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

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35 / 35
10 / 10
9
9
30
2
5

Clothes, Robe
Component Pouch
Pouch
Shoes, Leather
 

  • 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

  • At Will Spell(s):
  • Chillrend Hex
    1
  • Poison Bolt
    1
  • Skeletal Hands
    1


  • Spellcasting |
  • | Grim Hand Word of Bloodletting
  • | Cause Fear Soul Siphon Terror Infusion
  • | Blood Fuel Corpse Explosion Corpse Tendrils Fatal Bolt, Minor Lifetap
  • | Animate Dead, Minor Bestow Curse Bloodflame Boon Fatal Bolt, Adept Vampiric Touch

The air chills as you step forward, tattered black robes shifting like shadows around you. Your staff pulses with necrotic energy, the skull atop it flickering with an unnatural glow. The earth trembles as skeletal hands claw free, heeding your silent command. Wisps of lost souls swirl at your fingertips.

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.
Clothes, Robe
Component Pouch
Pouch
Shoes, Leather
 

  • 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