Prestige Class · Arcane Mastery
Archmage — Master of High Arcana
A five-level path for accomplished arcane spellcasters who stop merely learning spells and begin mastering the rules by which magic works.
An Archmage is already a formidable spellcaster before entering this path. The prestige class is for characters who want their magic to become more precise, more flexible and harder for rival spellcasters to answer. Its defining feature is High Arcana: permanent techniques that reshape how the character casts, counters and controls spells.
Archmages are rarely anonymous adventurers. Their mastery attracts rulers, magical colleges, rival adepts, planar powers and ambitious students. Taking the path should change both the character sheet and the character’s place in the world.
At a Glance
- Role
- High-level arcane specialist, battlefield controller, counter-mage and magical problem-solver.
- Best For
- Players who want to deepen an existing spellcaster rather than abandon their original magical identity.
- How You Qualify
- Advanced arcane spellcasting plus serious study of magical theory; exact prerequisites are listed in each edition tab.
- How You Enter
- Recognition by a master, school, court, lodge or other keeper of high arcana is usually required as well as the numbers.
- Signature Ability
- High Arcana lets you shape areas, alter energy, extend touch magic, overpower resistance or turn spell energy into raw force.
- Progression
- Five prestige-class levels with full spellcasting advancement and High Arcana choices at 1st, 3rd and 5th level.
What Makes an Archmage Different?
A wizard, sorcerer or other arcane caster learns increasingly powerful spells. An Archmage learns how to change the terms of spellcasting itself. The path is therefore less about gaining a second spell list and more about making an existing one behave in ways ordinary casters cannot easily reproduce.
Arcane Reach
Deliver touch magic at a distance and control dangerous space without stepping into it.
Mastery of Elements
Change elemental damage to meet the enemy in front of you rather than the enemy your spell was originally written for.
Mastery of Shaping
Cut safe spaces into destructive areas so allies can fight inside magic that would normally endanger them.
Counterspell Mastery
Turn defensive spellcraft into dominance over rival casters.
Spell Power
Push difficult magic through defences and make your strongest spells more reliable.
Arcane Fire
Convert prepared magical power directly into a focused blast when a normal spell is the wrong tool.
Can I Build Toward Archmage?
Yes, but it is deliberately a late-game goal. Build the character as an arcane spellcaster first. Keep your spellcasting ability high, invest in magical knowledge, and make sure your feat and skill choices will satisfy the prerequisites used by your campaign edition.
- 5.5e / 2024 and 5e / 2014: plan to reach 13th character level, gain access to 7th-level arcane magic and become proficient in Arcana.
- Pathfinder 1e: build toward 7th-level arcane spells, 13 ranks in Knowledge (arcana) and Spellcraft, Skill Focus (Spellcraft), and Spell Focus in two schools.
- D&D 3.5e: the classic requirements are 15 ranks in Knowledge (arcana) and Spellcraft, Skill Focus (Spellcraft), Spell Focus in two schools, and 7th-level arcane spells with broad knowledge across the schools of magic.
Useful supporting pages include Knowledge (Arcana), Spellcraft, Skill Focus and Spell Focus.
Archmage Rules by Edition
Choose the tab for your campaign and keep that edition’s prerequisites, progression and High Arcana rules together.
Archmage — 5.5e / 2024
Prerequisites
- Character Level: 13th level or higher.
- Spellcasting: You can cast at least one 7th-level spell through an arcane spellcasting tradition.
- Skill: Proficiency in Arcana.
- Ability: Your spellcasting ability for the qualifying class is 17 or higher.
- World Requirement: You must gain access to a master, institution, grimoire or supernatural source capable of teaching High Arcana.
Hit Point Die: d6 per Archmage level. Hit Points per Level: 1d6 (or 4) + your Constitution modifier. Proficiencies: The class grants no new armour, weapon, tool or saving throw proficiencies.
| Level | Features | Arcane Progression |
|---|---|---|
| 1 | High Arcana | +1 level of qualifying spellcasting class |
| 2 | — | +1 level of qualifying spellcasting class |
| 3 | High Arcana | +1 level of qualifying spellcasting class |
| 4 | — | +1 level of qualifying spellcasting class |
| 5 | High Arcana, Supreme Arcana | +1 level of qualifying spellcasting class |
Arcane Progression
When you gain an Archmage level, choose one arcane spellcasting class that qualified you for this prestige class. For that class’s Spellcasting feature, treat the Archmage level as a level in the qualifying class for spell slots and the number and level of spells you can prepare or know. You do not gain any other class or subclass feature from the qualifying class.
High Arcana
At 1st, 3rd and 5th Archmage level, choose one High Arcana option below that you do not already know, unless an option says it can be chosen more than once. If a High Arcana calls for a saving throw, use the spell save DC of your qualifying class.
Arcane Fire. As a Magic action, expend a spell slot and make a ranged spell attack against one creature you can see within 120 feet. On a hit, the target takes force damage equal to 2d6 + 1d6 per level of the slot expended + your Archmage level. This is magical damage but is not a spell.
Arcane Reach. When you cast a spell with a range of Touch, you can give it a range of 30 feet instead. You can choose this High Arcana a second time, increasing the range to 60 feet.
Counterspell Mastery. When your Counterspell prevents a spell from taking effect, you can turn the broken magic back on its caster if the original spell could legally affect that creature. The caster becomes the target or point of origin as appropriate and uses your spell save DC where a save is required. Once you reflect a spell this way, you cannot do so again until you finish a Long Rest.
Mastery of Elements. When you cast a spell that deals Acid, Cold, Fire, Lightning or Thunder damage, you can replace that damage type with another type from that list.
Mastery of Shaping. When you cast a spell that creates a Cone, Cube, Cylinder, Emanation, Line or Sphere, choose a number of creatures you can see up to your spellcasting ability modifier. Chosen creatures automatically succeed on saving throws against that casting and take no damage if they would normally take half damage on a successful save.
Spell Power. Once on each of your turns when a spell from your qualifying class deals damage to a creature, one target of that spell takes extra Force damage equal to your Proficiency Bonus. You can select this option only once.
Spell-Like Mastery. Choose one prepared or known spell of 5th level or lower from your qualifying class. You can cast it once at its lowest level without expending a spell slot. Material components with a listed cost are still required. You regain this use when you finish a Long Rest. Whenever you gain an Archmage level, you may replace the chosen spell with another eligible spell.
Supreme Arcana
At 5th Archmage level, your mastery becomes flexible rather than simply broader. Whenever you finish a Long Rest, you may replace one High Arcana option you know with another option for which you qualify. This replacement lasts until you change it after a later Long Rest.
Archmage — 5e / 2014
Prerequisites
- Character Level: 13th level or higher.
- Spellcasting: Ability to cast at least one 7th-level spell through an arcane spellcasting tradition.
- Skill: Proficiency in Arcana.
- Ability: The spellcasting ability of your qualifying class is 17 or higher.
- World Requirement: Access to a teacher, order, magical college, grimoire or equivalent source of High Arcana.
Hit Die: d6. Hit Points per Archmage Level: 1d6 (or 4) + your Constitution modifier. Proficiencies: None.
| Level | Features | Spellcasting |
|---|---|---|
| 1 | High Arcana | +1 level of qualifying spellcasting class |
| 2 | — | +1 level of qualifying spellcasting class |
| 3 | High Arcana | +1 level of qualifying spellcasting class |
| 4 | — | +1 level of qualifying spellcasting class |
| 5 | High Arcana, Supreme Arcana | +1 level of qualifying spellcasting class |
Spellcasting
Each Archmage level advances one qualifying arcane class’s Spellcasting feature as though you had gained a level in that class for spell slots and spells known or prepared. It does not grant other class or subclass features.
High Arcana
Choose one High Arcana option at 1st, 3rd and 5th Archmage level. Unless stated otherwise, an option can be chosen only once.
Arcane Fire. As an action, expend a spell slot and make a ranged spell attack against a creature within 120 feet. On a hit it takes force damage equal to 2d6 + 1d6 per level of the expended slot + your Archmage level.
Arcane Reach. A spell you cast with a range of Touch can instead have a range of 30 feet. You can choose this option twice; the second choice increases the range to 60 feet.
Counterspell Mastery. When your counterspell successfully interrupts a spell, you can reflect that magic at its caster if the original spell could legally target the caster. Use your spell save DC for any save the reflected spell requires. Once used, this ability cannot be used again until you finish a long rest.
Mastery of Elements. When a spell you cast deals acid, cold, fire, lightning or thunder damage, you can change that damage to another type from that list.
Mastery of Shaping. When you cast an area spell, choose a number of creatures you can see up to your spellcasting ability modifier. They automatically succeed on their saves against that casting and take no damage if a successful save would normally halve the damage.
Spell Power. Once on each of your turns when a spell from your qualifying class deals damage to a creature, one target of that spell takes extra force damage equal to your proficiency bonus. You can choose this option only once.
Spell-Like Mastery. Choose one known or prepared spell of 5th level or lower from your qualifying class. Once per long rest, cast it at its lowest level without spending a spell slot. Costly material components are still required. You may change the chosen spell whenever you gain an Archmage level.
Supreme Arcana
At 5th Archmage level, whenever you finish a long rest, you may replace one High Arcana option you know with another option for which you qualify. The replacement lasts until you change it after a later long rest.
Archmage — Pathfinder 1e
For non-mythic Pathfinder campaigns. A mythic campaign can use the Archmage mythic path instead.
Requirements
- Skills: Knowledge (arcana) 13 ranks, Spellcraft 13 ranks.
- Feats: Skill Focus (Spellcraft), Spell Focus in two different schools of magic.
- Spells: Ability to cast 7th-level arcane spells.
- Special: Access to a teacher, magical institution or equivalent source of High Arcana.
Hit Die: d6. Skill Ranks per Level: 2 + Intelligence modifier.
Class Skills: Craft (Int), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
| Level | BAB | Fort | Ref | Will | Special | Spells per Day |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +1 | High Arcana | +1 level existing arcane class |
| 2nd | +1 | +1 | +1 | +1 | High Arcana | +1 level existing arcane class |
| 3rd | +1 | +1 | +1 | +2 | High Arcana | +1 level existing arcane class |
| 4th | +2 | +1 | +1 | +2 | High Arcana | +1 level existing arcane class |
| 5th | +2 | +2 | +2 | +3 | High Arcana | +1 level existing arcane class |
Weapon and Armour Proficiency
An Archmage gains no additional weapon or armour proficiencies.
Spells per Day / Spells Known
At each Archmage level, choose one arcane spellcasting class you possessed before entering the prestige class. You gain new spells per day, spells known where applicable, and increased effective caster level as though you had gained a level in that class, but you gain no other class features.
High Arcana
At every Archmage level, choose one High Arcana ability. Gaining an ability permanently gives up one existing spell slot of the level listed; a higher-level slot can be sacrificed instead.
Arcane Fire (Su) — 9th-level slot. As a standard action, expend a prepared spell or unused spell slot and make a ranged touch attack with a range of 400 feet + 40 feet per Archmage level. On a hit, deal 1d6 points of damage per Archmage level plus 1d6 per level of the spell or slot expended.
Arcane Reach (Su) — 7th-level slot. You can use spells with a range of touch against targets up to 30 feet away, requiring a ranged touch attack when appropriate. Choose this ability a second time to extend the range to 60 feet.
Mastery of Counterspelling — 7th-level slot. When you successfully counterspell a spell, turn it back on its caster as though affected by spell turning when that spell can be reflected. Otherwise it is simply countered.
Mastery of Elements — 8th-level slot. When casting a spell with the acid, cold, electricity, fire or sonic descriptor, you may change it to another one of those energy types without changing casting time.
Mastery of Shaping — 6th-level slot. When you cast a burst, cone, cylinder, emanation or spread, you can leave 5-foot cubes within its area unaffected. Shapeable spells can be adjusted in 5-foot increments.
Spell Power — 5th-level slot. Your effective caster level increases by 1 for level-dependent spell variables and caster level checks. This does not grant additional spells or spell slots.
Spell-Like Ability — 5th-level slot. Choose one arcane spell you can cast and permanently dedicate another spell slot of that spell’s level to it. You can use that spell as a spell-like ability twice per day. A dedicated slot three levels higher grants four uses per day; a slot six levels higher grants six uses. Expensive material components and other special costs still apply unless the GM rules otherwise.
Archmage — D&D 3.5e
Requirements
- Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.
- Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic.
- Spells: Ability to cast 7th-level arcane spells and knowledge of 5th-level or higher spells from at least five schools.
Hit Die: d4. Skill Points per Level: 2 + Intelligence modifier.
Class Skills: Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).
| Level | BAB | Fort | Ref | Will | Special | Spells per Day |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | High Arcana | +1 level existing arcane class |
| 2nd | +1 | +0 | +0 | +3 | High Arcana | +1 level existing arcane class |
| 3rd | +1 | +1 | +1 | +3 | High Arcana | +1 level existing arcane class |
| 4th | +2 | +1 | +1 | +4 | High Arcana | +1 level existing arcane class |
| 5th | +2 | +1 | +1 | +4 | High Arcana | +1 level existing arcane class |
Weapon and Armour Proficiency
Archmages gain no proficiency with weapons or armour.
Spells per Day / Spells Known
Each Archmage level advances one qualifying arcane spellcasting class for spells per day and spells known, where applicable, as though you had gained a level in that class. Other class features do not advance.
High Arcana
At every Archmage level, choose one High Arcana ability. Each choice permanently removes one existing spell slot of the minimum level shown; you may sacrifice a higher-level slot.
Arcane Fire (Su) — 9th-level slot. Convert an arcane spell into a bolt of raw magical energy. Make a ranged touch attack at long range, 400 feet + 40 feet per Archmage level. The bolt deals 1d6 damage per Archmage level plus 1d6 per level of the spell sacrificed to power the attack.
Arcane Reach (Su) — 7th-level slot. Use touch-range spells against a target up to 30 feet away, making a ranged touch attack where required. Choose this ability twice to increase the range to 60 feet.
Mastery of Counterspelling — 7th-level slot. A spell you successfully counter is turned back on its caster as though affected by spell turning if that spell can be reflected. Otherwise it is simply countered.
Mastery of Elements — 8th-level slot. Change a spell with the acid, cold, electricity, fire or sonic descriptor to another one of those energy types as you begin casting it. Casting time is unchanged.
Mastery of Shaping — 6th-level slot. When casting a burst, cone, cylinder, emanation or spread, create unaffected spaces within the effect in 5-foot cubes. Shapeable spells use 5-foot rather than 10-foot minimum dimensions.
Spell Power — 5th-level slot. Increase effective caster level by 1 for caster level checks and level-dependent variables such as damage dice and range. This does not grant new spells or spell slots.
Spell-Like Ability — 5th-level slot. Dedicate an additional arcane spell slot to one spell you can cast and use that spell as a spell-like ability twice per day. Dedicating a slot three levels higher allows four uses per day; a slot six levels higher allows six. The usual rules for expensive material components and XP-costing spells still apply.
How the Archmage Plays
In combat, the Archmage wins by choosing the right spell and making it work under bad conditions. Mastery of Shaping lets you use large areas around allies, Mastery of Elements answers resistance, Arcane Reach keeps you out of dangerous adjacency, and Counterspell Mastery turns enemy magic into an opportunity.
Outside combat, you remain the same high-level spellcaster who qualified for the class, but High Arcana makes difficult magical problems easier to approach. Expect the character to become the party’s authority on wards, magical anomalies, hostile spellcasters, arcane research and dangerous ritual work.
Your weakness is still physical pressure. The path adds little armour, weapon training or raw durability. Enemies who close distance, disrupt concentration, exhaust spell resources or force many encounters before rest remain dangerous.
Entering the Path
Meeting the mechanical prerequisites proves that a character is powerful enough to begin. It does not automatically provide the knowledge. High Arcana is guarded because a single technique can change the outcome of a duel, siege, ritual or court intrigue.
An aspiring Archmage might have to earn admission to a magical college, persuade a reclusive master, recover a lost grimoire, survive a controlled planar breach, defeat a rival spellcaster without killing them, or demonstrate mastery across several schools of magic. Michael Scot is one existing example of the kind of formidable scholar whose knowledge can pull adventurers into this level of magical politics.
For places and powers that can support this kind of story, use Magic, Planes of Existence and Geography to anchor teachers, libraries, courts and dangerous sources of magical knowledge in the world.
Sources, Rules & Licensing
The D&D 3.5e rules follow the Archmage prestige class in the d20 System Reference Document. See d20 SRD — Archmage.
Pathfinder 1e also provides an Archmage mythic path for mythic campaigns. See Archives of Nethys — Archmage.
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