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ELTT - Titan Magazine - The Mad Mage
ELTT - Titan Magazine - 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)
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the
Mad MagE
The Wizard of Weird
“I reject your reality and substitute my own!”
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.
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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.
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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.
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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
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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.
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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.
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.
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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.
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