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Archmage Patron
The Archmage is usually a powerful, mythic spellcaster who borders on demi-godhood from their magical prowess alone. This patron is almost always a Spellcaster with mythical capabilities. Archmage patrons are usually much rarer than other patrons, simply because they might otherwise view the Pactmaker as seeking an easy means to power that they honed through study, faith and experience over decades or even centuries. However, some Archmagi can see the value in a servant that comes from an otherwise unremarkable background, and so seize at the opportunity to obtain a loyal servant.
Patron Weapon
- Requirements: CL 1, Knowledge (Arcana) 1, 5 EXP
You gain proficiency with Quarterstaves (if you lack such a proficiency). In addition, you may freely apply your Eldritch Blasts' damage when attacking with a quarterstaff at no MP/TP cost (this replaces the normal damage the quarterstaff inflicts).
Reservoir
- Requirements: CL 3, Knowledge (Arcana) 5, Patron Weapon, 10 EXP
You may draw residual power from another creature's spellcasting. When you successfully Counterspell a hostile spell effect, you gain the MP the creature used on that spell.
Eldritch Flesh
- Requirements: CL 7, Knowledge (Arcana) 10, Reservoir, 20 EXP
You may choose two schools of magic - you gain a +4 luck bonus to all saving throws and to your AC against spells from the chosen schools.
Empowered Blast
- Requirements: CL 10, Knowledge (Arcana) 15, Eldritch Flesh, 30 EXP
You may apply the Greater Distracting weapon enchantment to your Eldritch Blasts at will.
Ascension
- Requirements: CL 15, Knowledge (Arcana) 20, Empowered Blast, 50 EXP
You become imbued with the arcane might of your patron - you become completely immune to harmful effects of spells and spell-like abilities of one school of magic of your choice. As usual, this excludes any spell cast upon the Pactmaker by their Patron, and the Geas they are under.
