To qualify to become an archmage, a character must fulfill all the following criteria.
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.
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 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.
Find topic in: Rules of the Game |
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