Archwizard
Archwizards place no boundaries on their magical abilities and find no irreconcilable paradox in devotion to
the arcane. They seek magic in all of its forms, finding no reason or logic in denying themselves instruction by
limiting their knowledge to one stifling paradigm, though many are simply hungry for limitless power. No mat-
ter what their motivations, mystic theurges believe that perception is reality, and through the astral energies of
the multiverse, that perception can be used to manipulate and control not only the nature of this reality, but des-
tiny itself.
Hit Die: d6.
Requirements
To qualify to become an archwizard, a character must fulfill all the following criteria.
Skills: Knowledge (Arcana) 6 ranks, Spellcraft 6 ranks, Use Magic Device 6 ranks
Spells: Able to cast 2nd level spells of two separate spell lists.
Class Skills
The archwizard’s class skills (and the key ability for each skill) are Craft (Int), Fly (Dex), Knowledge (all skills
taken individually) (Int), Linguistics (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points Per Level: 4 + Int modifier.
Table: The Archwizard
Base
Fort Ref Will
Level Attack Special
Save Save Save
Bonus
1st +0 +0 +0 +1 Superior Casting, Metamagic Enhancement, Limit Break
nd
2 +1 +1 +1 +1 Talented, +1 level to two existing spell-casting classes
Arcane Servant, Detect Expertise, +1 level to two existing spell-
3rd +1 +1 +1 +2
casting classes
4th +2 +1 +1 +2 Talented, +1 level to two existing spell-casting classes
Metamagic Enhancement, Spell-Like Ability, +1 level to two ex-
5th +2 +2 +2 +3
isting spell-casting classes
6th +3 +2 +2 +3 Talented, +1 level to two existing spell-casting classes
7th +3 +2 +2 +4 Shaped Area, +1 level to two existing spell-casting classes
Selective Targets, Talented, +1 level to two existing spell-casting
8th +4 +3 +3 +4
classes
Bypass Spell Resistance, +1 level to two existing spell-casting
9th +4 +3 +3 +5
classes
Talented, Archwizardry, +1 level to two existing spell-casting
10th +5 +3 +3 +5
classes
Class Features
All of the following are class features of the archwizard prestige class.
Weapon and Armor Proficiencies: Archwizards gain no proficiency with any weapon or armor.
MP per Day / Spells Known: At each level except 1st, an archwizard gains MP per day and spells known as if
he had also gained a level in two spell-casting classes to which he belonged before adding the prestige class
level and an increased effective level of spellcasting. He does not, however, gain any other benefit a character
of this class would have gained. If he had more than one spell-casting class before becoming an archwizard, he
must decide to which class to add each level for the purpose of determining MP per day and spells known.
Limit Break (Su): At 1st level, the archwizard receives the Limit Break (Spell Perfection).
Spell Perfection (Su): This Limit Break allows the archwizard to perfect a spell. For a duration of 1
round + 1 round per two archwizard levels after 1st, the archwizard can cast 1 spell per round without spending
MP. This, however, does not work with metamagic feats. This limit break requires only a swift action.
Superior Casting (Su): At 1st level, the archwizard chooses one mental ability score (Intelligence, Wisdom, or
Charisma) from among those used to determine the Difficulty Class for saving throws against his spells. This
ability score is now used to determine the Difficulty Class for saving throws against any of his spells.
Metamagic Enhancement (Su): An archwizard is a master at manipulating magical forces. At 1st level, he re-
duces the cost of any metamagic feat known by one MP less than standard. The metamagic enhancement can
only be applied to one enhancement per spell. This ability does not affect the Heighten Spell feat. At 5th level,
the adjusted level is reduced one additional MP. At 11th level and 17th level, the adjusted MP cost is reduced
one additional MP. The adjusted enhancement can never reduce the base spell below its original level. An arch-
wizard may use this ability up to 3 times per day.
Talented (Ex/Su): At 2nd level and every two archwizard levels thereafter, the archwizard gains a talent from
any spellcasting class he has access to.
Arcane Servant (Su): All archwizards of 3rd and higher level are treated as if they have a permanent unseen
servant near them at all times. The servant can go no further than 100 ft., but otherwise confer to the rules of
normal unseen servants. If destroyed, the servant reappears the following round.
Detect Expertise (Su): At 3rd level, an archwizard has a chance of detecting what spellcasting capabilities a
creature has. After the archwizard observes a creature with the detect spell for 3 rounds, it must make a Will
save (DC 10 + archwizard level + his highest mental stat modifier). If it fails the saving throw, he learns what
spells the creature possesses. If the creature makes its save, it is immune to the effects of this ability for 24
hours.
Spell-Like Ability (Sp): At 5th level, an archwizard can spend MP permanently to have one of his spells as a
spell-like ability that can be used twice per day. The MP is permanently removed for the spellcaster’s use. This
ability cannot be used with any spell with a material component. The spell-like ability normally uses MP, alt-
hough the archwizard can choose to make a spell modified by a metamagic feat into a spell-like ability of the
appropriate MP cost. This ability may not be combined with the Metamagic Enhancement ability, above.
Shaped Area (Su): The 7th level archwizard can alter areas of effect for 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. The minimum dimension for these spaces is a 5 ft. cube. Further-
more, any shapeable spells have a minimum dimension of 5 ft. instead of 10 ft.
Selective Targets (Su): At 8th level, the archwizard may select up to one target per point of Intelligence bonus
to exclude from any area-of-effect spell cast, or double the number of targets affected by a spell. In the first ap-
plication, the targets are engulfed in the effect, but do not suffer any of the effects. This is a target-based exclu-
sion; other opponents sharing the excluded target’s space are still affected by the spell. In the second case, when
a spell description specifies an effect of “one creature/level,” the archwizard may instead affect up to two crea-
tures/level.
Bypass Spell Resistance (Ex): At 9th level, the archwizard’s command of magic is such that he may unravel a
creature’s natural resistance to magic. An archwizard may reduce a target’s spell resistance by his archwizard
level, once per day per target for 1 minute. In addition, an archwizard can ignore elemental resistance equal to
his combined spellcasting levels for the same duration.
Archwizardry (Ex): At 10th level, an archwizard is truly the master of magic and its weavings. An archwizard
of this level may cast 2 spells with a casting time of “1 standard action” in a single round. The archwizard may
do this 1 time per 6 spellcaster levels per day. This ability does not stack with Quicken Spell or any other ability
that increases spells per round.