The Archmage is the Highest Mage of a Realm. They are the Most educated in the Art, and often, the Leader, and Trainer of the other Magi. They can use, and control Arcane Magic.
An Archmage is one who has devoted themselves completely to the Art. They tend to fill their time consulting, conjuring or, controlling Lesser Other planar beings. They delve into the depths of the Arcane, and work out ways to utilize the forces at their control, to manipluate the world around them.
An Archmage often has acquired a great degree of skill shaping Arcane Bolts to cause damage to an opponent, or Summoning Fireballs to send hurling through the air, Ripping Holes in the Fabric of Reality sending tendrils of energy coursing through an enemy line, or perhaps Riddling all around them with bolts of Lightning. Many movement impairing spells also fall under their control such as webs, entangling roots, and fog.
In addition to the aforementioned ability, an Archmage has attained a level of Awareness that allows him to see around him in all directions for a brief period of time.
Shield spells are also in their arsenal, some of which can be quite deadly to touch. This can be of importance use because, of the fact that an Archmage CANNOT wear Armour.
They are allowed D2 on the meter so long as they have enchanted their robes or clothing. They get magic resistance of M3 on the meter.
Teleportation is one of the Masteries an Archmage has attained. They are limited only by the constraint their physical bodies possess. To that end an archmagi has honed his or her body to its peak and is able to sustain the teleportation of up to 30 people as long as he or she does it 5 at a time. After that, their bodies collapse from the Strain.
Many an Archmage that has attuned his body to its peak performance has done so, training with a particular weapon or weapon type. As such they are able to use any Single weapon type (as long as it does less than 8 damage).
Another Art an Archmage has acquired is the Ability to Link the Minds of all friendly Minds on a Battlefield. This Ability allows them to communicate with any individual on a Field, and indeed, grants a network of Minds to allow each of those minds to communicate with one another as long as the Archmage is Conscious.
Flying takes too much concentration, even if assisted by being carried, for Mindlink to work properly, so an Archmage with Mindlink CANNOT fly. They can, however, hover up too 100 feet off the ground if they have the means to do so.
Due to the Potential Strain upon the Mental Web only One archmage per Battle can tap into this resource. Should that Archmage Fall, then the Network is Lost, and CANNOT be regained unless that Archmage again becomes conscious. No other archmage may attempt to pick up the Network without causing themselves, and the unconsious fellow Archmage irrepairable Mental Damage.
As the Archmage is a Master of Arcane Arts, they can often use, and sometimes create, Items, and Artifacts of Intense Power. Most Staves, Wands, Rods, SpellBooks, and Scrolls fall within their touch. These items do drain mana, and/or stamina in order to use however. These Items, however, can NOT be in conjunction with another.
Potions are also within the possible touch of an Archmage, and many have chosen to add alchemy to their Resume of Power. They can wear the Alliance 5 Pocket Pouch Potion system, available through Perwin Rambler.
An Archmage is one who has devoted themselves completely to the Art. They tend to fill their time consulting, conjuring or, controlling Lesser Other planar beings. They delve into the depths of the Arcane, and work out ways to utilize the forces at their control, to manipluate the world around them.
An Archmage often has acquired a great degree of skill shaping Arcane Bolts to cause damage to an opponent, or Summoning Fireballs to send hurling through the air, Ripping Holes in the Fabric of Reality sending tendrils of energy coursing through an enemy line, or perhaps Riddling all around them with bolts of Lightning. Many movement impairing spells also fall under their control such as webs, entangling roots, and fog.
In addition to the aforementioned ability, an Archmage has attained a level of Awareness that allows him to see around him in all directions for a brief period of time.
Shield spells are also in their arsenal, some of which can be quite deadly to touch. This can be of importance use because, of the fact that an Archmage CANNOT wear Armour.
They are allowed D2 on the meter so long as they have enchanted their robes or clothing. They get magic resistance of M3 on the meter.
Teleportation is one of the Masteries an Archmage has attained. They are limited only by the constraint their physical bodies possess. To that end an archmagi has honed his or her body to its peak and is able to sustain the teleportation of up to 30 people as long as he or she does it 5 at a time. After that, their bodies collapse from the Strain.
Many an Archmage that has attuned his body to its peak performance has done so, training with a particular weapon or weapon type. As such they are able to use any Single weapon type (as long as it does less than 8 damage).
- Most Magi, and Archmagi will choose to Train with a Staff as there are many available Magical Staves but, they are not restricted to doing so.
Another Art an Archmage has acquired is the Ability to Link the Minds of all friendly Minds on a Battlefield. This Ability allows them to communicate with any individual on a Field, and indeed, grants a network of Minds to allow each of those minds to communicate with one another as long as the Archmage is Conscious.
Flying takes too much concentration, even if assisted by being carried, for Mindlink to work properly, so an Archmage with Mindlink CANNOT fly. They can, however, hover up too 100 feet off the ground if they have the means to do so.
Due to the Potential Strain upon the Mental Web only One archmage per Battle can tap into this resource. Should that Archmage Fall, then the Network is Lost, and CANNOT be regained unless that Archmage again becomes conscious. No other archmage may attempt to pick up the Network without causing themselves, and the unconsious fellow Archmage irrepairable Mental Damage.
As the Archmage is a Master of Arcane Arts, they can often use, and sometimes create, Items, and Artifacts of Intense Power. Most Staves, Wands, Rods, SpellBooks, and Scrolls fall within their touch. These items do drain mana, and/or stamina in order to use however. These Items, however, can NOT be in conjunction with another.
- You can use your archmage HUD and any SINGLE book, staff, wand, rod, or scroll.
Potions are also within the possible touch of an Archmage, and many have chosen to add alchemy to their Resume of Power. They can wear the Alliance 5 Pocket Pouch Potion system, available through Perwin Rambler.