Archmage

The archmages form a loose society of dangerous spellcasters, each versed in magic’s most ruinous aspect. While other magic-users can rival their power, few come close to the zeal with which they use their spells to blast apart foes and bring enemies to their knees. Many archmages withdraw from the world, lurking in crooked towers rising from the deep wilderness or burying themselves alive in terrible dungeons where they can work their art undisturbed. Still, a few take it upon themselves to use their dreadful power for good ends, to protect the world from threats beyond any mortal understanding.

Level 7 Archmage

Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: One, Spells: One master, two novice
Signature Spells (Magical): Choose two novice spells you have learned. These spells become your signature spells. Whenever you cast such a spell, you can make a luck roll and, on a success, you regain the casting of the spell. At level 8, you can add an expert or novice spell to your list of signature spells. At level 10, you can add a spell from any tier to your list.
Spell Readiness (Magical): You can perform a ritual to prepare up to three spells you know so you can cast them all at once when you need them. When you finish, the spells hover in your mind, causing you to become confused until you release them. You can use an action to release the three prepared spells so that they take effect, one after the other, in any order you choose. Once you use this talent, you lose access to it until after you rest.

Level 8 Archmage

Health: +6
Spells: One master and one expert
Overcast (Magical): When you cast a spell that takes effect immediately, you can choose to have the spell’s effect take place at the end of the round instead. If so, you can roll twice and use either result for all variable effects created by the spell.

Level 10 Archmage

Health: +6
Spells: One master
Impervious Globe (Magical): You can use a reaction when an enemy attacks you or uses a magical effect against you to surround yourself with an invisible field of magical force that lifts you into the air. The field has Health 100. Whenever an attack or magical effect would cause you to take damage or lose Health, the damage or loss instead applies to the field. While the field is intact, you can fly. Once you use this talent, you lose access to it for 1 minute.