Base Requirements

  • Races: Any
  • Sub-Classes: Mage
  • Ability Requirements: Reason 17, Willpower 17, Leadership 15
  • Alignments: Any
  • Starting Cash: By class

Weapon Proficiencies

  • Weapon Slots: By class
  • Bonus Weapon Proficiencies: none
  • Required Weapon Proficiencies: Quarterstaff
  • Allowed Weapons: By class
  • Allowed Armors: By class

Non-Weapon Proficiencies:

  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Non-weapon Proficiencies: Arcanology, Ancient History, Literacy, Spellcraft
  • Required Proficiencies: none
  • Recommended Proficiencies: Alchemy, Ancient Languages, Arcanology, Astrology, Bureaucracy, Engineering, Etiquette, Heraldry, Herbalist, Land-based Riding, Magic Energy Conservation, Mastery, Mental Warmth, Quick Tongue, Recharge, Religion, Signature Spell, Sorcerous Dueling, Spell Recovery, Tactics of Magic, Thaumaturgy
  • Forbidden Proficiencies: none

Overview: The Arcanamach dedicates himself to the search for esoteric knowledge, arcane lore, and spiritual enlightenment. An archanamach’s entire life is devoted to gaining knowledge of the supernatural. He considers himself to be a practitioner of any entirely different, more pure form of magic, and hopes to eventually gain master of all spells.

Archanamachs are exceedingly rare, most haling from the magocracies of Thay, Nimbral, or Halruaa. Outside of these magic-rich areas, only the greatest cities and largest nations can hope to spawn more than one of these individuals.

A small circle of extremely wise and ancient elven archamachs serve the queen of Evermeet. These individuals, who seem to have exceeded even normal elven lifespans, have access to powerful magic denied to other mages and apparently to other elves. Little is known about these mysterious individuals and the powerful forces at their disposal, except that their magic is sufficient to destroy Evermeet itself should invaders ever conquer the isle.

Description: Archanamachs work hard to portray themselves as every-inch the mighty wizard. They wear long robes embroidered with arcane symbols and carry tall staves covered with intricate carvings. Many grow their beards long, shave their heads, wear tall, pointed hats, or display other obvious signs of their craft.

Role-Playing: An archanamach is a very useful addition to a party, not only for the benefits of his spells, but also for the vast knowledge of various mystical subjects the character possesses. This character is fascinated by all forms of magic and is constantly seeking to add to his store of arcane knowledge, and will often accompany adventurers just to encounter a new magic item, spell, or supernatural creature.

Archanamachs are some of the most powerful characters in a campaign. These exceptional individuals are carefully cultivated by their nations, and arcanamachs enjoy the favor of kings. The lifestyle of the arcanamachs varies from city to city, but they generally have any materials or luxuries they could want and are guarded carefully.

Special Abilities:

  • Archanamachs always have access to the Artificer’s Path, Apprentice’s Road, and the Archmage’s Road. These are bonus paths and do not count against the maximum number of paths an archanamach may know. He is still subject to the normal limitations on his maximum number of spells known.
  • Because of their dedication to their craft, Archanamachs are able to exceed their racial level limits to a greater extent than other characters. They gain double the normal bonus to their maximum level from having high ability scores. In the case of multi-class archanamachs, this only applies to his Wizard class.
  • Even the lowest-level archanamachs tinker with the creation of magical items. In fact, magic item creation comes so easily to an Archanamach that they do it in their spare time. Each Archanamach begins play with 1500xp worth of magic items already created and in their possession (player’s choice from any items in the Dungeon Master’s Guide). Each time he gains a level, the Archanamach has a 5% (noncumulative) chance per level of having successfully created another 1500xp worth of items. These items are the result of the Archanamach’s early and constant experimentation and require no additional expenditure of time or gold on the Archanamach’s part.
    Despite this talent for experimentation, the Archanamach cannot actively create other magic items until he learns the enchant an item and permanency spells. When crafting items in the traditional way, his chance of success will never be lower than 5 times his level (thus a 20th level Archanamach has a 100% chance of success with item creation).
  • Within their homeland, arcanamachs are treated as a national treasure. Their room and board will always be provided for free in their homeland (the equivalent of an upper-class existence). They will not be arrested or interfered with by local authorities in their homeland, within reason (an archanamach caught in a treasonous act is in just as much danger as anyone else). An archanamach of 5th level or higher can request a guard from his nation’s government. This is usually a pair of 3rd-level militarists, assigned for up to a month. An archanamach whose guards consistently die during their assignments eventually finds no guards willing to serve him.
  • Archanamachs of 17th level or higher are able to use High Magic spells, though not without risk (see Elves of Evermeet). The Archanamach learns one high magic spell at 17th level and one more each level thereafter. These high magic spells are not associated with Paths, nor do they count against his maximum number of spells known.

Special Disadvantages:

  • Archanamachs are mysterious figures, best described as “spooky” by common folk. They suffer a -2 penalty on NPC reactions against any character not able to cast spells.
  • Archanamachs seek to master all magics, as such they may never be specialist wizards.
  • Archanamachs swear an oath never to disclose the secrets of high magic, or to even acknowledge that it exists. Most archanamachs would rather die than violate this oath.
  • Archanamachs are a constant source of envy for other wizards. Unscrupulous and power-hungry wizards may also meet and become personal enemies of the character, seeking to steal secrets and magic from them. There is a 10% likelihood of this each month (+5% for each of the character’s levels). This wizard is always at least one level higher than the archanamach when the hostile relationship begins.
  • The desire of their homeland to keep the Archanamach safe and protected can work against the character. Anytime the arcanamach wishes to pursue his own studies, go on an adventure, or even just take a vacation, there is a base 50% chance that the rulers of his homeland consider this an “undue risk” (either to the prized archanamach, or to the nation) and interfere to keep him home. This is not without cause, as the Archanamach is a prime target for the nation’s enemies-he may be singled out for assassination attempts, kidnapped, or bribed into turning against his home nation.
    Likewise the nation sometimes makes demands of the Archanamach in exchange for his special treatment. The character may be assigned as part of a diplomatic party to another city-state, he may be “asked” to accompany a military force to battle, or he may even be loaned out to a powerful noble or church to assist in their enterprise.

Return to Wizard Kits


Ruins of Adventure Brand_Darklight Brand_Darklight