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Fallen Wizard

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A Fallen Wizard is an undead skeleton creature only found in Act Three.

Involvement[edit | edit source]

Fallen Wizards are encountered after failing any trial in The Wyrmway proposed by Statues of Balduran. One or two of them appear near the party once they make a wrong decision or violate the rules of the trial, accompanied by several Fallen Fighter Fallen Fighters, Fallen Ranger Fallen Rangers, and a Fallen Champion Fallen Champion.

The same groups of skeletons, including Fallen Wizards, spawn simultaneously in every unfinished Chamber of Trials and also in the central hall of the Wyrmway. In the worst-case scenario there are 7 Fallen Wizards to be killed.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Counterspell Counterspell (Reaction + Level 3 Spell Slot)

Try to stop a spell being cast.

If it is higher level than the spell slot you used to Counterspell, you must make a check using your spellcasting ability[See Notes] to prevent it. The check's difficulty is equal to 10 plus the level of the spell you are trying to counter.

This spell can be cast while you are Silenced Silenced.

Magic Missile Magic Missile (Action + Level 1 Spell Slot)
Damage: 6~15
1d4 + 1ForceForce
+ 1d4 + 1ForceForce
+ 1d4 + 1ForceForce

Create three darts of magical force, each dealing 1d4 + 1ForceForce damage to its target.

The darts always hit their target, and can each be targeted individually.

 Range: 18 m / 60 ft
Main Hand Attack Main Hand Attack (Action)   –  Quarterstaff
Damage: 1~6

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5 ft
Silence Silence (Action + Level 2 Spell Slot)
Create a sound-proof sphere. All within are Silenced Silenced and Immune to ThunderThunder damage.
 Range: 18 m / 60 ft
Topple Topple (Action)   –  Quarterstaff
Damage: 1~4

Swipe at a creature to knock it Prone.

DEX Save
 Range: Normal weapon range
Recharge: Short rest

Loot[edit | edit source]

See also[edit | edit source]