Mage
Medium Humanoid (any race), any alignment
2,300 XP
Special Abilities
Spellcasting
The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
* Cantrips (at will): fire bolt, light, mage hand, prestidigitation
* 1st level (4 slots): detect magic, mage armor, magic missile, shield
* 2nd level (3 slots): misty step, suggestion
* 3rd level (3 slots): counterspell, fireball, fly
* 4th level (3 slots): greater invisibility, ice storm
* 5th level (1 slot): cone of cold
Actions
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Quick Reference
Running This Encounter
A Mage is a versatile spellcaster who should maintain distance from melee combatants. Use cover and height advantage when possible, positioning the mage behind minions or environmental obstacles. The mage should cast control and damage spells on the first round, prioritizing targets that threaten escape or closing distance.
Combat Tactics
The mage opens with area-control spells like Magic Missile or Fireball to damage multiple enemies, then uses Mage Armor and Shield spell reactively for defense. When threatened in melee, the mage uses Misty Step or Mirror Image to escape, relying on ranged spell attacks from a distance.
Environment & Setting
Tower rooms, wizard studies, or elevated platforms provide ideal settings where the mage can leverage height and cover. Narrow corridors and confined spaces limit the mage's mobility but allow clever use of spell placement.