- jire bolt, light, mage hand, prestidigitation,
shocking grasp - 1st level (4 slots): detect magic, mage armor, magic missile, shield
- 2nd level (3 slots): mirror image, misty step, web
- 3rd level (3 slots): counterspell ,jly, lightning bolt
- 4th level (3 slots): Mordenkainen's faithful hound, polymorph, stoneskin
- 5th level (3 slots): Bigby's hand, cone of cold, scrying
- 6th level (1 slot): true seeing
- 7th level (1 slot): Mordenkainen's magnificent mansion
- 8th level (1 slot): mind blank
- 9th level (1 slot): time stop
The Mad Mage of Mount Baratok came to Barovia more than a year ago to free
its people from Strahd Von Zarovich's tyranny, but he underestimated
Strahd's hold over the land and the creatures in it. After
a battle between the two in Castle Ravenloft, Strahd
drove the Mad Mage to the mountains and sent the
wizard hurling over Tser Falls (area H). The wizard, his
staff and spellbook lost, survived the fall and retreated
into the mountains, hoping to regain his power, only to
be driven mad by the realization that he no longer has
any hope of defeating Strahd or freeing the people of the
vampire's damned realm.
Roleplay
The Mad Mage has forgotten his name and the world
whence he came. In fact, he doesn't remember anything
that happened before the madness. He suffers from the
paranoia that powerful enemies are hunting him, and
that their evil agents are everywhere and watching him.
Believing that the characters aim to kill him, the Mad
Mage unleashes his destructive magic. As he tears into
them, he shouts, "You think my magic has grown weak?
Think again!" If he is reduced to 50 hit points or fewer,
he shouts, "Tell your dark masters they can break my
body, but never my spirit!" He then tries to escape.
Under normal circumstances, a greater restoration
spell cast on the Mad Mage would restore his wits and
ends the madness, allowing him to remember that he is
none other than Mordenkainen, an archmage of Oerth
and the leader of a powerful group of adventurers called
the Circle of Eight But in this case, the Mad Mage has
cast a mind blank spell on himself. As long as that spell remains in effect, his sanity can't be restored by any
spell. If the characters surmise that powerful magic is
preventing them from restoring the Mad Mage's wits,
they can, with a successful DC 15 Charisma (Persuasion) check, convince the Mad Mage to divulge the reason why their spell failed. A character can also ascertain
the cause of the spell's failure with a successful DC
18 Intelligence (Arcana) check. The Mad Mage's mind
blank spell has a remaining duration of 3d6 hours, after
which his madness can be cured normally.
The Mad Mage has a different spell list from that
of the archmage in the Monster Manual, and he has
already used one 1st-level spell slot to cast mage armor
on himself, one 4th-level spell slot to cast polymorph on
himself, one 7th-level spell slot to cast Mordenkainen's
magnificent mansion (see "The Mad Mage's Mansion"),
and one 8th-level spell slot to cast mind blank
on himself.
Cantrips (at will):
Spells without grimoire:
The Mad Mage Mansion
If the characters rescue the archmage from his madness, he invites them to his "mansion." He leads them
up the mountain to an invisible doorway that serves as
the entrance to his extradimensional lair, created using
the Mordenkainen's magnificent mansion spell. There,
he provides them with food and sanctuary away from
the prying eyes of Strahd and his spies. Characters are
free to take a short or long rest, during which time they
aren't disturbed.
Mordenkainen is familiar with worlds beyond his
own. For example, if the characters come from the Forgotten Realms and mention this fact to Mordenkainen,
he asks them if they know his old friend Elminster of
Shadowdale.
If Mordenkainen isn't the party's ally as foretold in
Madam Eva's card reading (see chapter 1), he declines
to join them if asked. With his wits restored, he sets
out to find his missing staff and spellbook, leaving the
characters on their own. He doesn't allow them to help
him, for he fears they might be tempted to steal either
his staff or his spellbook. (Being an adventurer himself,
he k_nows how the lure of powerful magic can bring out
the worst in adventurers.) Before he leaves, as a parting
gift, the archmage imbues each character with a charm
of heroism (see "Supernatural .Gifts" i_n chapter 7 of the
Dungeon Master's Guide).
Appearance
Physical Description
His voice was deep and melodic. While imprisoned in Barovia, his hair and beard were both long, black and peppered with grey streaks.
Facial Features
Mordenkainen had a hawk-like face, with a permanent frown that gave the appearance of alertness and almost anger, and a penetrating gaze. When mad, his eyes crackled with eldritch power.
Apparel & Accessories
He kept a close-trimmed beard and wore grey, high-collared robes.
Specialized Equipment
In addition to many scrolls and potions, Mordenkainen was known to possess a bag of holding, a set of bracers of defense, a crystal ball, a +1 dagger, an efreeti bottle, a wand of cold, a wand of fear, and three pearls of power.
Mentality
Personal history
Although Mordenkainen resided primarily on Oerth, by at least the Year of the Shield, 1367 DR, his spells were not uncommon among spellbooks in Faerûn.
Following the demise of the Circle of Eight at the hands of Vecna during the lich's first failed attempt at obtaining greater deity status, a grieving Mordenkainen was consoled by Elminster, as the wizards reflected on the fragility of their good deeds.
Mordenkainen later traveled to Barovia in an attempt to free the local population from its vampire darklord Strahd. However, he underestimated Strahd's power and, after barely surviving a confrontation with him, he lost his spellbook and his staff, eventually losing his memory and being driven to the brink of madness. He became known by the locals as the Mad Mage of Mount Baratok.
In the Year of the Scarlet Witch, 1491 DR, Mordenkainen, still suffering from bouts of madness, was in Waterdeep, where Storm Silverhand and Elminster were helping him to recover from them.
By the Year of Twelve Warnings, 1494 DR, Mordenkainen inhabited the Tower of Urm, a dwelling that he used as a vehicle to travel through the multiverse. He occasionally visited Avernus to study the effects of the Nine Hells over the schools of magic and to ensure the balance of the universe.
Social
Contacts & Relations
Mordenkainen was the leader of the Oerthian group of wizards known as the Circle of Eight, which included many spell inventors whose names were well known on Toril, such as Bigby, Drawmij, Nystul, Otiluke, Otto, Rary, and Tenser.
Mordenkainen was a good friend of Elminster Aumar; the two met on numerous occasions at Ed Greenwood's house on Earth to exchange news from each other's worlds, as well as spells and lore. On occasion, the two were also joined by Dalamar of Krynn.
He was also an acquaintance of Khelben Arunsun.
Social Aptitude
Typically stubborn and one who did not suffer fools gladly, Mordenkainen could be difficult even with his friends.
While suffering from his madness, he was convinced that enemies were everywhere and he was being constantly watched by evil agents.