Black Circle Wizard

Medium humanoid (human), neutral evil

Armor Class 15 (mage armor)
Hit Points 84 (13d8+26)
Speed 30 ft.

10 (+0) 14 (+2) 14 (+2) 21 (+5) 11 (+1) 15 (+2)

Saving Throws +9, Wis +6, Cha +6
Skills Arcana +9, Insight +5, Intimidation +6
Senses passive Perception 11
Languages Low Atlantean, Kalayan, High Atlantean, Benthic
Challenge 12 (8,400 XP)


  • Death for the Living (Recharge 3+) The Black Circle wizard can draw life from the destruction he causes by using this ability when casting a spell. The wizard gains a number of temporary hit points equal to 5 times the number of targets affected by the triggering spell. Creatures that succeeded on saves against the spell are not counted in this total.
  • Dark Immolation (Recharge 3+) As a bonus action, the Black Circle wizard calls down a strike of black flame, targeting any foe within 30 feet. The target takes 4d8 fire damage (no saving throw or attack roll required).
  • Peer Behind the Mask (Recharge 5+). As a bonus action, the Black Circle wizard can lift his mask and stare at a target that can see him. The target is blinded for 1 round.
  • Spellcasting. The wizard is a 14th-level caster. His spellcasting ability is Intelligence (DC 17, +9 to hit) At will: mage hand, prestidigitation


  • Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.


Clad in a mysterious mask and covered with protective scrolls and fetishes, this human mage possesses a cruel, confident manner.

The Black Circle wizard is instantly recognizable on the streets of Thran-and the ordinary denizens of the city give him a wide berth. A wizard’s face is the last thing you’ll see, the folk tales warn, and few are brave enough to test that wisdom. While a typical Circle wizard like this isn’t in the Black Circle leadership, he regards that as a temporary condition he’s working to rectify. The Black Circle wizard has two great classes of enemy: those who threaten Thran, and rival wizards who stand in the way of advancement.

A Black Circle wizard rarely fights alone; most have used rituals to summon all manner of monsters to act as bodyguards and servitors. The wizard thus hangs back, blasting enemies with ranged spells. If a foe gets too close, the wizard lifts his mask, hoping to blind the enemy and allow time for the wizard’s servants to rally or for the wizard to fly away. A wounded wizard uses a big area spell in conjunction with death for the living-with no compunction about catching his summoned minions in the blast-to gain a temporary hit point buffer and put the PCs back on their heels.

Section 15: Copyright Notice

Primeval Thule Campaign Setting Copyright 2021 Sasquatch Game Studio, LLC. Design Richard Baker, David Noonan, Stephen Schubert

This is not the complete section 15 entry - see the full license for this page