Master Classes
Table of Contents


If magic is an art form, then the Archmage is among the greatest artists of their time. Skilfully altering spells in ways that none of his contemporaries can, and with unique powers and skills that other Mages fear and covet.

Depending on your campaign setting an Archmage could be:
• The leader of the guild of Mages.
• A master of a specific school of magic, or magic style (especially when coupled with a specialist caster).
• An Alchemist seeking to increase and diversify his magical abilities.
• An academic who has changed the paradigm of arcane knowledge.

Party Role: Specialist / Wildcard. The Archmage is the supreme master of magic, who can influence events in a wide variety of ways depending to his spell selection.

Class Features
Requirements: Casting Mastery, Spellcasting 10+ Ranks.
Favoured Attributes: Intelligence, Wisdom, Charisma
Caster: Each level in this class increases your Casting Level by 1.
Class Skills: Bluff, Crafting, Impress, Intimidate, Investigate, Medicine, Notice, Prestidigitation, Resolve, Ride, Search, Sense Motive
Skill Points: 8 + Int modifier per level
Vitality: 6 + Con modifier per level.

The Archmage
Level Base Attack Fort Ref Will Def Init Lifestyle Legend SP Abilities
1 +0 +0 +0 +2 +0 +0 +2 +1 2 High Arcana, Master Spellshaper
2 +1 +0 +0 +3 +1 +0 +3 +2 4 Circle of Power
3 +1 +1 +1 +3 +1 +1 +3 +3 6 Mental Pinnacle
4 +2 +1 +1 +4 +2 +1 +4 +3 8 Circle of Power, High Arcana
5 +2 +1 +1 +4 +2 +1 +4 +4 10 Arcane Conduit

Class Abilities
High Arcana: Your study of magic has granted you abilities others can only dream of. At Level 1 and 4, you may choose 1 of the following abilities. Each ability may only be chosen once.
Arcane Defence: You gain Spell Defence equal to your Resolve (Wis) bonus.
Arcane Reach (Spellcasting Trick): When casting a spell with a range of Touch, you may pay 1 additional Spell Point to change its range to Short.
Discipline Mastery: Choose 1 Discipline you have access to spells from, the maximum level of spells you may cast from this Discipline increases by 1 and the DC of their saving throws is increased by 2.
Expanded Learning: You gain a bonus Skill or Spellcasting feat.
Innate Spell: At the beginning of each adventure you may choose one spell you can cast to gain as a Natural Spell.
Irresistible Spell (Spellcasting Trick): When casting a spell that prompts a saving throw, you may spend additional Spell Points to increase the saving throw DC of your spells. Each additional spell point spent in this fashion increases the DC by 1.
Master Spellshaper: At level 1, your maximum Spellcasting ranks increase to your Career Level +8.
Circle of Power: At levels 2 and 4 you learn a number of additional spells from schools you may cast equal to your wisdom modifier. Also, you may choose one of the following abilities:
• The maximum level of spells you may cast increases by 1, to a maximum of Level 9.
• You gain an additional Spellcasting feat.
Mental Pinnacle: At level 3, the lowest of your Intelligence, Wisdom or Charisma increases by 2, in the event of a tie you may choose which attribute is increased.
Arcane Conduit: Your ability to manipulate magic is beyond that of lesser Mages. At level 5, you may apply 2 tricks to your Spellcasting checks. You may use this ability a number of times per session equal to your starting action dice.

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