Hogwarts Everything is Three

: Dragon and Dungeons Advanced Professional Archmage

Basic Information

  Dragon and Dungeons Advanced Occupation: Archmage (ARCHMAGE)

prerequisites

  To have an archmage, the character must meet all the following requirements.

   Skills: 15 levels of knowledge (mystery), 15 levels of spell identification.

   Specialty: Specialized skills (recognition spells), two schools of specializing spells.

   Spells: Can cast seven-level arcane spells, and understand at least five different schools of spells of level 5 or higher.

   own skills

Archmage’s own skills (the key attributes of the skill in parentheses): focus (physical), craftsmanship (alchemy) (intelligence), knowledge (all aspects, need to be selected one by one) (intelligence), profession (perception), search ( Intelligence), discern spells (intelligence).

   Upgrade skill points: 2 + intelligence adjustment value.

Table: Archmage Level Basic Attack Bonus Fortitude Check Reflex Save Will Save Special Ability Number of Spells Daily 1+0+0+0+2 Advanced Arcane Abilities Current Arcane Spellcasting Class Level +12+1+0+0 +3 Advanced Arcane Abilities Existing Arcane Spellcasting Profession Level +13+1+1+1+3 Advanced Arcane Ability Existing Arcane Spellcasting Profession Level +14+2+1+1+4 Existing Arcane Ability Arcane spellcasting class level +15+2+1+1+4 Advanced arcane ability Existing arcane spellcasting class level +1

  Professional characteristics

  The following are the professional characteristics of the advanced class of the archmage:

  Weapon and armor proficiency: Archmage does not acquire any weapon or armor proficiency.

Daily number of spells/known spells: Every time the archmage upgrades, the number of daily spells (and known spells, if applicable) will increase, just like the previous level of the archmage's ability to cast 7th-level arcane spells, but not before. Other abilities of the spellcasting profession.

  If the character has multiple spellcasting classes that can cast 7th-level arcane spells before becoming an archmage, he must choose which spellcasting class to add the upgraded archmage level to to determine the number of new spells per day.

  High Arcana (High Arcana): When leveling up, the archmage has a choice and the opportunity to obtain the following special abilities, at the cost of permanently losing an existing spell slot (he cannot eliminate a spell slot higher than the highest spell level he can cast). Each special ability has the minimum level of the required cast position, as detailed below.

   The archmage can also choose to eliminate the higher arcane caster than the required arcane level to obtain advanced arcane abilities.

  ArcaneFire (Supernatural ability): The archmage can convert a prepared arcane energy into an arcane fire, turning it into an energy arrow of primitive spell energy. Arcane fire is a long-range contact attack with a range of 400+40 feet/each archmage level. The damage value is 1d6 per archmage level plus 1d6 damage per level of the converted arcane spell. This ability requires a ninth-level cast slot.

   Arcane Reach (Arcane Reach, supernatural ability): The archmage can use touch spells to touch targets within 30 feet. This special ability can be selected twice, at this time the range is 60 feet. This ability requires a seven-level cast slot.

   Mastery of Counterspelling (Mastery of Counterspelling): When the archmage counters a spell, it will immediately return to the caster, as if it was completely affected by spellturning. If the cast spell cannot be turned by spellturning, then the spell is simply countered. This ability requires a seven-level cast slot.

  Elemental Control (MasteryofElements): The archmage can change it when casting Arcane, replacing the normal element with another different element. This ability can only change spells with the following descriptions: acid, cold, fire, electricity, and sonic waves. The cast time of the transformed arcane is not affected. The caster can choose whether to switch the spell energy type before starting to cast the spell, and specify the new energy type of this arcane spell. This ability requires an eighth-level cast slot.

Mastery of Shaping (Mastery of Shaping): The archmage can change the area of ​​effect (Area) or effect (Effect) type spells that use the following shapes: burst, cone, cylinder, diffuse () , Spread (spread). The archmage can use this special ability to create an area in the spell's space that is not affected by this spell. The minimum volume of these areas is a cube with a side length of 5 feet. Moreover, the ability to shape control can reduce the minimum space of action of Shapeable Spells from 10 feet to 5 feet. This ability requires a six-level cast slot.

  SpellPower: This special ability increases the effective caster level of the archmage by 1 level (only applies to the spell attributes that determine the effect of the spell depending on the level, such as damage roll, range, and caster level checks). This ability requires a five-level cast slot.

Spell-LikeAbility: The archmage can store a specific spell in one of his empty spell slots (not including the spell slots lost by learning this or other advanced arcane abilities) forever, and It becomes a spell-like ability. This spell-like ability can be used twice a day. When casting this spell-like ability, the archmage does not need any spell components, but still has to pay experience points. At the same time, if this spell contains expensive materials, every time it is cast, the archmage will lose 10 times the material price (GP) experience value. This ability requires a five-level cast slot.

   spell-like abilities usually occupy the same level of spell slots, but sometimes the archmage can also store some arcane spells that have been strengthened by the metamagic specialties, and then use the spell slots of the corresponding spell level.

  The archmage can also choose to store low-level spells with high-level spell slots, thereby increasing the number of uses of spell-like abilities. Spell-like abilities stored with spell slots higher than 3 levels can be used 4 times a day; spell-like abilities stored with spell slots higher than 6 levels can be used 6 times a day.

   When this special ability is selected multiple times, the character can continue to transform a spell again, which can be the one that has been selected (increasing the number of daily use) or the arcane that has not been selected.

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