Blue Wizard Adept
Adept Wizards
100,000 gp
200 gp / day
130 lbs
10

|
|

35 / 35
10 / 10
9
9
30
2

  • At Will Spell(s):
  • Arcane Barrier
    1
  • Counterspell
    3
  • Detect Magic
    1
  • Mage Armor
    1


  • Spellcasting |
  • | Fire Bolt
  • | Armor of Frost
  • | Arcane Lock
  • | Dispel Magic
  • | Resilient Sphere
  • | Wall of Force


  • Inventory Equipped:
  • Clothes, Robe
    0.1 gp
  • Component Pouch
    25 gp
  • Pouch
    0.5 gp
  • Shoes, Leather
    1 gp

  • Inventory Unequipped:
  • Ink, 1-ounce bottle
    10 gp
  • Magical Ink
    50 gp
  • Quill Pen
    0.2 gp
  • Scroll Case
    1 gp
  • Spellbook
    50 gp

A figure clad in deep blue robes stands before you, their intricate silver embroidery catching ambient light. A faint shimmer flickers around them—an unseen barrier absorbing stray energies. Their steady gaze mirrors the disciplined control of their protective magic.

Adept Wizards
Creature Sub Type
100,000 gp

Adept Wizards are accomplished spellcasters who have moved beyond the fundamentals of their magical studies. They have mastered the core principles of their Circle of Magic and are now refining their techniques, blending raw power with strategic application. Adepts are often scholars, battle-mages, or arcane enforcers, possessing a significant wellspring of magical energy that allows them to sustain spells over prolonged engagements.

Combat Role

  1. Adepts are both battlefield controllers and damage dealers.
  2. They are far more aggressive and resilient than Neophytes, capable of unleashing powerful spells while maintaining solid defenses.
  3. Capable of fighting solo or alongside other creatures, Adept Wizards can hold their own in prolonged engagements.
  4. They combine spell versatility with defensive magic, making them dangerous opponents that require careful strategy to defeat.

  • Inventory Equipped:
  • Clothes, Robe
    0.1 gp
  • Component Pouch
    25 gp
  • Pouch
    0.5 gp
  • Shoes, Leather
    1 gp

  • Inventory Unequipped:
  • Ink, 1-ounce bottle
    10 gp
  • Magical Ink
    50 gp
  • Quill Pen
    0.2 gp
  • Scroll Case
    1 gp
  • Spellbook
    50 gp

  • Extra Attack: +1

  • Skill Tier 2:
  • Common Language Skill

  • Skill Tier 3:
  • Bending Weapon Skill
  • History
  • Magic
  • Psyche

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information