Arch-Mage


Level KXP Wizard
123 456 789 AB
1 0 2˝- --- --- --
2 5 31˝ --- --- --
3 10 421 --- --- --
4 20 532 ˝-- --- --
5 40 643 1˝- --- --
6 80 754 21- --- --
7 120 865 32˝ --- --
8 180 976 43˝ --- --
9 270 A87 541 ˝-- --
10 500 A98 652 1-- --
11 750 AA9 763 2˝- --
12 1500 AAA 874 3˝- --
13 2250 AAA 985 4˝- --
14 3000 AAA A96 51˝ --
15 3750 AAA AA7 621 --
16 4500 AAA AA8 732 --
17 5250 AAA AA9 843 --
18 6000 AAA AAA 954 ˝-
19 6750 AAA AAA A65 ˝-
20 7500 AAA AAA A76 1-
21 8250 AAA AAA A87 1-
22 9000 AAA AAA A98 2-
23 9750 AAA AAA AA9 2-
24 10500 AAA AAA AAA 3-
25 11250 BBB BBB BBB 3-
26 12000 BBB BBB BBB 4-
27 12750 CCC CCC CCC 4˝
28 13500 CCC CCC CCC 5˝
29 14250 DDD DDD DDD 5˝
30 15000 DDD DDD DDD 51
31 15750 DDD DDD DDD 61
32 16500 EEE EEE EEE 61
33 17250 EEE EEE EEE 71
34 18000 FFF FFF FFF 71
35 18750 FFF FFF FFF 81
36 19500 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Con 12, Int 18
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/9
To Hit Table: ˝xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Level 1: Each level, pick one spell. That spell requires only ˝ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Mage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Mage's level (for this rule only).
Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 11: Each level starting at 11th, pick one spell. That spell requires only ˝ the number of Mental actions to cast.
Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.