Red Wizard Archon
Archon Wizards
50,000 gp / day
130 lbs
33

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140 / 140
33 / 33
9
9
30
4

  • At Will Spell(s):
  • Delayed Blast Fireball
    7
  • Fireball
    3
  • Lightning Bolt
    3
  • Wall of Fire
    4


  • Spellcasting |
  • | Fire Bolt Lightning Lasso Ray of Frost Shocking Grasp Summon Mage Hand
  • | Delayed Magic Missile
  • | Chain Lightning
  • | Delayed Blast Fireball Fire Storm
  • | Control Weather Sunburst Pulse
  • | Meteor Swarm Power Word: Kill Time Stop Wish Fulfillment


  • Inventory Equipped:
  • Robe of the Archmagi, Gray
    64000 gp
  • Staff of the Magi
    11400.2 gp
  • Component Pouch
    25 gp
  • Pouch
    0.5 gp
  • Shoes, Leather
    1 gp
  • Staff of the Magi
    11400.2 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

The air warps around the figure, heat rippling from crimson robes etched with molten runes. Their eyes burn like embers, hands wreathed in fire and lightning. The ground fractures beneath them, glowing veins of lava spreading outward.

Environment:

Archon Wizards
Creature Sub Type

Archon Wizards are the epitome of arcane mastery, standing as paragons of magical prowess within the FateTide universe. Having transcended the limitations of mortal spellcasters, they wield unparalleled power and influence, often serving as the ultimate authority in magical societies or as solitary guardians of ancient secrets. Their command over magic is so profound that they can alter the very fabric of reality to their will.

Combat Role

  1. Archon Wizards are unparalleled forces on the battlefield, capable of both overwhelming offensive spells and impenetrable defenses.
  2. They can dictate the terms of engagement, controlling the battlefield through massive area-of-effect spells, summoning formidable allies, or erecting barriers that alter the flow of combat.
  3. Their profound knowledge allows them to exploit enemies' weaknesses, and their strategic brilliance makes them nearly insurmountable foes.
  4. While their power is immense, they are not omnipotent and often rely on their vast experience and preparation to maintain supremacy.

  • Inventory Equipped:
  • Component Pouch
    25 gp
  • Pouch
    0.5 gp
  • Shoes, Leather
    1 gp
  • Staff of the Magi
    11400.2 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: +3

  • Skill Tier 2:
  • Common Language Skill

  • Skill Tier 7:
  • Empathy
  • Fortitude
  • Influence
  • Willpower

  • Skill Tier 9:
  • Bending Weapon Skill
  • History
  • Magic
  • Psyche

Environment:

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