Spellcasting. The sage casts one of the following spells, using Intelligence as the spellcasting ability (save DC 16, +8 to hit with spell attacks):
At will: light, mage hand, mending, prestidigitation
1/day each: banishment, contact other plane, Drawmij's instant summons, legend lore, locate creature, planar binding, polymorph, protection from evil and good, scrying, sending, true seeing
3/day each: comprehend languages, detect magic, dispel magic, identify, levitate, locate object, Tenser's Floating Disk, unseen servant
Shocking Grasp (Cantrip). Melee Spell Attack: +8 to hit (with advantage if the target is wearing armor made of metal), reach 5 ft., one creature. Hit:13 (3d8) lightning damage, and the target can't take reactions until the start of its next turn.
Lightning Eruption (3/Day). The sage creates an eruption of magical lightning centered on a point it can see within 150 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 16 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.
Shield (1st-Level Spell; 3/Day). When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an invisible barrier of magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile.
Candlekeep's resident lore experts are master sages and sages who dedicate themselves to scholarship above all.