Mind Mage

Guildmasters' Guide to Ravnica p. 233

Tamaño
Mediano
Tipo
humanoid (any race)
Alineamiento
neutral malvado
CA
12 (15 with mage armor)
Puntos de golpe
49 (11d8)
Velocidad
walk 30 ft.
Salvaciones
Int +8, Wis +5
Habilidades
Arcana +8, Deception +6, Insight +5, Persuasion +6
Percepción pasiva
12
Idiomas
Common plus any four languages
Desafío
5
Linaje
Mage
FUE
10
+0
DES
14
+2
CON
10
+0
INT
20
+5
SAB
15
+2
CAR
16
+3

Rasgos

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

Acciones

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.

Conjuros

encode thoughts, friends, charm person, detect thoughts, mage armor, sleep, suggestion, dominate person, mass suggestion, modify memory

Otros datos

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.