Mage Hand

Conjuration cantrip

Casting Time 1 action

Range 30 feet

Components V, S

Duration 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

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Prestidigitation

Transmutation cantrip

Casting Time 1 action

Range 10 feet

Components V, S

Duration 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range':

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

You instantaneously light or snuff out a candle, a torch, or a small campfire.

You instantaneously clean or soil an object no larger than 1 cubic foot.

You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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Detect Magic

1st-level divination (ritual)

Casting Time 1 action

Range Self

Components V, S

Duration Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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Mage Armor

1st-level abjuration

Casting Time 1 action

Range Touch

Components V, S, M (A piece of cured leather)

Duration 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

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Magic Missile

1st-level evocation

Casting Time 1 action

Range 120 feet

Components V, S

Duration Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

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Shield

1st-level abjuration

Casting Time 1 reaction

Range Self

Components V, S

Duration 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

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Misty Step

2nd-level conjuration

Casting Time 1 bonus action

Range Self

Components V

Duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

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Suggestion

2nd-level enchantment

Casting Time 1 action

Range 30 feet

Components V, M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)

Duration Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

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Counterspell

3rd-level abjuration

Casting Time 1 reaction

Range 60 feet

Components S

Duration Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

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Fireball

3rd-level evocation

Casting Time 1 action

Range 150 feet

Components V, S, M (A tiny ball of bat guano and sulfur)

Duration Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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Fly

3rd-level transmutation

Casting Time 1 action

Range Touch

Components V, S, M (A wing feather from any bird)

Duration Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

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Greater Invisibility

4th-level illusion

Casting Time 1 action

Range Touch

Components V, S

Duration Concentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

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Ice Storm

4th-level evocation

Casting Time 1 action

Range 300 feet

Components V, S, M (A pinch of dust and a few drops of water)

Duration Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

At Higher Levels

When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

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Cone of Cold

5th-level evocation

Casting Time 1 action

Range Self

Components V, S, M (A small crystal or glass cone)

Duration Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

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Source: System Reference Document 5.1 (CC-BY-4.0).