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=== Alignment and Religion === | === Alignment and Religion === | ||
The path of the archmage demands rigourous study, or experimentation, or both, to conquer, and as such it tends to appeal much more to those whom hold the studious life close: lawful aligned characters are much more suited for it than others. There is still a place for the savant creative, provided they are exceptionally creative. | |||
Locally to Ravenloft, religious archmages are relegated almost exclusively to either the worship of Hala, or the Church of Ezra, though archmages of the latter are often cloistered away from the world to avoid the many allegations of using the powers of the Legion that may be brought against them by the uninitiated or the malicious otherwise. Otherwise the outlander faiths of Mystra and Azuth tend to be the primary source of archmages that walk the Core. Many archmages too are simply not strongly religious: their calling is their magic, not a faith. | |||
=== The Archmage as Adventurers === | === The Archmage as Adventurers === |
Revision as of 18:47, 17 April 2024
Original Tabletop source: Forgotten Realms Campaign Setting 3.0
Note: The below describes a class not yet fully implemented in Time of Unparalleled Darkness, and thus may change in its final implementation.
The highest art is magic - often referred to as the Art. Its most advanced practitioners are frequently archmages, bending spells in ways unavailable to other spellcasters. The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability in order to master these arcane secrets.
Roleplaying as an Archmage
Backgrounds of Archmagi
Alignment and Religion
The path of the archmage demands rigourous study, or experimentation, or both, to conquer, and as such it tends to appeal much more to those whom hold the studious life close: lawful aligned characters are much more suited for it than others. There is still a place for the savant creative, provided they are exceptionally creative.
Locally to Ravenloft, religious archmages are relegated almost exclusively to either the worship of Hala, or the Church of Ezra, though archmages of the latter are often cloistered away from the world to avoid the many allegations of using the powers of the Legion that may be brought against them by the uninitiated or the malicious otherwise. Otherwise the outlander faiths of Mystra and Azuth tend to be the primary source of archmages that walk the Core. Many archmages too are simply not strongly religious: their calling is their magic, not a faith.
The Archmage as Adventurers
Archmagi in Society
Differences from Tabletop
- A large difference from tabletop is this class has been stretched to balance it: in tabletop it is a prestige class with 5 levels allowing a High Arcana each level. In Time of Unparalleled Darkness, Archmage is a 10 level prestige class which allows you a high arcana at level 2 and each second level after.
- To lessen the effects of the above change, the requirement for knowledge of at least 5 fifth level spells from different schools is abolished.
- Knowledge (Arcana) is combined into the Occultism skill in Time of Unparalleled Darkness, and as such, the requirement for it is substituted with Occultism.
- All things given as "per day" in tabletop become "per rest" in Time of Unparalleled Darkness.
It should be noted that this is based on the original Forgotten Realms version, not the later one.
Prestige Class Requirements
To become an archmage, a character must fulfill all the following requirements:
Skills: Occultism 15 ranks, Spellcraft 15 ranks
Feats: Skill Focus (Spellcraft), two or more Spell Focus feats.
Spellcasting: Ability to cast 7th-level arcane spells.