Archmage (3.5e Prestige Class)

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This is a replacement for the Archmage, which you may have been looking for instead.
Author: Kobold-Bard (talk)
Date Created: October 26, 2010
Status: Complete
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I hold within me Power you cannot even imagine. Stand down.
—Elthenien Sar; Grand Mage and General during the Spellfire Wars

Becoming an Archmage[edit]

Entry Requirements
Skills: Knowledge (Arcana) 15 ranks, Spellcraft 15 Ranks.
Feats: Skill Focus [Spellcraft], Spell Focus in two schools of magic.
Spellcasting: Ability to cast 7th-level arcane spells, knowledge of 5th-level or higher arcane spells from at least five schools.

Table: The Archmage

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Archmage Destiny, High Arcana +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Arcane Fire +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 High Arcana, Spell Weaver +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Greater Arcane Fire +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Grand Mage, High Arcana +1 level of existing arcane spellcasting class

Class Skills (2 + Int modifier per level.
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Search (Int), Speak Language (None), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Archmage.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an Archmage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Archmage Destiny (Ex): Each Archmage is unique, walking different paths to the same destination of magical supremacy. They choose their destiny when they enter the class, picking one of the options below.

Pure Arcanist: Those who chose the Pure Arcanist destiny have chosen to focus all of their energy on mastering magic. The material components, XP components, and focus costs for their arcane spells they cast are reduced by 25%.

Specialist Mage: Many Wizards feel a greater affinity to one school of magic over all others. Those who chose the Specialist Mage destiny must be a specialist Wizard. They gain a +1 bonus to the Save DC of their chosen school and may choose one spell of their chosen school of each spell level (picking a new spell for each new level they learn to cast). From now on they may cast these spells spontaneously as a Cleric does with Cure and Inflict spells.

Theurge: Those who walk the path of the Theurge must usually face the choice between their two natures. By taking this destiny they may treat their Archmage caster level advances as increasing their spells/day, spells known (if applicable) and caster level for the two classes that they advanced with at least one level of a previous dual-casting class. "Theurge" classes that advance other things besides spells (such as Eldritch Theurge or Anima Mage) also receive similar advances as if they had gained a level in their Theurge class, though they don't gain any of the other benefits from the class.

Alternatively, the Archmage may sacrifice a spell/spell slot to improve an equal or lower level spell of his other Theurged casting class. The improved spell is treated as being one level higher (as by the Heighten Spell Feat) to a maximum of the highest level you can cast, and your effective caster level is treated as two higher while casting it.

Spell Blade: Those who choose the Spell Blade destiny know the value of studying both the magical and non-magical arts equally. Their Archmage levels instead grant a Base Attack Bonus equal to their class level (as a Fighter) and a good Fort Save (again as a Fighter) instead of a good Will save and they may cast spells from the classes they advance with Archmage levels in light armour without risking Arcane Spell Failure. If they can already do this from some other method, the level of armour they can cast in unimpeded increases by one.

Alternatively, if the player wishes, they may still treat their Archmage levels as having the Base Attack Bonus and Fortitude saves of a Fighter, but instead of being able to cast in armour unimpeded, they may instead treat their Archmage levels as fully increasing their Martial Initiator level rather than 0.5 ½ their level as normal for non Tome of Battle classes.

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 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.

Personal Wonder: At her discretion, the Archmage may use their own Caster Level when activating a magic item in place of the Caster level of the item's creator. This ability costs an 8th level spell slot.

Arcane Fire (Su): By taking the second level in this class the Archmage learns to channel arcane energy as a weapon, ensuring that they are armed even when their spells run dry.

As a standard action, the Archmage may fire a pulse of magical energy that deals 1d6/class level damage, plus her Int or Cha modifier (chosen when the second level of the class is taken). By sacrificing a spell slot as part of this action you may deal an additional 1d6/level of the sacrificed slot. Despite its name, Arcane Fire is powered by raw arcane energy and is untyped. It has long range (400ft + 40ft/class level) and requires a ranged touch attack that uses the Caster Level of the class they advance with Archmage instead of Base Attack Bonus (to a maximum of their character level).

Spell Weaver (Sp): An Archmage that reaches third level has, by her very nature, developed an understanding of how magic works at its most fundamental level. Once per day, she may use Limited Wish as a spell like ability.

Greater Arcane Fire (Su): From fourth level on the Archmage's Arcane Fire ability (despite remaining an (Su) ability) will now function in antimagic areas, meaning they need never again fear being defenseless. In addition, once per day per point of Int or Cha modifier (the same stat as the one that adds damage to Arcane Fire) creatures struck by the Archmage's Arcane Fire are also affected by a targeted Greater Dispel magic effect.

Grand Mage (Ex): At fifth level the Archmage unlocks the full potential of the magic within them, granting them several powerful abilities.

First, they gain the power to rejuvenate their spent magic. Once per day per class level, by focussing for 1 minute (10 consecutive full round actions) they may regain a spent 1st level spell slot if they cast spontaneously or a single spent 1st level spell if they prepare spells. For every additional consecutive minute that they focus they can increase the level of the regained slot, to a maximum of the highest level they can cast in the spellcasting class that they have advanced with Archmage levels, minus one.

If they take any other actions during this focusing time, the attempt is wasted. If they are distracted they may make a Concentration check (DC 10 + character level + spell level currently being focused on).

Secondly, their impressive (and possibly intimidating) skill with magic means they treat any arcane caster as one step friendlier to a maximum of Helpful.

Finally they gain a feat that may be changed each time they recover their spells. This feat must be an Item Creation or Metamagic feat. Also, each day they may pick one item creation or metamagic feat they possess (either from this feature or any other feat slot) and either reduce all item creation costs (gold, time, and XP) by 25% (this does not stack with other cost reduction methods) or reduce the spell level increase by 1, to a minimum of 0.

Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorKobold-Bard +
Base Attack Bonus ProgressionOther +
Class AbilityArcane Spellcasting +, Prepared Spellcasting + and Spontaneous Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionOther +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level13 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillConcentration +, Craft +, Decipher Script +, Knowledge +, Search +, Speak Language + and Spellcraft +
Skill Points2 +
SummaryA less boring, and somewhat better, Archmage. +
TitleArchmage +
Will Save ProgressionOther +