Discussion:How does an archmage work?

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How does the archmage prestige class work?[edit]

Wackymynd 21:05, 20 November 2007 (MST)[edit]

How does the archmage prestige class's High Arcana ability work? I'm not sure if I want my character to take a level or five of archmage, and if I do it will take planning ahead (for the right skills, feats etc.)Also, how do I sign my posts with a big signature instead of the one I'm using here?

Sledged-20071126205418

Sledged (talk)
2007 November 26 20:54 (MDT)

At each level of archmage, you select one of the listed special abilities. Each ability has it's own set of rules. Some of them can be selected multiple times.

To sign your posts with the big signature: when you click "edit," look for the comment that says "Copy the following line to make a comment:" then copy the following line exactly as you see it and put your comments under the copied line like so:

=== ~~~ <small><small>~~~~~</small></small> ===

These are my comments.

Then click "Save page." The three tildas (~~~) will be replaced with your username linked to your user page, and the five tildas (~~~~~) will be replaced with the time/date.

There's no better laugh than the one that you're ashamed to share with your mother.
—Stephen Notley, creator of Bob the Angry Flower
A common mistake that people make when trying to design something completely foolproof was to underestimate the ingenuity of complete fools.
—Ford Prefect in "Mostly Harmless" by Douglas Adams

Pwsnafu 01:41, 28 November 2007 (MST)[edit]

I'm not sure if I want my character to take a level or five of archmage,

Definitely take all 5 levels. IMO

  • Spell-like greater teleport and shapechange stand out (unless shapechange is nerfed/banned).
  • Master of Shaping Mostly used with reverse gravity, as you can create holes where your allies stand. Same goes true for any area spell.
  • Master of Elements Choose sonic, unless the opponent has a weakness.

Sledged-20071128101334

Sledged (talk)
2007 November 28 10:13 (MDT)

They're all fairly decent.

  • Arcane fire is a Su ability that does untyped damage so it ignores energy immunities, spell resistance, and spell immunities.
  • Arcane reach is good for high Dex low Str casters.
  • Spell power—always good to have boost to your caster level.
  • Mastery of counterspelling is a good choice if you have the feat Reactive Counterspell from Player's Guide to Faerun.
There's no better laugh than the one that you're ashamed to share with your mother.
—Stephen Notley, creator of Bob the Angry Flower
A common mistake that people make when trying to design something completely foolproof was to underestimate the ingenuity of complete fools.
—Ford Prefect in "Mostly Harmless" by Douglas Adams

Wackymynd 19:02, 29 November 2007 (MST)[edit]

Well, under the abilities, it says stuff like "This ability costs one X-level spell slot" where X is from 5 to 8. Does it get rid of the slot permanantly, or do you use the slot to use the ability?

Daniel Draco 19:21, 29 November 2007 (MST)[edit]

The slot is permanently gone.

Wackymynd 19:18, 3 December 2007 (MST)[edit]

So, is it worth losing spell slots for these abilities? My character is an illusionist. As a wizard, he gets few spell slots, but he gets bonus illusion spells. Should this be factored in? Please give opinions.

Pwsnafu 20:25, 4 December 2007 (MST)[edit]

Consider spell-like. teleport is a level 5 spell, so you give up 2 level 5 slots for 2 teleports. But if the spell you are getting is level 9, you trade one Lv5 & one Lv9 slot for 2 level 9 spells, definately worth it. All archmages should take arcane reach, as it synergies nicely with Chain Spell (creates party buffs!).

My character is an illusionist

What you specialize in less important than what you prohibit. Don't forget that. The "best" specializations are conj and trans, but oh well. You also need to tell us which splat books are allowed.

General rules of thumb:

  • Wizards are not blastifiers, and specializing in illusion illustrates you understand that. So arcane fire and substitution are out.
  • Counterspelling requires slots and every school, leave counters to sorcerors.
  • Every wizard benefits from arcane reach (or Reach Spell metamagic) so that should be your first ability. Then greater teleport (Sp) (better than using contingency). If you don't know what else, take Spell Power. Look how much orange ioun stone costs. Good no?

PS: Was Curse of the Putrid Husk an illusion? (I believe so...)

Wackymynd 16:58, 5 December 2007 Wackymynd (MST)[edit]

Thanks! I was planning for Arcane Reach. What do you mean by Curse of the Putrid Husk? Is that on this Wiki?

Wackymynd 19:18, 5 December 2007 Wackymynd (MST)[edit]

I just realized I've been signing all my posts with the same date and time. On a completely different subject: with some embarrasment, I say: I had no idea that choosing illusionist illustrated my understanding of a wizard's purpose. In fact, I'm not quite sure why I became an illusionist. Anyway, I know now. Again, thank you.

Kelly 21:25, 5 December 2007 (MST)[edit]

The only ability that seems truly kick ass is Mastery of the Elements being able to transform any energy-type spell to another form is going to get around almost any creatures defenses - 'cept spell resistance, I s'pose.

Sir Milo Teabag 16:41, 6 December 2007 (MST)[edit]

The Other Useful Ability is Mastery of Shaping, and the Spell-like ability one. The Old Making of the Maeg Optimization gives suggestions on what to do with the Archmage, although it may have been removed.

Pwsnafu 18:25, 6 December 2007 (MST)[edit]

What do you mean by Curse of the Putrid Husk?

It's an evil illusion in BoVD. Possibly the best save-or-die spell invented. Other spells of note include Otto's irresistible dance (enchantment, touch, no save!) and shivering touch (from Frostburn) which deals dex damage. Arcane reach makes them "I Win" spells.

I highly recommend the Chain Spell metamagic feat. Arcane reach + Chain + heroism is a party buff. Who needs a bard?

Mastery of Shaping is important for spells like color spray and deep slumber which are limited by their shape. Changing it means you can choose which enemies to hit.

Sledged-20071206195025

Sledged (talk)
2007 December 6 19:50 (MDT)

Irresistible dance is a great spell. Ever play a sprite with the feat Supernatural Transformation from Savage Species? Being able to ignore spell resistance and spell immunity with that spell is almost worth the +6 LA. A more preferable option is to take levels in the Dweomerkeeper PrC, and get the ability to cast spells as a supernatural ability.

I've been wanting to use the Theurge of Charisma optimization to make a master counterspeller using Reactive Counterspell and mastery of counterspelling. Interestingly enough, arcane fire, mastery of elements, and spell-like ability are the only abilities that are limited to arcane spells.

There's no better laugh than the one that you're ashamed to share with your mother.
—Stephen Notley, creator of Bob the Angry Flower
A common mistake that people make when trying to design something completely foolproof was to underestimate the ingenuity of complete fools.
—Ford Prefect in "Mostly Harmless" by Douglas Adams



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