Archmage
The Archmages have a long history in the World of Saivryth.
This particular Arcane caster has always belonged to Lashanna Kortalis,
Goddess of Magic. Traditionally,
there are only 37 Archmages. At
this time there are 52 Archmages, with more potentials being found.
Archmages begin their training by learning any and all theories in regard
to Magic, this includes both Arcane and Divine methods of Magic.
Because of this training they can use pretty much any Magic School.
Once an Archmage is done with their training, they wander exploring both
their abilities and the knowledge they have learned.
The main location for the Archmages and the Archmage Council is the Elven
kingdom of Cerdrinal on the continent of Dhenthal.
Currently, the Archmages are ruled by Merdressa Maltrees, former Queen of
Cerdrinal. She has ruled the
Archmages for almost 100, 000 years
Magic is viewed in as many different ways, as there are magic practitioners. To
some, it is a scholarly science. Others view magic as a natural force they have
an innate knack for. To a select few, magic is literally a part of them. The
Archmage differs from other arcanists in that he is actually a creature of
magic, not a creature that practices magic. No one studies to become an
Archmage, magi are born with their gift—for better or worse.
Often, their powers will usually manifest themselves at a very young age, often
well before the Archmage is even capable of speech. There have been many
dangerous, some even fatal, instances of young magi’s uncontrolled power harming
another or themselves. Many are raised to fear and deny their power, some even
cast out as demons, while others are taught to cultivate and refine it. The
Archmages’ true nature almost always wins out, though, and if he is in a setting
where his gift is not appreciated, or worse, reviled, he will most often leave
to pursue a place where he will be free to hone his abilities. Due to this an
Archmage can pretty much use any magic but the catch is in order to learn to be
an Archmage, you can only be taught the theory of magic. They can be
taught by anyone who has magic ability, not just another Archmage. After they
have been taught the theory of magic and spellcasting, your master sends you out
into the world to find yourself and your magic.
If an Archmage is taught by another Archmage, the master Archmage can then
control the apprentice Archmage. There are only two ways to get out of an
apprenticeship to another Archmage. Either your master lets you go, or you apply
to the Archmage Council and they let you out of your apprenticeship.
Archmages are considered a myth, and only 37 can exist at one time. All
Archmages belong exclusively to Lashanna, Goddess of Magic. The class is
alignment specific, in that any of the evil alignments are not permitted.
If an arch mage should fall, turning evil in any way, the Goddess of Hatred,
Charinna will steal them from Lashanna. This is due to the long standing
war, between Lashanna and the sphere of Hatred. Here is
a list of the Archmage Council and all known Archmages
Hit Die: 1d8.
Requirements
To qualify to become an Archmage, a character must fulfill all the following
criteria.
The archmage’s class skills are as follows: Concentration (Con), Craft (alchemy)
(Int), Knowledge (all skills taken individually)
(Int), Profession (Wis), Search (Int), and Spellcraft (Int)
Plus you can choose two from Arcana,
Insight, Medicine, Intimidation, Persuasion and, Survival.
Weapon and Armor Proficiency: Archmages gain no proficiency with any weapon or
armor.
Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
Tools: Herbalism kit, Medicine kit. A
scholar's pack, two daggers.
Skill Points at Each Level: 2 + Int modifier, X5 at 1st Level.
Base |
Fort |
Ref |
Will |
Cur Save |
Cantrips |
Special |
Spells Casting Specials |
|
1st |
+0 |
+0 |
+0 |
+2 |
+2 |
5 |
High Arcana Will Armor, Spellcasting arcana Faint Magical Aura (+1),
Vulnerabilities (all), Spell Combat, Bonus Feat |
+1 level of existing arcane spellcasting Abjuration |
2nd |
+1 |
+0 |
+0 |
+3 |
+2 |
6 |
High arcana Soul vision Spell strike |
|
3rd |
+1 |
+1 |
+1 |
+3 |
+2 |
6 |
High arcana Archmage Archetype Power Surge (+1), Bonus Feat |
+1 level of existing arcane spellcasting Conjuration |
4th |
+2 |
+1 |
+1 |
+4 |
+2 |
7 |
High arcana Ability Score Improvement Innate Magic
|
|
5th |
+2 |
+1 |
+1 |
+4 |
+3 |
7 |
High arcana Spirit Weapon, Extra attack. Aura Control, Bonus Feat |
+1 level of existing arcane spellcasting Divination |
6 |
+3 |
+2 |
+2 |
+5 |
3 |
7 |
Moderate Magical Aura (+2)
Archetype feature |
|
7 |
+3 |
+2 |
+2 |
+5 |
3 |
8 |
Power Surge (+2), Bonus Feat
|
+1 level of existing arcane spellcasting Enchantment |
8 |
+4 |
+2 |
+2 |
+6 |
3 |
8 |
Innate Magic Ability Score Improvement |
|
9 |
+4 |
+3 |
+3 |
+6 |
4 |
8 |
Bonus Feat
|
+1 level of existing arcane spellcasting Evocation |
10 |
+5 |
+3 |
+3 |
+7 |
4 |
8 |
Mana Shield Spirit Familiar, Archetype feature
|
|
11 |
+5 |
+3 |
+3 |
+7 |
4 |
9 |
Power Surge (+3), Bonus Feat |
+1 level of existing arcane spellcasting Illusion |
12 |
+6/+1 |
+4 |
+4 |
+8 |
4 |
9 |
Innate Magic Ability Score Improvement
|
|
13 |
+6/+1 |
+4 |
+4 |
+8 |
5 |
9 |
Strong Magical Aura (+3), Bonus Feat Spirit Weapon (2)
|
+1 level of existing arcane spellcasting Necromancy |
14 |
+7/+2 |
+4 |
+4 |
+9 |
5 |
9 |
Power Surge +4, Bonus Feat Archetype feature |
|
15 |
+7/+2 |
+5 |
+5 |
+9 |
5 |
9 |
Innate Magic Soul Recharge |
+1 level of existing arcane spellcasting Transmutation |
16 |
+8/+3 |
+5 |
+5 |
+10 |
5 |
10 |
Bonus Feat Ability Score Improvement |
|
17 |
+8/+3 |
+5 |
+5 |
+10 |
6 |
10 |
Power Surge +5, Bonus Feat Willpower |
+1 level of existing arcane spellcasting Universal |
18 |
+9/+4 |
+6 |
+6 |
+11 |
6 |
10 |
Overwhelming Magical Aura (+4), Arcane Vision, Innate Magic Ethereal
Jump |
|
19 |
+9/+4 |
+6 |
+6 |
+11 |
6 |
10 |
Ability Score Improvement |
|
20 |
+10/+5 |
+6 |
+6 |
+12 |
6 |
10 |
Soul Storm, Ultimate Willpower, Archetype feature |
|
Spell Casting Special: When a new Archmage level is gained, the character gains
new spells per day in a different spellcasting school.
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: 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: 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 Counter spelling: 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 counter spelled. 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.
Will Armor At 1st level add your Wisdom modifier to your AC, as well as your
Dexterity, when not wearing armor or holding a shield.
Spellcasting Your spellcasting modifier is Wisdom. You know a number of spells
equal to your Wisdom modifier. Your spell save DC is 8 + your proficiency bonus
+ your wisdom. you gain all wizard spells and healing word, purify food and
drink, cure wounds, aid, prayer of healing, mass healing word, mass cure wounds,
heal, regenerate, resurrection, mass heal, true resurrection.
Soul Vision At 2nd level you can cast Detect Magic, a number of times equal your
Wisdom mod(minimum of 1).
Archmage Archetype At 3rd level you choose an Archetype you wish to emulate.
Details at the end of the class description.
Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th
and 19th level, you can increase one ability score of your choice by 2, or you
can increase two ability scores of your choice by 1. As normal, you can't
increase an ability score above 20 using this feature.
Spirit Weapon Starting at 5th level you can bond to one weapon and turn it into
your spirit weapon the weapon can be summoned to your hand as a bonus action and
is kept in the ethereal plane when not in use it does an extra 1d6 Psychic
damage which increases as you level up (as shown on the Spirit Weapon damage
section). Your Spirit Weapon attacks count as magical for purpose of overcoming
resistance. At 13th level you can bond to a second spirit weapon.
Extra Attack You can attack twice in one action but only with your spirit
weapon.
Spirit Familiar At 10th level you gain the spirit of a deceased animal as your
companion. It can be a Bird, Frog, Bat, Cat, Small Dog, Squirrel or other small
creature. The animal appears translucent and can turn invisible non Archmage as
an action. The creature has the same statistics as any normal creature except it
has the Undead type. You can as a bonus action see through your Familiar's eyes
and can cast Detect Magic through it. The Familiar also has hit points equal to
your hit point maximum but can't attack.
Soul Recharge At 15th level you can give yourself a spiritual boost to your or
your allies. Choose one of the following effects. Health Regain You or another
creature regains your wisdom modifierd12 hit points. You can do this a number of
times equal to your Wisdom mod. Slot Regain You or another spellcaster regains
their lowest spell slot. You can only do this once. Save buff You have advantage
on your next saving throw. You can do this a number of times equal to your
wisdom mod.
Willpower You have resistance to Psychic damage. Additionally, you can become
resistant to Bludgeoning, Piercing and Slashing damage for 1 minute after which
you must finish a long rest.
Ethereal Jump You and another willing creature on the same plane of existence
switch spots physically. Where You appear where they are, and they appear where
you were.
Soul Storm You create a spectral tornado centered on a spot you can see within
30ft of you. The tornado is 10 feet in diameter and any creature that ends it's
turn in the storm takes 10d10 Psychic damage. You can move the tornado up to 60
feet on your turn. The tornado lasts for 10 minutes or until your concentration
is broken (as if concentrating on a spell).
Ultimate Willpower You are immune to Psychic damage.
Spirit Warrior
You specialize in using your power for battle.
Bonus Proficiency At 3rd level You gain proficiency in martial weapons and
shields you can use shields and Will Armor combined.
Battle Magic At 6th level you can choose two damaging cantrips from any spell
list. The cantrips do extra damage equal to your Wisdom modifier.
Guardian of the Mind At 10th level your mind can't be read unless you wish it.
Any nonhostile creature within 500 feet of you also shares this trait.
Psychic Champion At 14th level your spirit weapon damage ignores resistance and
immunity.
Spirit Healer
You specialize in using your power for healing.
Soul Regen At 3rd as an action you can shed dim light in 10 foot radius. When
you do you and nonhostile creatures can take an action to heal 1d6 hit points.
Supreme Healing At 6th level your healing spells will also heal you. The amount
is equal to 10 + your wisdom mod.
Psychic Blessing At 10th level You can read the thoughts of others within 30ft.
of you.
Psychic Champion At 14th level your healing spells heal you for 50 + your wisdom
mod.
Abilities: Charisma determines how powerful a spell an archmage can cast and how
hard those spells are to resist. Like a wizard or sorcerer, an archmage benefits
from high Dexterity and Constitution scores.
To learn or cast a spell, an archmage must have a Charisma score equal to
10 + the spell level. The difficulty class for a saving throw against an
archmage spell is 10 + the spell level + the archmages’ Charisma modifier.
Races: Elves and half-elves seem to be the most common archmages, although there
have been human, halfling, and dragon archmages.
Table: Archmage
Spells Known |
|||||||||||
Level |
————————Spells Known —–——————— |
|
|||||||||
0th |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
|
1st |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
5 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
3rd |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
|
4th |
6 |
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
5th |
6 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
|
6th |
7 |
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
|
7th |
7 |
5 |
3 |
2 |
— |
— |
— |
— |
— |
— |
|
8th |
8 |
5 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
|
9th |
8 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
|
10th |
9 |
5 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
|
11th |
9 |
5 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
|
12th |
9 |
5 |
5 |
4 |
3 |
2 |
1 |
— |
— |
— |
|
13th |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
— |
— |
— |
|
14th |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
|
15th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
— |
— |
|
16th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
|
17th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
|
18th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
1 |
|
19th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
2 |
|
20th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
|
.
The Archmage may only cast his highest level known spells a number of times per
day equal to 1/2 of his Charisma score without ill effects. Each spell cast of
the highest level the Archmage knows counts against this limit, and any spell of
9th level or above always counts against this limit. After this limit is
reached, any spell cast of his highest level (or any spell of 9th or greater
level) has a chance to cause him to suffer the spell level in Charisma damage.
The spell is always cast as intended, but immediately after the spell is cast
there is a 5 x spell level % chance of the Archmage suffering Charisma damage.
This special damage cannot be healed by magical means (treat as ability burn,
per XPH) and must be healed naturally.
To replenish his spells per day an Archmage must get a good night’s rest and
spend 15 minutes meditating. An Archmage may never regain his spells per day
more than once in a 24 hour period, regardless of time spent sleeping or
meditating.
Magical Aura: The Archmage has a magical aura depending upon his class level.
From 1st to 5th level he has a faint (wild magic) magical aura (+1), from 6th to
12th a moderate aura (+2), strong from 13th to 19th (+3), and overwhelming at
level 20 and beyond (+4). When his aura is active (not suppressed) the Archmage
receives the indicated bonus to saving throws against spells, spell-like
abilities, and supernatural abilities. The magical aura is considered a
spell-like ability, and any dispelling or suppression effect will cause the aura
to be suppressed for 1d4 rounds. If the Archmage has aura control he may
reactivate the aura at any time.
Aura Control: Beginning at level 5 an Archmage learns to suppress his magical
aura. As a standard action that provokes attacks of opportunity, he can
completely suppress his magical aura. The aura stays suppressed until the
Archmage loses consciousness in any way, at which point the aura resumes. The
Archmage may also voluntarily reactivate his magical aura as a standard action
that provokes attacks of opportunity.
Dispel Magic Vulnerability: The Archmage literally has magic in his blood.
Dispel Magic effects not only have their usual effects when cast on him, but he
is essentially treated as a magic item in addition. The dispeller makes the
usual dispel check against 11 + the Archmage’ caster level. If the dispeller
succeeds the Archmage loses the use of all spells and spell-like abilities for
1d4 rounds.
Anti-Magic Vulnerability: Anti-magic effects not only suppress the Archmage, but
in addition cause him to be nauseated while in the area of effect.
Disjunction Vulnerability: When cast on an Archmage Disjunction, in addition to
its usual effects, also has the effects of the Harm spell. The Archmage receives
a saving throw with the DC of the Will save for Disjunction to resist the Harm
effect.
Power Surge: Beginning at level 3, an Archmage may choose to invoke a power
surge whenever he casts a spell. When he does so, he gains +1 caster level for
the effects of that spell (increasing to up to 2 at 7th, up to 3 at 11th, 4 at
15th, and 5 at 19th). The Archmage does not pay the mana point cost for the
'extra' caster level of these spells, if applicable (only the extra 1-5 points
that would be required from the surge, regular caster level increases are paid
for normally). This mana is effectively supplied by the surge. A power surge may
raise the caster level for a spell above the actual caster level of the Archmage
but cannot exceed the maximum level-dependent effects for the spell. This
virtual caster level increase has no other effects. The Archmage may decide to
add between 1 and his maximum allowable surge caster levels.
Magical Enervation: A power surge can be dangerous for the Archmage to invoke.
For every caster level added by the power surge, there is a 5% cumulative chance
of magical enervation occurring. When this occurs, the Archmage is dazed for one
round and loses his caster level in mana from his reserve. This effect is
applied immediately after the surge occurs, the spell is cast with the surge
effects taking place.
Innate Magic: At every 4th level the Archmage gains a 0 level spell-like
ability. He may choose any 0 level spell he knows and may use it at will without
paying the mana cost or spending any mana to use it as a spell-like ability. Any
innate magic cantrips with durations longer than one round require the Archmage
to maintain concentration for every round after the first, until their duration
expires.
Arcane Vision: At level 20 the Archmage has become so attuned to magic that he
can constantly see magical auras unaided. This functions exactly as a permanent
Arcane Sight. From this point on the Archmage' eyes glow, equivalent to strong
candle-light. This glow can be any color of the Archmage' choosing, alterable at
will, so long as it always remains clearly visible.
Epic Archmage
Table: The Epic
Archmage
Hit Die: d6 |
|
Level |
Special |
21st |
|
22nd |
Bonus Feat |
23rd |
|
24th |
Bonus Feat |
25th |
|
26th |
Bonus Feat |
27th |
|
28th |
Bonus Feat |
29th |
|
30th |
Bonus Feat |
2 + Int modifier skill points per level. |
Bonus Feats: The Epic Archmage gains a bonus feat (selected from the list of
Epic Archmage bonus feats) every 2 levels after 20th.
Epic Archmage Bonus Feat List: Armor Skin, Blinding Speed, Damage
Reduction, Energy Resistance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic
Skill Focus, Epic Prowess, Fast Healing, Great Charisma, Great
Constitution, Great Dexterity, Great Intelligence, Great Strength, Great
Wisdom, Improved Combat Reflexes, Penetrate Damage Reduction
Elven Archmage Starting Package
Weapons: Longsword (1d8 slashing, 19-20/x2)
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill |
Ranks |
Ability |
Armor |
Concentration |
4 |
Con |
— |
Craft |
4 |
Int |
— |
Knowledge (Arcana) |
4 |
Int |
— |
Profession |
4 |
Wis |
— |
Spellcraft |
4 |
Int |
— |
Survival |
4 |
Wis |
— |
Feat: Spell
Penetration
Bonus Feats: Martial weapon proficiency (Longsword, Rapier, Longbow, Shortbow).
Gear: Adventurer's Kit.
Gold: 3d4 gp
Campaign Information
Playing a Archmage
Religion:
Combat: The Archmage’ role depends mainly upon his rather limited spell
selection. Some magi are war machines, dishing out spell after damaging spell.
Other magi function as support, providing constant enhancement to other members
of the party. Still others have utilitarian spell selections that provide
solutions to problems that often can’t be solved by mundane means.
Archmages in the World
Organizations: On very rare occasions, an Archmage is actually apprenticed to a
more experienced Archmage. More often than not, however, the Archmage, either by
choice or necessity, pursues greater magical understanding alone. The path to
power for an Archmage is often a harrowing journey of self-discovery. As their
skills develop, they often come face-to-face with aspects of themselves they are
ashamed or even afraid of.
NPC Reactions: NPCs might very well be afraid of an innately magic creature.
They might go as far as to shun the character if they learn that an arcane nexus
is woven throughout their blood. However, magic circles and councils might
instead welcome the Archmage, and view him more as a thing of reverence or
study.
Archmage Lore
Characters with ranks in Knowledge (Arcane) can research Archmages to learn more
about them. When a character makes a skill check, read or paraphrase the
following, including information from lower DCs.
Knowledge (Arcana) |
|
DC |
Result |
5 |
Archmages are innately magic. |
10 |
Archmages are vulnerable to anti-magic effects. |
15 |
Archmages are rarely ever dwarven. |
Archmage Feats
Extended Innate Magic
Your innate magical spell-like abilities are easier to maintain.
Prerequisite: Innate magic class ability.
Benefit: Your innate magic spell-like abilities no longer require concentration
to extend the duration beyond a single round, unless specifically stated in the
spell description.
Faint Tangible Magical Aura
Your magical aura has a tangible force, providing you with some protection from
attacks.
Prerequisite: Magical aura class ability.
Benefit: When your magical aura is not suppressed you may apply its listed bonus
(up to +1) to armor class in addition to its magical protection. Consider this
bonus an armor bonus, as it is a magical force effect.
Moderate Tangible Magical Aura
Your magical aura has a tangible force, providing you with some protection from
attacks.
Prerequisite: Magical aura class ability, Faint Tangible Magical Aura.
Benefit: When your magical aura is not suppressed you may apply its listed bonus
(up to +2) to armor class in addition to its magical protection. Consider this
bonus an armor bonus, as it is a magical force effect.
Strong Tangible Magical Aura
Your magical aura has a tangible force, providing you with some protection from
attacks.
Prerequisite: Magical aura class ability, Moderate Tangible Magical Aura.
Benefit: When your magical aura is not suppressed you may apply its listed bonus
(up to +3) to armor class in addition to its magical protection. Consider this
bonus an armor bonus, as it is a magical force effect.
Overwhelming Tangible Magical Aura
Your magical aura has a tangible force, providing you with some protection from
attacks.
Prerequisite: Magical aura class ability, Strong Tangible Magical Aura.
Benefit: When your magical aura is not suppressed you may apply its listed bonus
to armor class (up to +4) in addition to its magical protection. Consider this
bonus an armor bonus, as it is a magical force effect.
Magical Energy Buffer
Your magical aura has gained resistance to an elemental type.
Prerequisites: Tangible Magical Aura, Archmage level 9.
Benefit: Your magical aura provides you with energy resistance equal to half of
your Archmage level against one energy type when your aura is active.
Forevermore, whenever your magical aura is active there is a minor manifestation
of this energy type in a 5 ft. radius around you. For example, a very small
amount of static electricity, abnormal amount of heat or cold in the air, a
strong chemical smell, etc. This minor manifestation has no game mechanic
effect. This feat may be selected multiple times, choosing a different element
each time. The minor manifestation effects occur simultaneously in the case of
multiple energy selections and cannot be selectively suppressed.
Magical Energy Affinity
Prerequisites: Magical Energy Buffer
Benefit: You have learned to utilize your energy buffer to enhance the power of
energy spells. When casting spells using energy types which correspond to your
Magical Energy Buffer feat(s) your caster level is +2 (you do not pay 2 points
to raise the caster level, if applicable). Your magical aura must be active in
order for this ability to function.
Magical Force Weapon
Prerequisites: Archmage level 3rd
Benefit: Choose one weapon you are proficient with. You are able to sculpt your
magical energy into the form of this weapon (and this weapon only, unless this
feat is chosen again for an additional weapon). The weapon is composed of
magical force, and attacks with it are resolved as normal attacks (not touch
attacks) but are subject to spell resistance. However, this weapon acts as if it
had the ghost touch property and has an enchantment bonus equal to your aura
bonus. Manifesting this weapon is a move equivalent action that does not provoke
attacks of opportunity, and the weapon remains for 24 hours or until dismissed.
The weapon dissipates if anyone but the Archmage wields it, if it does not
overcome spell resistance, or if the Archmage wills it to disappear (a free
action) but can be manifested again normally. The Magical Force Weapon cannot be
enchanted or enhanced by any normal means (spells, etc).
Empowered Force Weapon
Prerequisites: Magical Force Weapon
Benefit: You may substitute weapon special abilities for the appropriate market
price modifier enhancement bonus to your magical force weapon. You may add any
combination of special abilities so long as they do not exceed the total
enhancement bonus of the weapon -1. Adding special abilities to the weapon takes
8 hours of concentration, and costs 5x the enhancement market value of the
special abilities in mana (paid at the end of the 8 hours of concentration). The
special abilities persist until changed (even if the weapon is dismissed) but
may be dismissed as a free action. The ability to add special abilities extends
only to your magical force weapon.
When you take this feat choose your Charisma modifier in weapon special
abilities. These are the abilities eligible to be assigned to the weapon. Every
two levels after you take this feat you gain an additional special ability you
may choose to apply to the weapon. For any special ability that has subtypes
that may be chosen (such as bane) you must specify the subtype upon choosing the
ability. More subtypes can be chosen with additional special abilities
selections.
For example, Larkulo the level 6 Archmage has the Empowered Force Weapon feat.
His class-based aura bonus is +2, making his unmodified force weapon (a
quarterstaff, in his case) function as a quarterstaff +2. Upon gaining the feat,
he chooses the defending, flaming, and giant bane qualities. If he chooses to
spend 8 hours of concentration and pay 5 mana at the end of this period, he may
add the defending quality (or flaming or giant bane) to his quarterstaff, making
it a +1 defending quarterstaff. It will remain a +1 defending quarterstaff until
he changes the special ability or dismisses the special ability.
Special: Magi who have the Magical Energy Affinity feat add an extra +1d4 of the
appropriate energy damage when they add special abilities that correspond to
their chosen energy type(s) (such as flaming, shocking, etc)