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
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

 

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
Check
Penalty

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)

 

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