This gets the abilities (and spell progression) of Death Master1 and ArchMage.
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In addition, each level Aspirant gains 1 spell level for Lich spells. This spell level may be spent immediately (for a 1st level Lich spell) or saved for a larger spell. The Aspirant's Lich "progression" must be decreasing, so the soonest the Aspirant could gain a 6th level Lich spell would be level 21 (progression = 111111).
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DM Note: Note that Aspirant is cheaper than ArchMage at high levels.
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Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
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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.
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Level 1: MR adjustment is -5*level% instead of +60-5*level%.
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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).
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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.
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Level 1: Have their own language called "The Language of Death".
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Level 1: +1 XP for each grave dug; +2 XP for each stolen body.
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Level 1: Potion of Undead Control and Ring of Regeneration has double effect.
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Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
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Level 1: 5% per level resistance to Charm spells.
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Level 2: +2 XP for putting a body to rest.
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Level 3: +3 XP for a properly embalmed body.
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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.
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Level 4: Speak with Undead at will.
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Level 7: Speak with Dead 1/d.
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Level 9: Immune to Paralysis, Hold, and any undead touch effect.
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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).
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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.
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Level 11: Each level starting at 11th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
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Level 11: Immune to all Energy/Stat drains.
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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.
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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.
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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.
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Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
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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.
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