Магиус не белый, а красный тогда уж) Он же из Красных Одежд...
А спорить действительно не стоит: те, кому интересно, почитают игровую информацию, кому нет - всегда могут пропустить ее мимо ушей и излагать собственное мнение.
Еще немного покопалась в рулбуках - есть такая информация по трешке:
FistandantilusMale human Wiz7/Black10/Arch5; CR 22;
Medium humanoid (human); HD 22d4+66; hp 115; Init +2; Spd 30 ft.; AC 23, touch 18, fl atfooted 21; Base Atk +10; Grap+9; Atk +12 melee (1d4+2/19-20, +3 dagger of wounding) or +11 melee (1d6+1 plus 2d6 unholy, +2 ghost touch unholy quarterstaff); Full Atk +12/+7 melee (1d4+2/19-20, +3 dagger of wounding) or +11/+6 melee (1d6+1 plus 2d6 unholy, +2 ghost touch unholy quarterstaff); SA spells; SQ arcane research +5, aura of corruption, high arcana, moon magic (Nuitari), order secrets, spell resistance 15, spells, summon familiar; AL CE; SV Fort +12, Ref +9, Will +19; Str 9, Dex 15, Con 16, Int 21, Wis 16, Cha 15.
Skills and Feats: Concentration +18, Craft (alchemy) +20, Decipher Script +25, Intimidate +29, Knowledge (arcana) +35, Knowledge (history) +30, Knowledge (the planes) +25, Knowledge (religion) +25, Spellcraft +40 (+42 scrolls), Use Magic Device +12 (+14 scrolls);Augment Summoning, Brew Potion, Craft Wand, Craft Wondrous Item, Great Fortitude, Greater Spell Focus (necromancy), Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (necromancy), Spell Penetration
Aura of Corruption (Su): As a result of years of experiments in dark magic, Fistantandilus is surrounded by a chill aura of death that causes plants to wither in his presence, food to spoil, and animals to withdraw. He gains a +2 bonus to Intimidate checks but suffers from a -2 penalty to all Charisma-based checks involving animals or
infl uencing individuals in a positive manner.
Black Robe Order Secrets: Magic of Betrayal, Magic of Darkness, Magic of Fear, Magic of Hunger, Magic of Pain.
High Arcana: Arcane Fire, Mastery of Counterspelling, Mastery of Elements, Mastery of Shaping, Spell power +1. Fistandantilus has permanently sacrifi ced one 5th, one 6th, one 7th, one 8th and one 9th-level spell slots to master these abilities.
Wizard Spells Prepared (4/5/5/5/5/4/3/3/3/3; base save DC 15 + spell level, 16 + spell level w/conjuration spells, 17 + spell level w/necromancy spells): 0 — detect undead, disrupt undead, mage hand, touch of fatigue; 1st — chill touch, mage armor, obscuring mist, protection from good, ray of enfeeblement; 2nd — alter self, blindness/deafness, command undead, detect thoughts, ghoul touch; 3rd — gaseous form, lightning bolt, ray of exhaustion, summon monster III, vampiric touch; 4th — animate dead, black tentacles, contagion, enervation, scrying; 5th — cloudkill, curse the magi*, dominate person, feeblemind; 6th — acid fog, circle of death, mass suggestion; 7th — control undead, fi nger ofdeath, summon monster VII; 8th — create greater undead, horrid wilting, mass charm monster; 9th — gate, power word kill, wail of the banshee.
* New spell from Chapter 2.
Spellbook: Fistandantilus has access to a vast collection of spells and arcane writings, and thus he can prepare spells from any of the common and unnamed wizard spells in the Player’s Handbook, Dragonlance Campaign Setting, Age of Mortals, and Towers of High Sorcery sourcebooks, as well as a number of other spells of his own design.
Note: Fistandantilus has chosen not to take an arcane focus as a Wizard of High Sorcery.
Possessions: +3 dagger of wounding, +2 ghost touch unholy quarterstaff, gold ring of High Sorcery*, ring of protection +6, black robe of High Sorcery*, wand of hold person (50 charges, caster level 10th), wand of cause fear (50 charges, caster level 10th), spell components. Fistandantilus has access to many other powerful items, wands, and scrolls, if necessary.
* New magic item from Chapter 2.
MagiusMale human Wiz7/Red2/War Mage5; CR 14; Medium humanoid (human); HD 14d4; hp 50; Init +3; Spd 30 ft.; AC 18, touch 16, fl at-footed 15; Base Atk +4; Grap+0; Atk/Full Atk +6 melee (1d6+1, Staff of Magius); SA spells; SQ arcane aegis (3 allies), arcane research +1, armored spellcasting, battle magic +3 (3/day), moon magic (Lunitari), spells, summon familiar; AL LN; SV Fort +2, Ref +5, Will +10; Str 9, Dex 17, Con 10, Int 18, Wis 14, Cha 12.
Skills and Feats: Concentration +17, Craft (alchemy) +17, Decipher Script +17, Heal +13, Knowledge (arcana) +22, Knowledge (history) +21, Knowledge (nobility and royalty) +11, Knowledge (the planes) +11, Spellcraft +24;
Combat Casting, Dodge, Empower Spell, Enlarge Spell, Eschew Materials, Scribe Scroll, Spellcasting Prodigy, Spell Focus (transmutation), Weapon Focus (quarterstaff), Widen Spell.
Arcane Aegis (Su): Magius may add his Charisma bonus as a morale bonus to the AC of up to three allies within 30 feet.
Armored Spellcasting (Ex): Magius may reduce the arcane spell failure chance of any armor he wears by 10%.
Battle Magic (Ex): Three times a day, Magius may increase the damage of any spell he casts by 3 points per die of damage as a free action.
Wizard Spells Prepared (4/5/5/5/5/4/3/2; base save DC 15 + spell level, 16 + spell level w/transmutation spells): 0 — detect magic, flare, light, prestidigitation, resistance; 1st — burning hands, mage armor, magic missile, shocking grasp, true strike; 2nd — bull’s strength, cat’s grace, eagle’s splendor, mage armor (extended), magic missile (enlarged); 3rd — bull’s strength (extended), cat’s grace (extended), fireball, lightning bolt, protection from energy; 4th — fireball (enlarged), ice storm, lesser globe of invulnerability, polymorph, scorching ray (empowered); 5th — baleful polymorph, fireball (empowered), lightning bolt (empowered), teleport; 6th — mass bull’s strength, summon monster V (extended), titan’s transformation; 7th — cone of cold (empowered), fireball (widened).
Spellbook: Magius knows all common and unnamed spells of 4th-level and lower from the Player’s Handbook, as well as the following: 5th — baleful polymorph, cone of cold, major creation, overland flight, persistent image, summon monster V, telekinesis, telepathic bond, teleport, transmute mud to rock, transmute rock to mud; 6th — chain lightning, contingency, globe of invulnerability, greater dispel magic, mass bear’s endurance, mass bull’s strength, mass cat’s grace, titan’s transformation, true seeing; 7th — delayed blast fireball, greater arcane sight, greater teleport, mage’s sword, power word blind, teleport object.
Note: Magius has chosen not to take an arcane focus as a Wizard of High Sorcery.
Possessions: Staff of Magius, bracers of armor +2, wand of burning hands (50 charges, caster level 8th), scrolls (fireball, lightning bolt, shocking grasp, titan’s transformation), robes.
For information on the War Mage prestige class, see Age of Mortals p. 48.
Third Dragon War & Magius...Takhisis had not counted on the tenacity of the Knights of Solamnia, particularly Huma Dragonsbane, or on the Wizards of High Sorcery. Although the Black Robes did side with the Queen of Darkness, they and their god, Nuitari, eventually realized how disastrous the Dark Queen’s ambitions were. With their assistance, and the help of Huma’s childhood friend, Magius, the Knights of Solamnia and Huma Dragonsbane defeated the Queen of Darkness and bound her in the Abyss.
Magius was an arrogant young Solamnic wizard, who believed he had a great destiny. His potential was much greater than many of his peers, and he was indeed strong, but even he could not stand against the strength of the renegade Galan Dracos, whose forces captured, tortured, and killed Magius. His sacrifice provided Huma with the key necessary to defeat Dracos and the Dark Queen, for, through the visions granted Magius during his Test of High Sorcery, he was able to lead Huma to the place where the dragonlances would be found.
It was because of Magius’s sacrifice that Wizards of High Sorcery are now able to carry daggers, which are representative of the dragonlances.
Magius is arguably one of the most legendary Wizards of High Sorcery, but there were many such sacrifices made by wizards during the Third Dragon War, and many triumphs as well. One triumph that cannot be overlooked is the creation of the dragon orbs...
Странно, что его знаменитое заклинание 9 уровня:
http://s51.radikal.ru/i134/1005/86/7b0895c5b432.jpg(не могу сейчас распознать, так что только в виде рисунка)