The highest art is magic, often referred to as *the* Art. Its most advanced practitioners are frequently Archmages, bending spells in ways unavailable to other spellcasters.
Hit Die: d4.
Proficiencies: An Archmage does not gain any additional weapon or armor proficiencies.
Skill Points: 2 + Int Modifier.
Primary Saving throw(s): will.
Base Attack Bonus: +1/2 levels.
(PRESTIGE CLASS)
Arcane Spellcasting: Able to cast 7th-level spells.
Feats: Skill Focus (Spellcraft), Any Spell Focus.
Skills: Spellcraft 15 ranks, Lore 15 ranks.
Special: a book of Archmage is required to unlock the class.
Level
1: High Arcana*, Mastery of Elements (Normal)
2: High Arcana*
3: High Arcana*
4: High Arcana*
5: High Arcana*
The Archmage sacrifices the bonus spell slots he should gain in order to take a High Arcana feat at each level. He does, however, add his level to his base caster class when determining spell power (damage, duration…).
Each level the Archmage must choose one of the following High Arcana feats:
Arcane Fire: This feat allows the Archmage to convert any spells he knows into a powerful 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 her area of effect spells to protect his companions from the effects.
Spell-Like ability: This feat allows the Archmage to permanently prepare a spell as a spell-like ability which she may then use 2 times per day.
Spell Power: This feat allows the Archmage to increase his effective caster level by 1 (commutative with the normal level bonus they get).
Spell Aptitude: This feats allows the Archmage to increase difficulty class of his spells by 1.