ArchmageMedium humanoid (any species)
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage uses Arcana (Int) to cast spells (spell save DC 17, +9 to hit with spell attacks). It has 23 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
1 mana: abscond, alarm, borrow time, bound proximity, deja vu, detect magic, disintegrate, floating disk, force barrier, force bulwark, force shield, force spear, force weapon, haste/slow, knock/lock, mage armor, magic missiles, memory of one thousand steps, quicken/delay, recall agony, relocate, second chance, teleport, time ravage, transposition, undo harm
2 mana: avert teleport, force hail, force hand, force sword, glyph of warding, homing motes, instant summons, locate portal, stasis, stoneskin, temporal progression, temporal regression, time hop, time stop, tiny hut, trace teleport, upheaval, wall of force, word of recall
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 1 m. or range 3/10 m. Hit: 5 (1d4 + 3) piercing damage.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9