Archmage

"If I can bend the elements of all reality to my will already, what need is there for ascension to divinity? It seems……..limiting…."
——Meldrin Morasse, the Red Mage

When magic was first discovered to be wieldable by mortals, it was only a matter of time before the particularly gifted refined its use. The issue with this throughout history, however, is that once someone had achieved a level of understanding high enough to be considered an archmage, they have been known to abscond to other planes of existence to expand their knowledge, or use their power to wreak ungodly amounts of destruction upon the mortal plane. For reasons such as these, Archmages have a less than consistent place through history.

The Archmage is a three-stage Talent.

Archmage I

An archmage is an individual who has refined the practice of weaving eldritch magic into an art form. In the first step to becoming an Archmage, the caster learns better how to conserve their energy and make their magic more potent against those that would resist them. In addition, they focus their studies to literally bend the rules of magical manipulation to their will, sometimes even breaking the laws of reality all together.

Prerequisites

  • Mental Rank 5
  • Eldritch Rank 8
  • Eldritch Arts Rank 10
  • Cost: 3 Destiny Points

Features

♦ Adamant Magic
You gain a +2 talent bonus on potency checks to oppose magic resistance.
♦ Font of Energy
You gain an energy reserve equal to half your Eldritch Rank. This reserve replenishes whenever you take a short rest. When you cast an Eldritch spell that has an energy burn cost, you may pay part or all of the cost using this reserve.
♦ Archmage Training
When you take this talent, choose one of the abilities from the Archmage perks list (see below) for which you qualify. Once chosen, the ability may not be changed.

Archmage II

At the next stage of research, the Archmage learns how to conserve the power of fate itself for fueling their most powerful spells, gaining a reserve of Karmic energy. In addition, they may focus their studies further, again altering the rules of magic to suit their needs.

Prerequisites

  • Archmage I
  • Eldritch Rank 9
  • Cost: 2 Destiny Points

Features

♦ Font of Karma
You gain a reserve of karmic energy equal to 1/3 your Eldritch Rank. This reserve restores a single point whenever you complete an extended rest. When you cast an Eldritch Spell that has a Karma cost you may use points from this reserve to pay all or part of the cost. This reserve may not be used in any other way.
♦ Archmage Training II
When you take this talent, choose one of the abilities from the Archmage perks list for which you qualify. You may not choose the same ability twice. Once chosen, the ability may not be changed.

Archmage III

Having fully mastered the practice of fine manipulation to empower their spells, at the end of the Archmage’s path they may completely devote their studies to finalizing how they wish to wield Eldritch magic. Upon completion of this training, the Archmage becomes a force to be reckoned with among all creatures, perhaps even by the gods themselves.

Prerequisites

  • Archmage II
  • Eldritch Rank 10
  • Cost: 2 Destiny Points

Features

♦ Archmage Training III
When you take this talent, choose two of the abilities from the Archmage perks list for which you qualify. You may not choose the same ability twice. Once chosen, the ability may not be changed.

Archmage Perks

♦ Ultimate Spell Mastery
You master an Ultimate Eldritch Spell of your choice (you must meet the prerequisites as normal).
♦ Ultimate Spell MemorizationYou must have the Spellbook Class Feature
You gain an Ultimate Eldritch Spell memorization.
♦ Spell Slinger
Reduce the Casting Time of any Eldritch Spell you cast by 1 (minimum of 1).
♦ Instant Spell
Once per rest, you may cast a Basic Eldritch Spell as an Immediate Action.
♦ Instant Spell IIInstant Spell perk
Once per rest, you may cast an Advanced Eldritch Spell as an Immediate Action.
♦ Endless EnergyArcane Reserve wizard specialty
Your Arcane Reserve replenishes one point per round.
♦ Signature MetacastAny Metacast Method
When you take this ability, choose a metacast method you know with a casting time increase of 2 or less and an energy cost of 2 or less that does not allow stacking. Whenever you cast a Basic, Advanced, or Legendary Eldritch spell that can be affected by that metacast method, you may automatically gain the effects of that metacast method without an increase in cost or casting time, or having that method count against your use of metacast methods. Once you choose the metacast method, you cannot choose a different one.
♦ Steadfast Spells
Increase the Saving Throw of your Basic and Advanced Spells by 1d10 [STP 1d10].
♦ Stacking Metacast Efficiency
When you use a metacast method with the stacking quality, your second application of the method is free. (You must still pay for the first application, and any subsequent applications).
♦ Burn Reduction
Reduce the Burn cost of any Eldritch Spell you cast by 1 (minimum of 1). This has no effect on upkeep costs.
♦ Distant Touch
When you cast an Eldritch Spell with a range of touch, increase the range to 30ft.
♦ Spell Exclusion
When you cast a spell with an area of effect, you may exclude a number of creatures up to your Eldritch Rank from the spell's effects.
♦ Spell Shaping
When you cast an Eldritch spell that affects an area, you may change the shape of the area of effect. You may change a cone-shaped area into a diameter-shaped area (with a 100 ft range), or vice versa. The length of the cone becomes the diameter of the area (or the diameter of the area becomes the length of the cone). This does not affect spells with areas that are not measured by diameters or cones.
♦ Spell Accuracy
When you cast an Eldritch Spell that targets a single creature and requires an attack roll, roll the attack twice and take the better result. This ability also works when utilizing Spell Chaining.
♦ Spell Chaining
When you cast an Eldritch Spell that targets a single creature, you may also target a second creature within 30ft of the primary target. This effect stacks with Chain Cast, allowing a third target.
♦ Heightened Spellcasting
You may utilize non-master augments of any Eldritch spell you cast as if your Eldritch Rank were one higher.
♦ Reclaim Energy
When you miss all targets of an Eldritch Spell and there is no other effect, the energy cost and energy burn cost of the spell are reduced by half (round up).
♦ Reclaim Karma
When you miss all targets of an Ultimate Eldritch Spell and there is no other effect, reduce the Karma cost of the spell by 1 (min 0).
♦ Metacast Master
Increase the number of Metacast Methods you can use on a single power by one
♦ Spontaneous Spell Swapping
As an immediate action you may trade out any one memorized power for a different power (of the same caliber) from your spellbook. You may use this ability once per rest.
♦ Mastered Memorizations
When you cast an Eldritch Spell memorization, you may utilize the Master Augments at your [Eldritch Rank - 4].