Archmage
(PRESTIGE CLASS)



- Hit Die: d4.
- Proficiencies: An Archmage does not gain any additional weapon or armor proficiencies.
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Arcane Spellcasting: Level 7 or higher.
Feats: Skill Focus(Spellcraft), Any Spell Focus.
Skills: Spellcraft 15 or more ranks, Lore 15 or more ranks.

ABILITIES:

Level
1: High Arcana*, Mastery of Elements(Normal)
2: High Arcana*
3: High Arcana*
4: High Arcana*
5: High Arcana*

BONUS SPELLS
The Archmage sacrifices the bonus spell slots he should gain in order to take a High Arcana feat at each levels.
He does however add his level to the base caster class when determining spell powers(damage, duration...).

HIGH ARCANA:
Each level the Archmage must choose one High Arcana feat of those:
* Arcane Fire: This feat allows the Archmage to convert any spells he knows into a powerfull bolt of raw magical energy.
* Mastery of Elements: This feat allows the Archmage to change on the fly the damage type of any elemental spells. The feat to set them back to normal is free at level 1, the fire, cold, acid, electrical and sonic damages are separated in their own feats and must be selected.
* Mastery of Shapes: This feat allows the Archmage to create "holes" in his area of effects spells to protect his companions from the effects.
* Spell Power: This feat allows the Archmage to increase his effective caster level by 1(cummulative with the normal level bonusthey get).

Mastery of Elements(Normal)
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage back to normal.
NOTE: This feat is only usefull if you take an other Mastery of Elements feat as it is used ot counter the effects.

Mastery of Elements(Fire)
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to fire.

Mastery of Elements(Cold)
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to cold.

Mastery of Elements(Acid)
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to acid.

Mastery of Elements(Electricity)
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to electricity.

Mastery of Elements(Sonic)
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. This ability sets the damage to sonic.

Mastery of Shaping
The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell.
This allows the Archmage to not harm friends with area of effect spells.

Spell Power I
Spell Power II
Spell Power III
Spell Power IV
Spell Power V
This ability increases the archmage's effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).

Mastery of Elements
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor.

Arcane Fire
The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect.

Spell-Like Ability
An archmage who selects this type of high arcana can permanently prepare one of his arcane spells as a spell-like ability that can be used twice per day.
The spell-like ability normally uses a spell slot of the spell's level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.