Download as pdf or txt
Download as pdf or txt
You are on page 1of 13

THE MAD MAGE

WRITTEN BY
Ryan Servis, Ady Veisz Draghia

PRODUCED BY
2CGaming

©2CGaming, LLC. All Rights Reserved. The 2CGaming logos and name and the book name (Epic Legacy Titan Magazine)
are protected by copyright and trademark. Any reproduction or unauthorized use of material contained herein is prohibited
without the express written permissions of 2CGaming, LLC or its authorized representatives.
AUTHOR
Ryan Servis, Ady Veisz Draghia

EDITORS
Misty Bourne, Jon Kelly

ARTISTS
Ambrose Hoilman, Christina Qi, Jason Strutz, BNE Design (Graphic Design, Page Layout)

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark
owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works
and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improve-
ment, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means
to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means
the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the
Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by
the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, art-
work, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity,
and which specifically excludes the Open Game Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that
are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Deriva-
tive Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License
applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted
from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms
of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation
of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contribu-
tions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License
Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of
Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility
or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except
as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any
Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any
Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification:
If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game
Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version
of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content
You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any
Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to
comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate
automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach.
All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforce-
able, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game
License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast,
Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. END OF LICENSE
the
Mad MagE
The Wizard of Weird
“I reject your reality and substitute my own!”

Description one of a thousand horrors upon his enemies—a fate experienced


by countless heroes who dared challenge his power.
Magic can do terrible things to a mind. No greater example ex-
ists of the folly that awaits overambitious wizards than the tale of
the Mad Mage. Once considered the greatest archmage to ever
live, the now disgraced spellcaster is a ruinous and unstable shell
The Mad Mage
of a man. From his terrific mane of unkempt hair to his bulging, in Your Campaign
unblinking eyes, the Mad Mage is a sight to behold. His once-
elegant black cloak lies in tattered ruins, while clutched in the The Mad Mage represents the dangerous outcomes of messing
mage’s ancient fingers is an oaken staff, the significance of which too frivolously with magic, a good lesson that many characters
is known only to the crazed wizard. The Mad Mage has men- would do well to heed. A campaign with this colorful character
aced the world for generations, breeding countless monsters and is likely filled with arcane mysteries, bizarre monsters, and the
weaving unstable magic from beneath his mountain fortress. In crazed schemes of an all-powerful wizard completely out of
a direct confrontation one has the unfortunate privilege of wit- control. Confronting the Mad Mage requires extreme courage
nessing the mage’s multiple personalities, each of which brings and considerable tolerance for the surreal. Powerful wizards have
about a dangerous pattern of behavior that bodes ill for all pres- always been known to reshape reality, so when a completely
ent. This fearsome being is rounded off by a staggering arsenal of insane one does it, things get weird. Pool all your strangest and
magic eclipsing all but the most talented spellcasters. With but a outside-the-box tools for such a campaign, as you will want each
word and gesture from his gnarled hand, the Mad Mage can visit encounter to reflect the Mad Mage’s personality at every turn.

PROFILE
Personality: Insane The mage can never be counted on to be consistent, even
at the best of times.
Ideals: The Mad Mage seeks to complete his magical
experiments by any means. These experiments range Legend: Over a thousand years ago, a plucky young man
from the harmless to the apocalyptic. The scope of the began his journey down the road of wizardry, with an all
experiment matters not to the Mad Mage, only that the too tragic end. It took many centuries for the man, whose
test be magical in nature and completed as expediently name has been lost to time, to become truly mad. Before
as possible. Any who attempt to interfere with these those times he apprenticed many aspiring wizards, wrought
activities are considered mortal enemies. fantastic magic, and discovered countless secrets about the
multiverse. But it was not enough. The mage’s quest for
Bonds: The labyrinthian dungeon fortress the Mad knowledge led him to a great mountain, along with his
Mage calls home is precious to him. The prospect of seven finest apprentices. Together they built the ultimate
leaving its familiar halls terrifies the mage beyond domicile of wizardry: part research lab, part library, and part
reason, and the mage fights tooth and nail against any zoo, all dedicated to the understanding and mastery of mag-
who threaten to remove him. ic. Within this fortress the Mad Mage began to earn his
title, delving deeper in the ways of magic and stretching his
Flaws: With a questionable grip on reality, the Mad mind further across the planes. One by one his apprentices
Mage often struggles to accurately assess dangerous fell to the mage’s madness, until only he remained. Alone,
situations. He may attribute godlike powers to surrounded by an extremely hazardous quantity of magic
insignificant beings and spit on worthy challengers to and an army of monsters, the Mad Mage is an unpredict-
his power as though they were peasants. Or he may not. able threat to the world that could strike without warning.

T h e M a d M ag e • T h e W i z a r d o f W ei r d
3
EP IC LEGACY • T I TAN MAGAZINE

T h e M a d M ag e • T h e W i z a r d o f W ei r d
4
EP IC LEGACY • T I TAN MAGAZINE

INTRODUCTION Challenges
Most campaigns involving the Mad Mage, content to lurk The Mad Mage can pose exploration, social, or combat challenges
within his mountain, begin with one of his bizarre experiments to characters who interact with him.
breaking free of its confines and going on a rampage. Whether
this act is intentional or accidental none can say, but thanks to EXPLORATION
the strange composition of such creatures they can easily be
traced back to the wizard responsible. Once the characters have The fortress of the Mad Mage expends deep beneath a titanic
tracked down the Mad Mage’s lair and begin their exploration, mountain. Its countless levels are filled with devious traps,
the wizard’s attention can turn to them in earnest. Constant mutant monsters, and whatever else the crazed mind can come
assault by unspeakable horrors, strange magic, and cunning up with in his ludicrous amount of free time. The entire complex
puzzles are the least of what the Mad Mage can do. Excited by is a labyrinthian deathtrap that only the Mad Mage can truly
the prospect of heroes entering his domain, the wizard goes to understand. It is said the barriers between the planes are thin here
obsessive lengths to learn everything he can about these new thanks to the mage’s many experiments, allowing the properties
curiosities. The time to destroy them will come later. Now is of other realms to bleed onto the material plane. Navigating this
the time for science! subterranean house of horrors is not just a matter of physics and
space. It requires a deep understanding of magical teleportation,
CONFLICT manipulation of time, properties of planar masses, and a dozen
other disciplines that would require an entire university of
As the characters delve deeper into the labyrinthian lair of the scholars to fully comprehend. Despite all these deterrents,
Mad Mage, things take a more dangerous turn. The shattered adventurers still plumb the depths of the mountain for fortune
mind of the mage has unmade reality on these lower levels, and glory. Most never return, their remains a testament to the
replacing the laws of magic and physics with his own twisted severity of the Mad Mage’s “experiments.”
designs. These effects are as difficult to comprehend as they are
dangerous. One room can contain an abyssal ocean in which Regional Effects
Great Old Ones swim through shadowy waters, while another The region containing the Mad Mage’s lair is warped by his
can be a sentient library that attempts to educate intruders to arcane power, which has created the following effects within the
death. These conflicts are often paradoxical and nonsensical in mountain containing his lair:
nature, beyond the capacity for rational minds to comprehend.
At the heart of these confrontations is the mage’s magic. It When a creature in the affected area attempts to
y
suffuses every corner of his domain as if it were a prolific moss, magically teleport, it takes 2 (1d4) force damage for
spreading, influencing, and altering all in its path. Unlike the every 10 feet it magically teleports, to a maximum of
traditionally precise and scientific spells of wizards, the Mad 50 (20d4) force damage. If a creature teleports farther
Mage’s magic is more akin to an illness disgorged from his than 200 feet in this manner, it instead teleports 200
mind: rancid, unpredictable, and dangerous. In some situations, feet toward its destination, appearing in the nearest
the Mad Mage may engage the characters directly, interviewing unoccupied space if it would end the teleport inside
them about their experiences within his mountain or testing a solid object. This effect can only be prevented if an
the capacities of some horrific spell he’s devised. Each personal affected creature is carrying a magical token provided by
encounter should be suitably bizarre, as though the characters are the Mad Mage, which often takes the form of a strange
speaking to a different person each time. curio or knickknack.

CONCLUSION When the Mad Mage talks to himself, he can be heard


y
through the region at the volume of a whisper.
Confronting the Mad Mage means one has survived countless
arcane obstacles, overcome unfathomable monstrous horrors, A creature that casts a spell that requires a material
y
and navigated one of the most nefarious dungeons ever con- component can instead say something nice about the
ceived. Out of experiments to conduct and monsters to send Mad Mage in place of that component.
forth, the Mad Mage is ready to take matters into his own hands.
Displaying uncharacteristic lucidity, the crazed wizard prepares If the Mad Mage is slain, these effects fade immediately.
himself for battle, using everything he knows of the characters
to optimize his strategy. Despite this serious approach, the Mad The Mad Mage’s Lair
Mage still displays his characteristic insanity, devising a plan that Hidden in the deepest, darkest depths of the mountain is the
makes sense only to him. Gathering his remaining minions and arcane laboratory of the Mad Mage. This strange collection of
resources, the Mad Mage leads the party to his chosen battle- rooms is host to the wizard’s most dangerous, unfathomable,
ground, where he gives an appropriately megalomaniacal speech and astounding arcane mysteries. Using his prodigious intellect
between ominous cackles. If everything goes well, the characters and the collective knowledge from across countless realities, the
should be piles of dust in a few short hours. Mad Mage toils here to produce incomprehensible wonders and
horrors beyond imagining. Its every corner is stacked with piles of
arcane lore, while complex machines whirl and buzz, conducting
functions which make sense only to the Mad Mage. What the

T h e M a d M ag e • T h e W i z a r d o f W ei r d
5
EP IC LEGACY • T I TAN MAGAZINE

wizard seeks to accomplish with all this experimentation and target with spells he casts as though they were within
research is a question best left unanswered, but the fruits of this 5 feet of him, though he cannot affect anything or
surreal labor only serve to further drive the mage into the depths anyone else he observes through the portal. This effect
of arcane madness. ends if the Mad Mage uses this action option again or
moves farther than 60 feet from the portal.
Lair Actions
On initiative count 20 (losing initiative ties), the Mad Mage can Exploration Encounters
take a lair action to cause one of the following effects. If the Mad With a titanic dungeon filled with an entire campaign’s worth of
Mage is using his mythic statistics, he can instead choose to take encounters, the Mad Mage offers much in terms of exploration
a mythic action or lair action, but not both. The Mad Mage can’t challenges for parties to face. Fond of indirect approaches and
use the same effect twice in a row. strange practices, the Mad Mage fills his domain with all manner
of puzzles, traps, and mysteries that must be overcome by means
The Mad Mage transfers his consciousness to the body
y other than brute force. Often these challenges follow a twisted
of one of his clones (as produced by the clone spell), logic that forces one to think outside the box, exploiting altered
destroying his current body instantly. physics, paradoxical magic, and even more bizarre phenomena to
ensure a worthy challenge.
The Mad Mage chooses a spell effect within his lair that
y
he did not produce. When he does so, he can attempt an Reality Revision. A heroic adventurer who has been
y
Intelligence ability check with a DC equal to 10 plus the trapped within the Mad Mage’s domain for more than
spell’s level (or 21 for a tier 1, 24 for a tier 2, or 28 for a a hundred years seeks escape. Trapped in a section of
tier 3 Epic spell), ending the effect on a success. the mountain known as a meta domain, the adventurer
has been unable to unravel the realm’s logic despite
The Mad Mage creates a scrying portal in an
y decades of trying and is on the brink of insanity. The
unoccupied space he can see within 5 feet of him and characters must be careful, for attempting to aid the
names a creature within the lair. The portal is visible beleaguered champion may result in their capture
only in the place it appears and allows any who view within the horrific meta domain as well, ensuring
it to observe the target creature as though they were their eternal participation in the Mad Mage’s cruel
within 5 feet of them. The Mad Mage can affect the experiments.

T h e M a d M ag e • T h e W i z a r d o f W ei r d
6
EP IC LEGACY • T I TAN MAGAZINE

The Golden Muffin. The Mad Mage has decided it’s


y
time for an experiment. He demands the characters
New Domain: Meta bring him a personal effect of great value, which he
A meta domain is a realm bereft of logic. Whether it’s calls the Golden Muffin. Whether this is a literal
the laws of physics, principles of magic, or just common baked good fashioned from gold or some bizarre
sense, nothing about a meta domain can be explained by metaphor none can say, but the object lies within
conventional means. The entire realm constantly shifts to a strange and particularly dangerous section of the
new modes of existence: properties of matter are in flux, mountain known ominously as the Boom Shroom
magic behaves in unpredictable ways, and time flows in Boom Room.
all directions. What is worse, a meta domain is shackled
to the consciousness of a single entity. This being defines a
Lost and Found. Whenever something is lost
y
meta domain’s properties through its subconscious, making
the impossibilities of thought and desire a reality. In some
within the mountain of the Mad Mage, it ends up
cases, a meta domain may even peel back the veil of reality in a strange room known as the Lost and Found.
and reveal the true nature of existence, though few minds Here, countless objects from across the centuries
are equipped to handle such truth. No matter the ruler have been gathered, categorized, and stored by an
of a meta domain, the realm is undeniably dangerous and awakened iron golem named Steely Dan. Locating
unstable, fit only for those reality and logic has rejected. the Lost and Found has never been accomplished
by any intruder, but there is always a first time
Creatures. Aberrations, fey, and humanoids are the most
for everything. Especially when the reward is a
common creatures found within a meta domain. The
former possess the alien minds necessary to survive in the mountain of shiny loot beyond appraisal.
heightened irrationality of such realms, while fey revel in its
chaotic uncertainty. Humanoids are extremely susceptible to SOCIAL
a meta domain’s properties and so can be found entrapped
within with alarming frequency. If there is one thing the Mad Mage likes to do more than science,
it’s cast spells. But a close third is talking. Just who the mage
Detection. A successful DC 28 Wisdom (Survival) check is
is talking to is often frustratingly unclear. He can hold up to a
required to determine a meta domain’s true nature.
dozen different conversations between himself at the same time,
Properties. A meta domain causes the following effects jumping between them with a chaotic efficacy that is startling
within its area. to behold. A symptom of the mage’s madness are multiple
• Metacreativity. The entire domain is subjected to the personalities, most of which are quite dangerous, but a few are
whim and will of a single creature that is native to the pleasant, even charming. Each personality has a specific school
domain. This creature influences the physical, mystical, of magic it wishes to conduct experiments with, which can prove
and meta properties of the area through its subconscious, extremely hazardous depending on the school. Those who aid the
altering its dimensions, spacing, and properties at will. mage in these experiments may find him to be helpful, at least
This effect is unique to each creature which exerts this until another of his personalities emerges. Trusting the mage
influence and can produce a variety of startling effects. to honor a bargain or even remember a conversation held by a
Generally, a meta domain’s shifting nature will not cause different personality is only slightly foolhardier than bargaining
harm by acting upon a creature (though it will typically with the mage in the first place.
produce harmful effects a creature can encounter). A
“typical” meta domain can only be interacted with when
Social Encounters
a creature succeeds on a DC 20 Intelligence, Wisdom,
The Mad Mage’s multiple personalities play a huge role in how
or Charisma ability check as a part of any action or
influence it attempts. On a failure, the strange properties
characters interact with him. This strange situation is thanks to
of the domain prevent the effect from occurring. an extremely potent spell the Mad Mage cast to achieve what
all wizards dream of: ultimate knowledge. Known as the mind
• Ceaseless Paradox. When a creature would be slain nexus, this spell merged the consciousnesses of all Mad Mages
within the area of the domain, it must succeed on a across all possible realities into one river of continuous thought.
DC 22 Wisdom saving throw or be trapped in a state
Believing he would gain the collective knowledge of his altered
of cosmic uncertainty where it is both dead and alive.
realities, the Mad Mage failed to appreciate just what kind of
While in this state, a creature cannot leave the domain
effect sharing the minds of countless versions of himself would
by any means until this paradox is resolved. Doing so
requires another creature not native to the domain to do to his own psyche. The wizard’s “madness” is the result, as
observe the affected creature and attempt a DC 31 the mage constantly flits between different versions of himself
Wisdom (Insight) check, determining whether the from an infinite number of possibilities. While all knowledge
creature is alive or dead on a success. and truths are shared between them, one’s perspective can prove
just as potent as one’s understanding. One moment the Mad
• Wrong Dimensions. Areas and space within the
Mage may be a respected scholar of shrewd cunning, the next a
domain may not abide by the laws of physics. A single
tortured soul imprisoned by fiends for centuries. It is impossible
5-foot space may contain enough area to hold a 50-foot
cube, and vice versa. Any areas affected in this manner
to predict which Mad Mage is speaking at any given time,
remain so for 24 hours or until the effect is removed. making any social interaction equal measures unpredictable and
dangerous.

T h e M a d M ag e • T h e W i z a r d o f W ei r d
7
EP IC LEGACY • T I TAN MAGAZINE

insane purpose only the mage understands. He may strike with


overwhelming fury one moment, only to scream and flee the next
despite being on the cusp of victory. To those of sound mind this
practice is frustratingly bizarre. It is nigh impossible to predict
what the mage will do next, let alone why he cares to do it. He
sets magical traps and unleashes magical monsters at a manic
pace, often witnessing the results of his efforts firsthand.

Combat Encounter Example: Copycats


Having meticulously gathered samples from the characters, the
Mad Mage uses the powerful simulacrum spell to create copies of
them and supplies the constructs with potent equipment. With
twisted glee the Mad Mage sets the simulacrums against the
party when they least expect it, likely immediately after a battle
or while they sleep. The goal of this encounter is to learn the
characters’ weaknesses from how they attack their simulacrums.
Whatever efforts, spells, or strategies the heroes use to defeat
their clones become the ones the Mad Mage seeks to emulate for
their inevitable confrontation ahead.
A Cup for All Occasions. According to the Mad Mage’s non-
existent watch, it is tea time! The characters are invited to share Tactics
in a delicious beverage and indulge the wizard in tales of their Battlefield Classification: Artillery
exploits. At this event, the Mad Mage is overwhelmingly ob- There are few things the Mad Mage enjoys more than blowing
sessed with good etiquette and impeccable manners. The party stuff up, and his spell list reflects that. Beware! This titan has
would do well to mind their p’s and q’s, lest the wizard’s pleasant an absurd number of options for how he can play thanks to his
demeanor be dispelled and replaced with a far more malevolent massive spell list and abilities. The only way to make this work
personality. well is to take the time to educate yourself about each of their
effects. You should pick out spells you feel are the most fun or
Flash of Lucidity. For one day every one hundred years, the are the ones you’re most likely to use and prepare notes so you
Mad Mage’s mind returns to its usual self. During this time, the can access them easily. Remember to keep track of the Mad
wizard is shrewd, calculating, and dangerous, but ultimately seeks Mage’s concentration, as it is a huge limiting factor on how his
freedom from his current predicament. He will undoubtedly spells can be applied. Note that the list provided is simply one of
reach out to any heroes within his mountain when this occurs, many countless combinations the Mad Mage could possess. You
hoping to enlist their aid in ending his curse. Trusting the Mad are encouraged to even develop unique spells that better bring
Mage is a difficult proposition, let alone ending the powerful out the Mad Mage’s crazed demeanor, such as the spell skeletal
spell he has wrought upon his mind, but there may be a daring deliquesce detailed in this chapter. It feels far more appropriate
few willing to try. to an insane wizard if he is hurling magic the likes of which
the characters have never seen. And thanks to his Multiattack
Best in Show. The Mad Mage has lost his prize-winning pet feature, he can even do this multiple times in a single turn!
rock within his dungeon, requesting the characters find and On top of his formidable spellcasting, the Mad Mage has a
return the wayward stone within 24 hours or suffer his extreme few other features worth mentioning. His Magical Movement
displeasure. The rock is described as an “alluring, perfectly cut feature lets him teleport about the battlefield with ease and is
specimen of granite from the talent mountaintop, sporting a nearly impossible to prevent, ideal for avoiding pesky paladins.
fetching pair of googly eyes.” According to the Mad Mage, the Arcane Fire is an excellent option for when the Mad Mage
rock was last spotted in an area of the dungeon known as the needs some big damage, particularly if there are lots of characters
“Bounce House,” purported to be filled with a strangely elastic packing counterspell. Maniacal Laughter is the Mad Mage’s
and energetic species of ooze. signature ability and is arguably more dangerous than even his
most powerful spells, inflicting its victims with a vestige of the
COMBAT Mage’s madness. Don’t forget to use Power Shield! The mage has
more than enough spell slots to constantly use this ability, and it’s
Combat with a wizard can be difficult—with an insane wizard, key to his survival.
even more so. The Mad Mage is one the greatest mortal spellcast-
ers to walk the realms, and—despite his madness—he knows it. Easier Tactics – Don’t have the Mad Mage join battle with
Countless heroes have challenged him to battle, each meeting an any spells pre-cast, and don’t optimize his spell list against the
end grislier than the last. To the Mad Mage, battle has become a characters. Limit your use of Magical Movement so that the
kind of game wherein he attempts to test the efficacy of various Mage isn’t constantly out of the characters’ melee range. Avoid
spells and effects against his targets. This practice is not good sci- casting the most powerful spells until the characters are in a
ence, however, as the mage grows far too bored with trying the strong position to handle them. In particular, avoid effects with
same thing twice, even if the fireball he just cast was highly effec- the capacity to disable creatures for multiple turns, such as via
tive. Every spell slung and action performed is geared toward an psychic scream.

T h e M a d M ag e • T h e W i z a r d o f W ei r d
8
EP IC LEGACY • T I TAN MAGAZINE

Harder Tactics – You have a ton of high-level spell slots. Use party in a single blast. Read these spells through carefully, as a
them. At every opportunity, the Mad Mage should be absolutely single miscast or misapplication is extremely costly to the Mad
massacring the heroes with a barrage of high-powered spells. Mage.
Make sure to use Arcane Insanity to optimize the saving throws What is more, the Mad Mage receives potent new mythic
against certain high-priority targets. Change the saving throw actions that further expand his powers. The two options here
on psychic scream from Intelligence to Strength and watch as the either improve his combat effectiveness via Multiple Personalities
warlock character regrets dumping that statistic. For a particu- or expand his destructive power via Arcane Instability. The latter
larly dirty trick, use a high-powered Arcane Fire on a nearby is extremely dangerous, as the Mad Mage likely has used the
paralyzed character for an automatic critical hit and truly devas- spell clone or similar magic many times in preparation for his
tating damage. Don’t forget the Spell Empowerment and Perfect death and doesn’t mind blowing up his current body in order to
Focus legendary actions, which are ideal for making the Mad take as many characters with him as he can.
Mage’s spells all the more deadly.
MYTHIC EFFECTS
Mythic Mad Mage
This version is a crazed archmage and wielder of Epic magic, As a mythic creature, the Mad Mage causes the following effects.
which expands his power by an order of magnitude, along with
a boost to many of his other abilities. With such radical power Knowledge Is Power. By spending 1 hour of strenuous activity
at his disposal, the Mad Mage is a threat to everyone and ev- directly observing a non-Deific creature, the Mad Mage can
erything that dares share a plane of existence. The only thing learn its name, hit point maximum, class (if any), class features,
preventing this version from conquering the realms is his mad- actions, and traits. Unless the creature is Epic, the Mad Mage
ness, which keeps him firmly contained within the mountain forgets all this information after 24 hours.
fortress.
Note that with his mythic statistics comes Dungeon Master. When a creature enters the Mad Mage’s
a slew of new opportunities. The number dungeon for the first time in its existence,
of non-Epic spell slots this Mad the mage immediately becomes aware of
Mage possesses is truly absurd, the intrusion. Additionally, the mage can
allowing him to unload spells spend 10 minutes of strenuous activity
at an unrivaled pace. What to locate exactly where in
is worse, Epic spells are his dungeon an intruding
now at his disposal, creature is.
many of which
can completely
annihilate an
unsuspecting

T h e M a d M ag e • T h e W i z a r d o f W ei r d
9
EP IC LEGACY • T I TAN MAGAZINE

The Mad Mage


Medium humanoid (human), chaotic evil

Armor Class 15 (mage armor) Arcane Fire. Ranged Spell Attack: +18 to hit, range 600 ft.,
Hit Points 471 (41d8 + 287) one target. Hit: 35 (10d4 + 10) fire damage plus 25 (10d4) force
Speed 30 ft., teleport 60 ft. (to an unoccupied space he can see) damage.
STR DEX CON INT WIS CHA Arcane Preparation. The mage replaces one of his prepared
11 (+0) 14 (+2) 25 (+7) 30 (+10) 5 (−3) 23 (+6) spells with another wizard spell of his choice, provided he has
the necessary spell slots to do so.
Saving Throws Con +15, Int +18, Wis +5
Skills Arcana +28, History +28, Perception +6 Maniacal Laughter (Recharge 5–6). The Mad Mage emits a
Damage Immunities psychic peal of laughter that can be heard by creatures up to 120 feet
Senses passive Perception 16 away. Each creature other than the mage that hears the laughter
Languages Common, plus four other languages determined must succeed on a DC 26 Wisdom saving throw or experience
randomly each day a fragment of the mage’s insanity. The hallucinations alter the
Challenge 26 (105,000 XP) victim’s perception of reality, fooling visual, tactile, and olfactory
senses and reducing its vision and senses to 30 feet (blinded and
TRAITS deafened beyond this radius). The hallucinations only alter the
perception of things that already exist and do not trick the senses
Arcane Insanity (1/Turn). The mage’s crazed mind can into believing something exists when it does not:
influence reality. When the mage casts a spell that forces a • All objects and structures appear to be made of a type of food
creature to attempt a saving throw, he can change the type of delicious to the affected creature.
saving throw that spell inflicts to another of his choice for the • All creatures appear in the guise of the mage, though they still
spell’s duration (when applicable). retain their shape.
• All terrain appears covered in eyeballs of various sizes, shapes,
Mythic Resistance. When the mage fails a saving throw, he can
and colors.
expend an unspent legendary action to succeed instead.
• All sound is replaced by ramblings in the mage’s voice,
Spellcasting1. The mage is a 20th-level spellcaster. His preventing intelligible communication.
spellcasting ability is Intelligence (spell save DC 26, +18 to hit
with spell attacks). The mage can prepare any spell from the REACTIONS
wizard spell list, up to a combined maximum of fifty spells, but
he typically has at least the following spells prepared: Power Shield. As a reaction when the mage takes damage, he
Cantrips (at will): light, mage hand, message, prestidigitation can raise a shield of magical force to reduce the damage taken by
1st level (at will): color spray, detect magic, mage armor, 35 (10d6).
magic missile, shield
2nd level (at will): arcane lock, hold person, knock, magic mouth LEGENDARY ACTIONS
3rd level (at will): counterspell, dispel magic, fireball,
hypnotic pattern The mage can take 3 legendary actions, choosing from the
4th level (6 slots): blight, confusion, hallucinatory terrain, options below. Only one legendary action option can be used at
polymorph a time and only at the end of another creature’s turn. The mage
5th level (5 slots): arcane hand, cloudkill, mislead, wall of force regains spent legendary actions at the start of his turn.
6th level (4 slots): disintegrate, globe of invulnerability,
Move. The mage moves up to his speed.
mass suggestion
7th level (3 slots): finger of death, plane shift, teleport Quick Reflexes. The mage gains an additional reaction, which
8th level (2 slots): dominate monster, maddening darkness*, lasts until the start of his next turn.
skeletal deliquescence2
Perfect Focus (Costs 2 Actions). The mage chooses a spell he
9th level (2 slots): prismatic wall, psychic scream*
is concentrating on. Until that spell ends, the mage cannot lose
concentration on it until he is knocked unconscious or killed.
ACTIONS
Spell Empowerment (Costs 2 Actions). Until the end of his
Multiattack. The mage casts two spells, one of which must be a next turn, the next spell the mage casts is cast as though he had
spell of 5th level or lower. The mage can forgo casting a spell he expended a 9th-level spell slot, regardless of the spell slot used to
can cast at will to instead make an Arcane Fire attack or use his cast the spell.
Arcane Preparation action.

1 Spells marked with an asterisk can be found in the official 5E sourcebook XGE.
2 The spell skeletal deliquesce is described at the end of this chapter.

T h e M a d M ag e • T h e W i z a r d o f W ei r d
10
EP IC LEGACY • T I TAN MAGAZINE

Mythic Mad Mage


Medium mythic humanoid (human), chaotic evil

Armor Class 22 (force armor) • 2 Arcanopsychosis. The mage is stricken with magical hysteria. While
Hit Points 1,537 (123d8 + 984) this personality is emergent, when a creature fails a saving throw against
Speed 30 ft., teleport 60 ft. (to an unoccupied space he can see) a spell cast by the mage by 10 or more, it takes an additional 44 (8d10)
psychic damage.
STR DEX CON INT WIS CHA
• 3 Transpatial Delusions. The mage’s grasp on reality is tenuous at best,
11 (+0) 14 (+2) 27 (+8) 36 (+13) 5 (−3) 25 (+7) allowing him to bend existence with his mind. While this personality
Saving Throws Str +9, Dex +11, Con +17, Int +22, Wis +6, Cha +16 is emergent, any spells the mage casts do not require concentration for
Skills Arcana +30, History +30, Perception +6 their full duration.
Damage Immunities psychic • 4 Omnilomania. The mage believes himself an all-powerful being
Senses passive Perception 16 suffused with magic. While this personality is emergent, whenever the
Languages Common, plus four other languages determined randomly each day mage uses a legendary action, he also casts a spell of 5th level or lower as
Challenge Mythic 6 a part of that action.

TRAITS ACTIONS
Arcane Insanity (1/Turn). The mage’s mind can influence reality. When Multiattack. The mage casts two spells, one of which must be a non-Epic
the mage casts a spell that forces a creature to attempt a saving throw, he spell. The mage can forgo casting a spell he can cast at will to instead make
can change the type of saving throw that spell inflicts to another of his an Arcane Fire attack or use his Arcane Preparation action.
choice for the spell’s duration (when applicable). Arcane Fire. Ranged Spell Attack: +22 to hit, range 600 ft., one target. Hit:
Mythic Resistance. When the mage fails a saving throw, he can expend an 112 (40d4 + 12) arcane damage.
unspent legendary action to succeed instead. Arcane Preparation. The mage replaces one of his prepared spells with
Spellcasting3. The mage is a 30th-level spellcaster. His spellcasting ability another wizard spell of his choice, provided he has the necessary spell slots
is Intelligence (spell save DC 30, +22 to hit with spell attacks). The mage to do so.
can prepare any spell from the wizard spell list, up to a combined maximum Maniacal Laughter (Recharge 5–6). The Mad Mage emits a peal of
of seventy spells, but he typically has at least the following spells prepared: laughter that can be heard by creatures up to 120 feet away. Each creature
Cantrips (at will): light, mage hand, message, prestidigitation other than the mage that hears the laughter must succeed on a DC 30
1st level (at will): color spray, detect magic, mage armor, Wisdom saving throw or experience a fragment of the mage’s insanity for
magic missile, shield 10 minutes. The hallucinations alter the victim’s perception of reality, fooling
2nd level (at will): arcane lock, hold person, knock, magic mouth visual, tactile, and olfactory senses and reducing its vision and senses to 10
3rd level (at will): counterspell, dispel magic, fireball, hypnotic pattern feet (blinded and deafened beyond this radius). The hallucinations only alter
4th level (at will): blight, confusion, hallucinatory terrain, polymorph the perception of things that already exist and do not trick the senses into
5th level (at will): arcane hand, cloudkill, mislead, wall of force believing something exists when it does not:
6th level (5 slots): disintegrate, globe of invulnerability, mass suggestion • All objects and structures appear to be made of a type of food delicious
7th level (5 slots): finger of death, plane shift, teleport to the affected creature.
8th level (4 slots): dominate monster, maddening darkness*, • All creatures appear in the guise of the mage, though they still retain
skeletal deliquesce4 their shape.
9th level (4 slots): prismatic wall, psychic scream* • All terrain appears covered in eyeballs of various sizes, shapes, and colors.
Epic Spells5 • All sound is replaced by ramblings in the mage’s voice, preventing
Tier 1 (4 slots): antimagic ray, infinity room, reverse magic, spell sequencer intelligible communication
Tier 2 (3 slots): force armor, prismatic deluge, temporal stasis • At the end of each of its turns, an affected creature can repeat the saving
Tier 3 (2 slots): trial of arcane might throw, ending the effect on a success.

MYTHIC ACTIONS REACTIONS


On initiative count 20 (losing initiative ties), the mage takes a mythic Power Shield. As a reaction when the mage takes damage, he can raise a
action to cause one of the following effects. shield of magical force to reduce the damage taken by 110 (20d10).
Arcane Instability. The mage becomes infused with unstable arcane
energies. If the Mad Mage is reduced to 0 hit points or slain, his body LEGENDARY ACTIONS
explodes in a 300-foot-radius sphere of arcane power. Each creature in the
affected area must attempt a DC 30 Constitution saving throw, taking 110 The mage can take 3 legendary actions, choosing from the options below.
(20d10) arcane damage on a failure, or half as much on a success. If the Only one legendary action option can be used at a time and only at the end
Mad Mage uses this option again, this damage increases by 110 (20d10), to of another creature’s turn. The mage regains spent legendary actions at the
a maximum of 550 (100d10). This increase is lost if the Mad Mage finishes start of his turn.
a short or long rest. Move. The mage moves up to his speed.
Multiple Personalities. The mage possesses multiple personalities which Quick Reflexes. The mage gains an additional reaction, which lasts until
emerge frequently in battle. When the mage takes this action, he rolls 1d4 the start of his next turn.
and gains the benefits of the applicable personality. If the roll results in an Perfect Focus (Costs 2 Actions). The mage chooses a spell he is
already emergent personality, the mage instead rerolls the d4. concentrating on. Until that spell ends, the mage cannot lose concentration
• 1 Lucidity. The mage is his true self: honorable, all powerful, and evil. on it until he is knocked unconscious or killed.
While this personality is emergent, the mage has Epic advantage on
Spell Empowerment (Costs 2 Actions). Until the end of his next turn,
Intelligence, Wisdom, and Charisma saving throws and is immune to
the next spell the mage casts is cast as though he had expended a 9th-level
spells of 9th level or lower.
spell slot, regardless of the spell slot used to cast the spell.

3 Spells marked with an asterisk can be found in the official 5E sourcebook XGE.
4 The spell skeletal deliquesce is described at the end of this chapter.
5  All Epic spells in this list can be found in 2CGaming’s Epic Legacy Core Rulebook, except trial of arcane might,
which can be found in the Epic Legacy Campaign Codex and at the end of this chapter.

T h e M a d M ag e • T h e W i z a r d o f W ei r d
11
EP IC LEGACY • T I TAN MAGAZINE

Resources
The Mad Mage possesses the following resources to further his
goals of absurd and dangerous magical experimentation.

ALLIES
The Mad Mage has no true allies. His lair is filled with countless
horrors unleashed upon its halls, none of which would call the
mage friend. Other powerful creatures have learned to coexist
with the mage through unknown means. So long as they are
not adventurers, the Mad Mage displays a shocking level of
tolerance to visitors to his domain, particularly if they are
powerful. Naturally, anything strong enough to challenge the
mage directly is obliterated, but more than a few dragons,
liches, and other creatures that covet power and wealth have
found common cause with the Mad Mage. At any moment,
the mage may betray these allies to conduct some experiment,
often involving the latest group of heroes to make the mistake
of invading his fortress.
Among the Mad Mage’s most prized subordinates are his
precious mutabeasts. These horrific creatures are the products of
truly deranged magic and misguided science. Possessing unstable

Mutabeast
Huge aberration, unaligned

Armor Class 14 (natural armor) 3. Reactive Skin. The mutabeast becomes invisible.
Hit Points 310 (27d12 + 135) 4. Arcane Regeneration. When the mutabeast takes
Speed 50 ft., climb 50 ft. damage from a spell, it instead takes no damage and
regains a number of hit points equal to half the damage
STR DEX CON INT WIS CHA
it would have taken (rounded down, before resistances or
24 (+7) 12 (+1) 21 (+5) 6 (−2) 1 (−5) 14 (+2) immunities).
Saving Throws Str +12, Dex +6, Con +10 5. Freakish Strength. The mutabeast gains a +5 bonus to attack
Skills Athletics +12, Perception +5 rolls and a +10 bonus to damage rolls with its melee weapon
Damage Resistances acid, cold, fire, lightning, necrotic attacks.
Damage Immunities bludgeoning, piercing, 6. Spellhide. The mutabeast is immune to spells and magical
and slashing from nonmagical attacks effects that do not deal damage.
Senses darkvision 120 ft., passive Perception 15 7. Tentacle Growth. As a bonus action on its turns, the
Languages a language invented by the Mad Mage mutabeast can make two tentacle attacks.
Challenge 15 (13,000 XP) 8. Rapid Mutation. Roll on this table again, rerolling
duplicates.
TRAITS
ACTIONS
Inexplicable Changes. When the mutabeast makes an attack
roll or ability check, it rolls 1d4 and adds the roll to the result. Multiattack. The mutabeast makes one Chaos Bite attack
and three Tentacle attacks.
Monstrous Might (1/Turn). When the mutabeast attempts an
Intelligence, Wisdom, or Charisma saving throw, it can instead Chaos Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
attempt a Strength saving throw. creature. Hit: 29 (4d10 + 7) piercing damage plus 14 (4d6)
acid, cold, fire, lightning, or necrotic damage (mutabeasts’s
Volatile Biology. At the start of each of its turns, the
choice).
mutabeast’s body transforms. Roll 1d8, granting the mutabeast
the following benefits according to the result. Each benefit lasts Tentacle. Melee Weapon Attack: +12 to hit, reach 30 ft., one
until the start of the mutabeast’s next turn. target. Hit: 18 (2d10 + 7) bludgeoning damage, and if the target
1. Shredding Talons. The mutabeast’s attacks score a critical is a creature, it is grappled (escape DC 20).
hit on a roll of 16–20.
Acid Spit (Recharge 5–6). Ranged Weapon Attack: +12 to hit,
2. Explosive Pustules. When the mutabeast is hit by a weapon
reach 5 ft., one target. Hit: 77 (20d6 + 7) acid damage. This
attack by a creature within 10 feet of it, it erupts with acid
attack deals double damage to objects and structures.
and deals 7 (2d6) damage to the attacking creature.

T h e M a d M ag e • T h e W i z a r d o f W ei r d
12
EP IC LEGACY • T I TAN MAGAZINE

forms and loyalty only to the Mad Mage’s commands, these


New Epic Spell: Trial of Arcane Might
horrors prowl the depths of the wizard’s mountainous home Tier 3 Epic evocation (archmage only)
in search of intruders to consume. Such spectacles are always a
delight for the Mad Mage to behold, and he takes any deaths of
Casting Time: 1 action
his precious pets extremely seriously.
Range: 1 mile
Components: V, S, M (10 years off the casters life; immortal
REWARDS creatures instead develop a magical deformity)
Duration: Concentration, up to 1 minute
Over the centuries, the Mad Mage has acquired enough magic
items to make a dragon faint with ecstasy. While most of these You challenge another spellcaster within range to a duel of
are of no personal use to the mage, he cunningly seeds them magical might. You pour your magic through a conduit of energy
throughout his dungeon in hopes of luring heroes in. The finest into a single creature with a spellcasting feature within range that
treasures the Mad Mage keeps for himself. He does not use you can see. If your target does not have a spellcasting feature or
them, of course, preferring a simple wooden staff and century- is unconscious, the spell dissipates harmlessly.
old, tattered black robes. Instead, these mighty items are turned The affected creature can choose to contest your power, caus-
toward the purpose of experimentation, generating some of the ing you and the creature to struggle for control over the spell’s
mightiest magical effects found within the mage’s lair. Counted energies. If the creature chooses not to contest the spell, it takes
among their number are several artifacts, and rumors persist of 600 arcane damage and the spell ends. While the spell is in ef-
relics of terrific power not seen for an age. fect, either you or the affected creature can take an action to
In addition to these formidable items, the Mad Mage is make an Arcana (Spellcasting ability) check contested by an
known to possess an arsenal of exceedingly rare spells, some Arcana (Spellcasting ability) check from the other creature. If
of which originated from within his own twisted mind. These you or the creature loses two of these contests in a row, the spell
strange magics are a testament to the mage’s remarkable power, ends, and the loser takes 600 arcane damage. If you become un-
and the examples provided here are but a sample of the arcane able to maintain concentration on the spell for any reason, you
arts he has gathered from across the multiverse. immediately take 600 arcane damage. A creature reduced to 0 hit
points by this spell is utterly obliterated.

New Spell – Skeletal Deliquesce


8th-level transmutation (wizard only)

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (a cube of
gelatin)
Duration: Instantaneous
You attempt to reduce a flesh-and-
blood creature you can see within
range to a quivering mass of meat
by removing its skeleton. The tar-
get must succeed on a Constitution
saving throw or have its skeleton
vanish, falling prone and becom-
ing unable to stand up. A creature
with its skeleton so vanished has its
speed reduced to 10 feet and can-
not cast spells, attack, or perform
any action that requires the use
of its limbs. On each of its
turns, the target can use an
action to attempt a DC 16
Constitution ability check,
restoring its skeleton on a
success and ending the effect.

T h e M a d M ag e • T h e W i z a r d o f W ei r d
13

You might also like