The Arch-Mage (Wizardly Types) (3.5e Prestige Class)

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The Arch-Mage[edit]

"How did you survive my Spell? That's simple. I am the Arch-Mage, and you are not."
—Spellsy McCaster, Human Arcanist/Magician/Medium/Magister/Fireshadow/Planar Savant/Arch-Mage

There is only one reason why you are here. You've reached the absolute limits of your Arcane Power. You're terrified to plateau, to mindlessly return to the old ways of Arcane Study, because you can no longer find marker-points that bind all spells together. It matters not what route you took to get here. Whether you were a Battlemage who wanted to expand his studies and become an Invoker, or a Fireshadow who became a Planar Savant. You have arrived because although you have expanded your spellbook to epic heights, and perhaps you are competent enough to teach any student of the Arcane the basics of any school of magic, You don't want to be a master of A multitude of Lesser Spells. No. You wish to master the 9th Circle of Magic. That is why you are here. Come then, Let us see what we can make of you.

Becoming a Arch-Mage[edit]

This Class Relies Completely on these classes: Wise Wizard (3.5e Class), And this class Master Wizard (3.5e Prestige Class)

It's been a long road getting here, hasn't it? You've braved the depths of the Underdark, Walked the Planes with the Gith, can call no less than five dragons "friends", You've ventured into the Abyssal Planes with naught but your spellbook and emerged victorious over the devils that reside there.

But it has never been enough. There are spells that still elude you, even though you are capable of casting dozens more than your former colleagues. The ones who laughed at your varying interests in magic. Now all but the mightiest of them cow before you, realizing that you hold more magic in your left hand than they do in their entire body.

But the 9th Circle is all that you care about. So long as those.... Narrow-Minded fools can cast spells of the 9th Circle, and you cannot, then they will always have the upper hand. Re-double your efforts in your study. Learn to cast the most powerful spells in existence, and silence those savages once and for all.


Entry Requirements
Spellcasting: Must be able to cast Level 7 Arcane spells from all four Wizardly Types (3.5e Class) Lists
Table: The Arch-Mage


Hit Die: d6


Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Familiar Advancement +1 level of 4 existing Wizardly Types spellcasting class.
2nd +1 +0 +0 +3 - +1 level of 4 existing Wizardly Types spellcasting class.
3rd +2 +1 +1 +3 Arch-Mage's Metamagic -.
4th +3 +1 +1 +4 - +1 level of 4 existing Wizardly Types spellcasting class.
5th +3 +1 +1 +4 - +1 level of 4 existing Wizardly Types spellcasting class.
6th +4 +2 +2 +5 Master Counterspell -.
7th +5 +2 +2 +5 - +1 level of 4 existing Wizardly Types spellcasting class.
8th +6/+1 +2 +2 +6 - +1 level of 4 existing Wizardly Types spellcasting class.
9th +6/+1 +3 +3 +6 Craft of the Arcane Master -
10th +7/+2 +3 +3 +7 - +1 level of 4 existing Wizardly Types spellcasting class.

Class Skills (2 + Int modifier per level)

As Wizard, Naturally.


Class Features[edit]

All of the following are class features of the Wizard.

Familiar Advancement: The Arch-Mage's Previous Wizardly Class levels stack with their Wizard class levels and their Arch-Mage Class Level determine the strength of their Familiar.

Spellcasting: At levels 1, 2, 4, 5, 7, 8, and 10 you gain spells known, spells per day, and increased caster level as if you had gained a level in all four of your Wizardly Types Classes. You do not, however, gain any other benefit a character of that class that you would have gained.

Arch-Mage's Metamagic: At level 3, the Arch-Mage can choose to sacrifice spell slots in order to apply metamagic effects that he knows to his spells. Doing so in this way allows the Arch-Mage to apply these metamagic effects without preperation beforehand, and without affecting it's spell level. The Spell Slot level that must be given up is equal to the Level Modifier of the metamagic effect you wish to apply. Thus, a Arch-Mage's Quicken Spell would require him to sacrifice a 4th level spell slot. If an Arch-Mage Chooses, he can sacrifice a single spell slot for multiple metamagic effects applied to the same spell. For instance, An Arch-Mage could give up a 7th level spell slot in order to Quicken and Empower his spell.

Master Counterspell: At 6th Level, the Arch-Mage's ability to counterspell is unparalleled. In order to Counterspell, all he must do is succeed on a Spellcraft check to identify the school of the spell, and then sacrifice a spell of the same school and level. The spell is immediately negated. He can counterspell with this ability by readying an action to counterspell, or once per round as an immediate action.

Craft of the Arcane Master: When creating a Magical Item, it takes one-third the amount of XP, Material Components, and Time.

After Level 10, The Arch-Mage continues his studies, At every level, he gains spells, spells per day, and increased caster levels as if he had gained a level in all four of his Wizardly Types Classes. You do not, however, gain any other benefit of that class that you would have gained

Playing an Arch-Mage[edit]

Combat: With his Powerful Metamagic and Anti-Magic abilities, it's best to throw the Arch-Mage at other spellcasters to keep them pinned while the rest of the party handles their individual duties.

Advancement: Most Characters who pick up levels in this prestige class rarely take levels in any other class. However, if they so choose to, some Arch-Mages will take levels in Archivist.

Resources: Most Arch-Mages will eagerly trade knowledge and spells with one another, or begin tutelage of a lesser experience apprentice.



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