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

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66 / 66
21 / 21
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:
  • Ruby Dust
    1500 gp
  • 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):
  • Arctic Arrow
    1
  • Fog Cloud
    1
  • Magmin Grasp
    1
  • Misty Step
    2
  • Summon Familiar
    1
  • Summon Minor Whirling Blades
    2
  • Tenser's Floating Disk
    1


  • Spellcasting |
  • | Blade Blast Summon Mage Hand Void Maw
  • | Tentacles from Beyond
  • | Fog of Viscidity Spiral Shift Summon Skeletal Minions
  • | Cloud of Pestilence Hearth Spire Ironspike Chains Lava Splash Phantom Volley Stinking Cloud
  • | Blood-fly Swarm Dimension Door Fermented Deluge Meteor Orbit Summon Air Elemental Summon Earth Elemental Summon Fire Elemental Summon Water Elemental
  • | Cloudkill Hidden Lodge Teleportation Circle

Golden runes spiral in the air as your staff hums with boundless energy. Your robes shimmer with the light of a thousand conjured spells, each thread woven with mastery. Before you, towering portals flicker open, entities stepping forth at your command, bound by your will and ancient summoning sigils.

The Yellow Wizard Magister is a master of conjuration, summoning entities, objects, and portals with unrivaled precision. Their expertise extends to binding powerful beings, sustaining summoned forces indefinitely, and shaping reality itself. Often sought as strategists and arcane scholars, they command entire battlefields through controlled summoning and tactical placement.

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.
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: +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