Mind Mage
Guildmasters' Guide to Ravnica p. 233
- Size
- Medium
- Type
- humanoid (any race)
- Alignment
- neutral evil
- AC
- 12 (15 with mage armor)
- Hit Points
- 49 (11d8)
- Speed
- walk 30 ft.
- Saving Throws
- Int +8, Wis +5
- Skills
- Arcana +8, Deception +6, Insight +5, Persuasion +6
- Passive Perception
- 12
- Languages
- Common plus any four languages
- Challenge
- 5
- Lineage
- Mage
Traits
Special Equipment
The mage wears a Spies' Murmur (see chapter 5).
Innate Spellcasting (Psionics)
The mage's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
- At will: encode thoughts (see chapter 2), friends
- 3/day each: charm person, detect thoughts, mage armor, sleep, suggestion
- 1/day each: dominate person, mass suggestion, modify memory
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.
Spells
encode thoughts, friends, charm person, detect thoughts, mage armor, sleep, suggestion, dominate person, mass suggestion, modify memory
Other data
description
Dimir mind mages are among the most feared spellcasters in Ravnica, thanks in large part to the aura of mystery that shrouds them and their work. Their ability to read and alter memories commands respect from the other members of House Dimir and makes them useful in the full spectrum of the guild's activities. Many mind mages lead cells of their own.