Arcane magic users who have attained mastery of their craft, the archmage is hardly the peak of the mage's potential but marks a point of no return where they are well and truly regarded as masters and are often looked to for their power and knowledge.
Archmagi must have taken Mage at least once, must have taken a second Magician occupation (including retaking Mage), Spellcasting and Ritual must be Master or higher, and finally they must know at least 8 Spells (this includes Spell Powers you must sacrifice Spells to attain such as Divine or Preternaturalism)
Archmagi receive an Archmage Robe upon taking the Promotion however they must craft it themselves. Alternatively if the game is also utilizing the Kingdom rules, an Archmage receives their Archmage Robe free if they belong to a kingdom which has either a Sanctum Arcana or a Mage's College, however they must travel to the capital city to receive the robe.
Archmagi increase their wage per month by 1 Gold.
Archmagi learn the Ritual Open Major Leyline and Greater Transportation. These Rituals are known only to an Archmagi and can only be performed by one (however as with any ritual non-Archmagi can help with adding their MP to the ritual's MPI). They also learn 2 additional Spells.
Open Major Leyline
Items Required: Faerie Dust or Dragon's Blood, and 4 metal rods (May substitute 10 additional MP per item missing)
Chant: Hanc portam magnam aperire secreta (Take this great gate, and open its secrets)
Ritual Check: 60
MPI: 100
Duration: 1d6 + (Primary Attribute) years | Casting Time: 4 hours
Description: As Open Minor Leyline except:
The Leyline occupies a 3x3 square and anyone within 4 squares recovers 2d10 MP per round and anyone standing within instead recovers 2d20 MP Per Round.
Focusing all their magic to cause a 24 radius shockwave with an additional +5 to the check dealing 10d10 points of damage on a successful hit and 5d4 points of damage on a failed hit. Doing so removes 2d6 months off the Leyline's duration.
Special: Opening 4 Major Leylines in a 6x6 square causes them to fuse and become a Greater Mage's Junction which acts as a permanent Mage's Junction that only an Archmage may cause to explode. If instead a 9x9 square is created the MP recovery rate is doubled as is the threshold for intaking too much MP within 1 hour.
Greater Transportation
This modifies Transportation. An Archmage attempting to cast the Transportation Ritual may invest an additional 40 MP and increase the Ritual Check DC by 20 to teleport themselves and those with them to any location they have been to. The Archmage may double the total cost to instead create a Gate which lasts 1d6 + (Primary Attribute) days.
Archmagi are masters of magic who have studied long and hard and have finally unlocked some of their dormant power and costs 10 TP in order to take it as a Promotion to the Mage.
Archmagi also do well when combined with any Magician occupations.
Arcane Might: The first time Archmage is taken increase Primary and Secondary casting Attributes by 1. For every two times Archmage is taken after the first, these increase by 1 once more. (Or otherwise at 3rd, 5th, 7th, and so on). In addition, increase MP by the sum of Primary and Secondary casting Attributes (this applies only the first time).
Beyond Normal Means: Archmagi are capable of feats beyond that of normal practitioners of the arcane arts. They gain access to the following special effects they can apply to their spells;
Critical Spell: The Archmage may choose to spend double the MP required to cast a spell to double the effects of the spell. They may choose exactly which effects of the spell get doubled if they do not wish to double all effects. (Duration, Range, and Spread all count as "effects" for the purposes of this ability as well as anything in the Effect section of Spell Creation)
Permanency: The Archmage may make some magic permanent by spending double the MP. This cannot be done in combat. Magic that may be made permanent is subject to GM approval.
Bend to Your Will: The Archmage may choose to spend double the stamina to halve the cost of a spell. This ability has no effect on spells with no stamina cost or spells cast out of combat. The Archmage may also choose to increase the MP cost to exclude targets from the spell, doing so costs +1 MP per exclusion (applied after halving the cost when spending double stamina) unless the Archmage is the excluded target in which case they may exclude themselves for free.
Ritual Mastery: It becomes impossible for the Archmage to fail a Ritual Check on any non-Archmage Ritual.