Archmage of Kirin Tor

World of Warcraft: The Roleplaying Game (WoW)Updated WoW RPG (3.5)

Archmage of Kirin Tor is a D&D 3.5 character class from WoW. Hit die d6.

Requirements

To qualify to become an archmage of Kirin T or, a character must fulfill all the following criteria. 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, knowledge of 5th-level or higher spells from at least five schools. Special: Arcanists following the path of the necromancer or the warlock are not welcome in the Kirin T or. In fact, they are lucky to escape the wrath of the archmages alive.

Type
Prestige
Hit Die
d6

Class Skills

Advancement

LevelBABFortRefWillSpecialSpells
1+0+0+0+2High arcana+1 level of existing arcane spellcaster class
2+1+0+0+3High arcana+1 level of existing arcane spellcaster class
3+1+1+1+3High arcana+1 level of existing arcane spellcaster class
4+2+1+1+4High arcana+1 level of existing arcane spellcaster class
5+2+1+1+4High arcana+1 level of existing arcane spellcaster class

The mages' order of the Kirin T or has waned since it was nearly destroyed in battle against Arthas and Kel'Thuzad. Y et some of the archmages survived, scarred and worn for their efforts to stop the march of evil and the destruction of the Violet Citadel. Those few who lived swore an oath of vengeance. The Archmages of Kirin T or bear a deep hatred for the arts of necromancy and the servants of dark powers. Now they hide within the domed ruins of Dalaran. Some say they plan to rid the lands of Azeroth of the Forsaken, destroy the remnants of the Scourge and the Burning Legion, and rebuild the Violet Citadel, restoring Dalaran to its former glory. Their mastery of the arcane makes them

Weapon and Armor Proficiency: Archmages gain no proficiency with any weapon or armor. Spells Slots per Day: When a new archmage level is gained, the character gains new spells slots per day as if he had also gained a level in the arcane spellcasting class in which he could cast 7th-level spells before he added the archmage level. He does not gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day. High Arcana: An archmage gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (he cannot eliminate a spell slot of higher level than the highest-level spell he can cast). Each special ability has a minimum required spell slot level, as specified in its description. An archmage may choose to eliminate a spell slot of a higher level than that required to gain a type of high arcana.

Arcane Fire (Su): The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/ level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th- level spell slot.

Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot. Table 4-1: The Archmage of Kirin Tor (Amg) Class Base Fort Ref Will Level Attack Bonus Save Save Save Special Spells per Day 1st +0 +0 +0 +2 High arcana +1 level of existing arcane spellcaster class 2nd +1 +0 +0 +3 High arcana +1 level of existing arcane spellcaster class 3rd +1 +1 +1 +3 High arcana +1 level of existing arcane spellcaster class 4th +2 +1 +1 +4 High arcana +1 level of existing arcane spellcaster class 5th +2 +1 +1 +4 High arcana +1 level of existing arcane spellcaster class

Mastery of Counterspelling (Ex): When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.

Mastery of Energies (Ex): The archmage can alter an arcane spell when cast so that it utilizes a different energy type from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity or sonic descriptor. The spell's casting time is unaffected. The caster decides whether to alter the spell's energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.

Mastery of Shaping (Ex): The archmage can alter area and effect 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-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.

Spell Power (Ex): This ability increases the archmage's effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.

Spell-Like Ability (Sp): An archmage who selects this high arcana can use one of his arcane spell slots (other than a slot expended to learn this or any other type of high arcana) to permanently prepare one of his arcane spells as a spell-like ability that can be used twice per day. The archmage does not use any components when casting the spell, although a spell that costs experience points to cast still does so and a spell with a costly material component instead costs 10 times that amount in experience points. This ability costs one 5th-level spell slot. The spell-like ability normally uses a spell slot of the spell's level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level. The archmage may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows him to use the spell-like ability four times per day, and a slot six levels higher lets him use it six times per day. If spell-like ability is selected more than once as a high arcana choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.