Archmage
From Myths of Atalan Wiki
Base Classes | Prestige Classes |
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Those few who succeed in discovering the secrets to this discipline are generally viewed as people of potential, and are heavily sought out for their power, skill, and knowledge as well as as potential tutors, if they could be coaxed to share their training. The truth though, is, beyond sheer grit and determination, these individuals possess some mysterious factor, whether it be a trait of character, a quirk of personality, or even a gifted aptitude beyond even the ranks of talented warriors and arcanists who fail to achieve what these few do, and are able after many months of dedicated study, to channel their arcane magic through their weapons of choice, melding the two to some degree.
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Requirements
Skills: Lingusitics 15 ranks, Spellcraft 15 ranks, Knowledge: Arcana 15 ranks
Feats: one Spell Focus.
Spellcasting: Ability to cast 7th level arcane spells.
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Class Features
Hit Die: d4
Base Attack Bonus: Low
High Saves: Will
Weapon Proficiencies: None
Armor Proficiencies: None
Skill Points: 4 + Int modifier
Class Skills: Appraise, Knowledge (all), Linguistics, Spellcraft
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 though he had gained a level in wizard or Sorcerer.
High Arcana: At second level the Archmage gains two bonus feats that may be chosen either from Crafting Feats or from a special selection of feats called High Arcana. At third level and every level there after the Archmage gains access to another bonus feat.
High Arcana are a special type of Metamagic that enhances an Archmage's spells in various ways, such as increasing the Area of Effect of instant spells, or the ability to exclude your allies from harmful effects. However there is a drawback in that each High Arcana requires a specific amount of spell points be sacrificed permanently. Each High Arcana shows in it's description the number of spell points that must be sacrificed.
High Arcana:
Spell Power (I - III):
Type of Feat: Class
Prerequisite: 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) per level of Spell Power taken. This ability permanently reduces Spell Points by 10 for the first rank, 14 for the second, and 18 for the 3rd.
Use: Automatic.
Mastery of Shaping:
Type of Feat: Class
Prerequisite: Archmage level 1, ability to cast 6th level arcane spells
Specifics: The archmage can alter the area of Area of Effect spells to create pockets of safety for his allies and non-combatants (This means you won't hit your allies with AoEs). This ability permantly reduces Spell Points by 12.
Use: Automatic
Mastery of Elements:
Type of feat: Class
Prerequisite: Archmage Level 1, ability to cast 8th level arcane spells.
Specifics: 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 permanently reduces Spell Points by 16.
Use: Select the element to use from feat radial menu
Master of Size:
Type of Feat: Class
Prerequisite: Archmage, Ability to cast Arcane Spells
Specifics: The archmage gains the ability to change arcane spells increasing their area by 100% or decreasing it by 50%, this ability only works on spells that already have an area defined and will not work on Touch, Personal, or Single Target spells. This ability does not work on persistent area of effect spells such as Flame Wall, Wall of Dispel Magic, Wall of Force, or Cloudkill. This ability permanently reduces spell points by 6.
Use: Active