Hit
Die: d4.
Requirements
Skills:
Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.
Feats:
Skill Focus (Spellcraft), Spell Focus in two schools of magic.
Spells:
Ability to cast 7th-level arcane spells, knowledge of 5th-level or higher spells
from at least five schools.
Skill Points at Each Level: 2 + Int modifier.
Weapon
and Armor Proficiency:
Archmages gain no proficiency with any weapon or armor.
|
Table: The Archmage |
|||||||
Level |
Base
|
Fort
|
Ref
|
Will
|
Special |
Spells per Day |
|
|
1st |
+0 |
+0 |
+0 |
+2 |
High
arcana |
+1
level of existing arcane spellcasting class |
|
|
2nd |
+1 |
+0 |
+0 |
+3 |
High
arcana |
+1
level of existing arcane spellcasting class |
|
|
3rd |
+1 |
+1 |
+1 |
+3 |
High
arcana |
+1
level of existing arcane spellcasting class |
|
|
4th |
+2 |
+1 |
+1 |
+4 |
High
arcana |
+1
level of existing arcane spellcasting class |
|
|
5th |
+2 |
+1 |
+1 |
+4 |
High
arcana |
+1
level of existing arcane spellcasting class |
|
Spells
per Day/Spells Known:
When a new archmage level is gained, the character gains new spells per day (and
spells known, if applicable) as if he had also gained a level in whatever arcane
spellcasting class in which he could cast 7th-level spells before he added the
prestige class level. He does not, however, gain any other benefit a character
of that class would have gained. If a character had more than one arcane
spellcasting class in which he could cast 7th-level spells before he became an
archmage, he must decide to which class he adds each level of archmage for the
purpose of determining spells per day.
High
Arcana: An archmage
gains the opportunity to select a special ability from among those described
below by permanently eliminating one existing spell slot (she cannot eliminate a
spell slot of higher level than the highest-level spell she can cast). Each
special ability has a minimum required spell slot level, as specified in its
description.
An archmage may choose to eliminate a spell slot of a
higher level than that required to gain a type of high arcana.
Arcane
Fire (Su): The
archmage gains the ability to change arcane spell energy into arcane fire,
manifesting it as a bolt of raw magical energy. The bolt is a ranged touch
attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6
points of damage per class level of the archmage plus 1d6 points of damage per
level of the spell used to create the effect. This ability costs one 9th-level
spell slot.
Arcane
Reach (Su): The
archmage can use spells with a range of touch on a target up to 30 feet away.
The archmage must make a ranged touch attack. Arcane reach can be selected a
second time as a special ability, in which case the range increases to 60 feet.
This ability costs one 7th-level spell slot.
Mastery
of Counterspelling: When
the archmage counterspells a spell, it is turned back upon the caster as if it
were fully affected by a spell turning spell. If the spell cannot be
affected by spell turning, then it is merely counterspelled. This ability
costs one 7th-level spell slot.
Mastery
of Elements: The
archmage can alter an arcane spell when cast so that it utilizes a different
element from the one it normally uses. This ability can only alter a spell with
the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting
time is unaffected. The caster decides whether to alter the spell’s energy
type and chooses the new energy type when he begins casting. This ability costs
one 8th-level spell slot.
Mastery
of Shaping: The
archmage can alter area and effect spells that use one of the following shapes:
burst, cone, cylinder, emanation, or spread. The alteration consists of creating
spaces within the spell’s area or effect that are not subject to the spell.
The minimum dimension for these spaces is a 5-foot cube. Furthermore, any
shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This
ability costs one 6th-level spell slot.
Spell
Power: This ability
increases the archmage’s effective caster level by +1 (for purposes of
determining level-dependent spell variables such as damage dice or range, and
caster level checks only). This ability costs one 5th-level spell slot.
Spell-Like
Ability: An archmage
who selects this type of high arcana can use one of her arcane spell slots
(other than a slot expended to learn this or any other type of high arcana) to
permanently prepare one of her arcane spells as a spell-like ability that can be
used twice per day. The archmage does not use any components when casting the
spell, although a spell that costs XP to cast still does so and a spell with a
costly material component instead costs her 10 times that amount in XP. This
ability costs one 5th-level spell slot.
The spell-like ability normally uses a spell slot of
the spell’s level, although the archmage can choose to make a spell modified
by a metamagic feat into a spell-like ability at the appropriate spell level.
The archmage may use an available higher-level spell
slot in order to use the spell-like ability more often. Using a slot three
levels higher than the chosen spell allows her to use the spell-like ability
four times per day, and a slot six levels higher lets her use it six times per
day.
If spell-like ability is selected more than one time as
a high arcana choice, this ability can apply to the same spell chosen the first
time (increasing the number of times per day it can be used) or to a different
spell.