The fastest path into this prestige class is from the Mage and Techno Mage advanced classes, though other paths are possible.


To qualify to become an Archmage, a character must fulfill the following criteria.

Skills: Spellcraft 12 ranks, Knowledge (arcane lore) 12 ranks, Concentration 12 ranks.

Special: Ability to cast arcane spells.

Class Information

The following information pertains to the Archmage prestige class.

Hit Die

Archmages gain 1d6 hit points per level. The character’s Constitution modifier applies.

Action Points

Archmage gain a number of action points equal to 7 plus one-half their character level, rounded down, every time they advance a level in this class.

Class Skills

The Archmage’s class skills are as follows: Computer Use (Int), Concentration (Con), Craft (chemical, electronic, mechanical, pharmaceutical) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, technology, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none), Spellcraft (Int).

Skill Points at Each Level: 7 + Intelligence modifier.

Table: The Archmage
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+0+0+2Total spellcasting+1+2
2nd+1+0+0+3Increased spells/day+1+2
3rd+1+1+1+3Gifted incantations+2+2
4th+2+1+1+4Increased spells/day+2+3
5th+2+1+1+4Granted incantations+3+3

Class Features

The following features pertain to the Archmage prestige class.

Total Spellcasting

Count all character caster levels when determining the Archmage’s casting level for arcane spells.

Increased Spells/Day

At 2nd level, the Archmage increases the base number of arcane spells per day by one half (round down). This increase occurs before modifications for high intelligence or other alterations. At 4th level, the Archmage again increases the number of arcane spells available per day, this time to a total of twice what he would normally have. As before, this increase happens prior to any modifications or alterations.

Gifted Incantations

At 3rd level, the Archmage can spend an action point on an incantation to gain an additional +1d6 on all skill checks to complete the incantation.

Granted Incantations

At 5th level, failure during an Incantation holds no penalty for the Archmage.

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