Red Wizard Magister
Magister Wizards
4,000 gp / day
130 lbs
21

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66 / 66
21 / 21
9
9
30
3

  • At Will Spell(s):
  • Burning Hands
    1
  • Fireball
    3
  • Lightning Bolt
    3
  • Magic Missile
    1


  • Spellcasting |
  • | Fire Bolt Ray of Frost Shocking Grasp Summon Mage Hand
  • | Gust of Wind
  • | Cataclysmic Earth
  • | Wall of Fire
  • | Cone of Cold Flame Strike
  • | Chain Lightning
  • | Delayed Blast Fireball Fire Storm


  • 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 stands amid rising heat, crimson robes rippling as ember-like sigils glow across the fabric. Their hands pulse with shifting fire and lightning, distorting the air. The scorched ground beneath them cracks, smoke curling from molten fissures.

Environment:

Magister Wizards
Creature Sub Type

Magister Wizards are esteemed spellcasters who have achieved a profound mastery over their chosen Circle of Magic. Often serving as mentors, leaders, or high-ranking members within magical societies, they possess an extensive understanding of arcane arts and have honed their abilities to a formidable level. Their deep reservoirs of magical energy and refined skills make them both respected and feared figures in the magical community.

Combat Role

  1. Magister Wizards are dominant battlefield presences, capable of both overwhelming offensive spells and impenetrable defenses.
  2. They can control the flow of combat, dictating engagements through area-of-effect spells, summoning allies, or creating barriers.
  3. Their profound knowledge allows them to exploit enemies' weaknesses, and their strategic acumen makes them formidable opponents.
  4. While powerful, they are not invincible and often rely on their intellect and preparation to maintain an advantage.

  • 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: +2

  • Skill Tier 2:
  • Common Language Skill

  • Skill Tier 4:
  • Empathy
  • Fortitude
  • Willpower

  • Skill Tier 6:
  • 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