Article-At-A-Glance
- The Archmage[1] exhibits strategic magic mastery through class synergies and arcane defenses.
- Guide covers tools for enhancing spells, defense, and battlefield manipulation techniques.
- Tactics for countering weaknesses, leveraging equipment, and addressing common challenges discussed.
- Roleplaying insights highlight balance of power, protection, and strategic leadership opportunities.

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At level 1, the build sets the foundation for an anti-spellcaster wizard, specializing in abjuration. With Magical Aptitude and Metamagic School Focus (Abjuration), the character excels in identifying and manipulating spells. Scribe Scroll provides utility. The choice of Human grants an extra feat, making the character a flexible, early-stage magic user.
Stat Block Level 1:
Unnamed: male, human wizard 1; CR 1/2; Medium humanoid (human); HD 1d4+2; hp 4; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +0; Grp -1; Atk Light Crossbow (+2 ranged, 1d8/19-20); Full Atk Light Crossbow (+2 ranged, 1d8/19-20); SA -; SQ Specialization in Abjuration, Forbidden Schools (Conjuration, Necromancy), Familiar (Toad); AL Neutral; SV Fort +2, Ref +2, Will +2; Str 8, Dex 14, Con 14, Int 18, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Decipher Script +5, Knowledge (Arcana) +8, Spellcraft +8; Magical Aptitude, Metamagic School Focus (Abjuration), Scribe Scroll.
Special Attacks and Qualities:
Focused on anti-spellcasting with Abjuration specialization, forgoing Conjuration and Necromancy.
Possessions: Light Crossbow, component pouch, spellbook.
The character is an Abjuration-focused Human Wizard at level 5. With an emphasis on Spellcraft and Arcane Knowledge, the main goal is to improve spellcasting skills. For the Master Specialist class, the character must be able to interpret magical writings and disable magical devices.
Stat Block Level 5:
Unnamed: male, Human Wizard 5; CR 5; Medium Humanoid (Human); HD 5d4+10; hp 22; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +2; Grp +1; Atk Light Crossbow +4 (1d8/19-20) or Spell (varied); Full Atk Light Crossbow +4 (1d8/19-20) or Spell (varied); SA Spellcasting; SQ Abjuration Specialist, Forbidden Schools (Conjuration, Necromancy), Familiar (Toad); AL Neutral Good; SV Fort +3, Ref +3, Will +7; Str 8, Dex 14, Con 14, Int 18, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Decipher Script 9, Disable Device 4, Knowledge (Arcana) 15, Spellcraft 15; Magical Aptitude, Metamagic School Focus (Abjuration), Scribe Scroll, Spell Focus (Abjuration), Skill Focus (Spellcraft).
Special Attacks and Qualities:
Proficient in Abjuration, skilled in countering magical effects, with a toad familiar granting extra spells.
Possessions: Light Crossbow, Spellbook, Component Pouch.
At level 10, this Archmage build focuses on anti-spellcaster abilities with strengths in Abjuration magic. The character excels in protection and disruption of enemy magic. Noteworthy capabilities include Warding for magical defense, Unimpeachable Abjuration for spell resilience, and Red Veil for battlefield control. The character is adept at counterspell tactics and boasts improved caster level bonuses.
Stat Block Level 10:
Unnamed Archmage: human, Wizard 5/Master Specialist 1/Geometer 2/Wild Mage 1/Initiate of the Sevenfold Veil 1/Archmage 1; CR 10; Medium humanoid; HD 9d4+18; hp 40; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +4; Grp +3; Atk Light Crossbow +6 ranged (1d8/19-20) or Quarterstaff +4 melee (1d6); Full Atk Light Crossbow +6 ranged (1d8/19-20) or Quarterstaff +4 melee (1d6); SA Spellcasting, Counterspell; SQ Abjuration Specialist, Forbidden Schools (Conjuration, Necromancy), Familiar (Toad), Wild Magic, Warding 1/day, Unimpeachable Abjuration, Red Veil; AL NG; SV Fort +5, Ref +5, Will +8; Str 8, Dex 14, Con 14, Int 18, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Decipher Script 9, Disable Device 4, Knowledge (Arcana) 15, Knowledge (Nature) 4, Knowledge (The Planes) 4, Search 4, Spellcraft 15, Use Magic Device 4; Magical Aptitude, Metamagic School Focus (Abjuration), Spell Focus (Abjuration), Skill Focus (Spellcraft), Practiced Spellcaster, Greater Spell Focus (Abjuration), Extend Spell.
Special Attacks and Qualities:
Warding 1/day provides significant magical protection, and Red Veil allows for effective control of enemy movement.
Possessions: Light Crossbow, Spellbook, Component Pouch, potential access to Rod of Absorption.
Abjuration is a strong suit for this Level 15 Archmage construct, which dominates magical battle by combining defensive and counterspell strategies. It excels with strong Veils and the capacity to outmaneuver opponents by countering or rerouting spells, making it primarily an anti-spellcaster wizard. Significant magical impact is made possible by the Wild Mage’s casting potential and Archmage upgrades, which work in tandem to maintain the caster level between 23 and 28.
Stat Block Level 15:
Archmage: Male, Human Wizard 5/Master Specialist 1/Geometer 2/Wild Mage 1/Initiate of the Sevenfold Veil 7/Archmage 4; CR 15; Medium Humanoid (Human); HD 15d4+30; hp 67; Init +6; Spd 30 ft.; AC 18, touch 14, flat-footed 16; Base Atk +7; Grp +6; Atk touch spell +10 ranged (dispel features) or with Rod of Absorption; Full Atk touch spell +10 ranged (as attack) or Rod of Absorption; SA Veils, Double Warding; SQ Abjuration Specialist, Forbidden Schools (Conjuration, Necromancy), Familiar (Toad), Spell Power, Mastery of Counterspelling, Arcane Reach; AL Lawful Neutral; SV Fort +10, Ref +8, Will +15; Str 8, Dex 14, Con 14, Int 18, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Knowledge (Arcana) 15, Decipher Script 9, Knowledge (Nature) 4, Knowledge (The Planes) 4, Spellcraft 15, Use Magic Device 4; Magical Aptitude, Metamagic School Focus (Abjuration), Spell Focus (Abjuration, Enchantment), Greater Spell Focus (Abjuration), Practiced Spellcaster, Extend Spell, Quicken Spell, Improved Counterspell.
Special Attacks and Qualities:
Spell Power increases caster level; Initiate of the Sevenfold Veil Warding and Veils abilities to protect and control battlefield; Dispel Magic as Spell-Like Ability; defensive counterspelling tactics.
Possessions: Light Crossbow, Spellbook, Component Pouch, Robe of the Archmagi, Staffs, Wands, Rod of Absorption.
At level 20 this build focuses on incredible anti-spellcaster abilities using a variety of prestige classes, with a special emphasis on abjuration. The combination of High Arcana abilities such as Arcane Reach and the Initiate of the Sevenfold Veil’s Wards provide both offensive and defensive versatility.
Stat Block Level 20:
Archmage: male, human Wizard 5/Master Specialist 1/Geometer 2/Wild Mage 1/Initiate of the Sevenfold Veil 7/Archmage 4; CR 20; Medium humanoid (human); HD 20d4+40; hp 90; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +10; Grp +9; Atk light crossbow +12 ranged (1d8/19-20) or touch spell +10 melee (spell effect); Full Atk light crossbow +12/+7 ranged (1d8/19-20) or touch spell +10 melee (spell effect); SA spells, arcane reach, mastery of counterspelling, spell-like ability: Dispel Magic (6/day); SQ abjuration specialization, forbidden schools (conjuration, necromancy), familiar (toad), high arcana, wards and veils; AL Lawful Neutral; SV Fort +8, Ref +8, Will +12; Str 8, Dex 14, Con 14, Int 22, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Decipher Script 9, Disable Device 4, Knowledge (Arcana) 15, Knowledge (Nature) 4, Knowledge (The Planes) 4, Search 4, Spellcraft 18, Use Magic Device 4; Magical Aptitude, Metamagic School Focus (Abjuration), Scribe Scroll, Spell Focus (Abjuration), Spell Focus (Enchantment), Greater Spell Focus (Abjuration), Quicken Spell, Extend Spell, Improved Counterspell, Practiced Spellcaster.
Special Attacks and Qualities:
Arcane Reach allows for touch spells to be cast at a 30 ft. range; Mastery of Counterspelling can turn countered spells back to the original caster; Spell-like Ability: Dispel Magic 6/day using a 9th-level spell slot equivalent; Initiate of the Sevenfold Veil grants access to powerful defensive Wards and Veils.
Possessions: Robe of the Archmagi, Rod of Absorption, standard spellbook, component pouch, high-level wizard gear including staves and wands.
Milestones Of Character Development
- Levels 1-5: At these early stages, the character establishes the foundational skills as a Wizard, with a focus on the Abjuration school. Key abilities such as spell scribing and Forbidden schools are determined, and the character sets the stage for future specialization with feats like Magical Aptitude and Metamagic School Focus.
- Levels 6-10: The character diversifies, becoming a Master Specialist and taking up Wild Magic, enhanced with Practiced Spellcaster to negate penalties. Entry into the Geometer and Initiate of the Sevenfold Veil classes begins, granting unique geometric spellcasting and warding abilities, as well as advancing the character’s range and expertise with crucial spells and veil abilities.
- Levels 11-15: The character reaches an advanced level of protection and countering aggression with further Initiate of the Sevenfold Veil advancements, gaining multiple types of Veils and Warding capabilities. Feats such as Quicken Spell are attained, contributing to faster and more versatile spellcasting.
- Levels 16-20: Culmination as an Archmage is achieved, with high Arcana abilities granting immense power and flexibility against enemy spellcasters. Mastery of Counterspelling, Arcane Reach, and Spell Power are notable enhancements. The spell-like ability to Dispel Magic 6 times per day ensures dominance in nullifying enemy magic.
Core Abilities & Features
The Archmage[1] build in D&D 3.5 showcases strategic mastery through a carefully chosen mix of classes and prestige classes. Starting as a Wizard, our foundation lies in spellcasting prowess. Building into a Master Specialist, we further sharpen our focus on the Abjuration school. This path emphasizes spells of protection and dispelling, making us formidable in a counter-magic role.
Diversifying into Geometer and Wild Mage, the latter introduces an element of chaos and unpredictability. By leveraging the Practiced Spellcaster feat, we offset the Wild Mage’s caster level penalty. This turns each spell into a potent force, boosting our potential caster level by 1d6 for powerful magic applications. Combine this with Initiate of the Sevenfold Veil, and we gain effective battlefield control by conjuring veils and wards that counter, trap, and damage foes.
Finally, transitioning into the Archmage[1], we capitalize on High Arcana’s attributes. Spell Power elevates our caster level even higher. With Mastery of Counterspelling and Arcane Reach, we counter and inflict damage at a distance. The shrewd use of the Spell-Like Ability feature lets us dispel magic several times daily, reinforcing our role as an anti-spellcaster specialist. Together, these synergies create an archetype that excels in magical defense while retaining offensive capabilities to maintain battlefield dominance.
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Light Crossbow, Spellbook, Component Pouch | Essential at early levels for ranged attacks and basic spellcasting. A staple for any wizard starting their journey. |
| L6-10 | Rod of Absorption | Absorbs spell levels that you can convert into spell slots. Vital for counteracting and reinforcing spells. |
| L11-15 | Robe of the Archmagi | Provides a boost to spell resistance and armor against spells, crucial for defensive strategies and staying power. |
| L16-20 | Staff of Power, Wands | Enhances spellcasting capability and offers a variety of powerful spell options. Key for high-level spell manipulation and attack enhancement. |
Combat Scenarios
- Dungeon Crawls:
- In the cramped tunnels of a dungeon, our Archmage can utilize spells like Explosive Runes placed strategically to control enemy movements. Additionally, the use of Detect Magic and Arcane Sight ensures traps and hidden threats are revealed, providing a significant edge when navigating intricate passageways.
- Open Fields:
- The vast openness of the fields complements the Archmage[1]’s ability to control the battlefield. Spells like Maw of Chaos can disrupt enemy formations, while Energy Vulnerability combined with a maximized Fireball can decimate groups of foes before they can close the distance. The Archmage[1]’s increased caster level means the damage potential is significantly heightened.
- Ambushes:
- In an ambush scenario, quick reflexes and pre-cast Contingency spells like Dimension Door enable rapid repositioning. Utilizing Arcane Reach, touch spells can be delivered from a distance, ensuring the wizard remains out of melee range while still dealing damage.
- Defensive Stands:
- When defending a location, deploying Wards and Veils from the Sevenfold Veil prestige class creates formidable barriers against attackers. The ability to Counterspell enemy casters with the Mastery of Counterspelling ensures the Archmage[1] can nullify threats effectively, maintaining the upper hand in defense situations.
- Urban Encounters:
- In the tight quarters of cityscapes, versatility is key. Casting Wall of Force to control alleyways and create safe zones, while Dispel Magic neutralizes magical threats. The Archmage[1]’s high spellcraft skill ensures successful identification and negation of threats, protecting themselves and allies in bustling urban environments.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Conjuration Spells Forbidden | Utilize items like the Wand of Summoning (Summon Monster I, CL 1) to temporarily bypass the restriction. |
| Necromancy Spells Forbidden | Equip a Rod of Undead Control to command undead creatures without casting spells. |
| Archmage Requires High-Level Commitment | Make use of Items of Mental Prowess such as Circlet of Intellect to improve capabilities without needing multiclassing. |
| Reliance on High-Level Equipment | Ensure access to assets like Robe of the Archmagi and Ring of Wizardry for boosting lower-level spellcasting. |
| Vulnerability to Physical Attackers | Utilize Stoneskin spells, and maintain high Dexterity Armor like Bracers of Armor +4 to hedge against melee encounters. |
Roleplaying the Archmage
Playing an Archmage in your sessions allows for deep exploration of power, control, and the delicate balance of safeguarding and manipulation. Your character might have started as a humble spellcaster, rising through the ranks to eventually lord over the intricacies of Abjuration. The journey from a simple Wizard to an Archmage is not just about accumulating spells. It’s about understanding the importance of layers of protection, and the awareness that power must be earned and managed responsibly.
The chosen path as a Master Specialist and Initiate of the Sevenfold Veil could see your character portrayed as a vigilant protector. Imagine a scene where other party members trust your unwavering focus on protective spells, buffering them from harm. There’s a duality to maintain: the cool-headed strategist in intense battles and the reassuring presence in quiet moments. Discussions with allies often revolve around the cosmic dance of magic’s ebb and flow, reflecting your journey of esoteric mastery. Such a role is ripe with opportunities to showcase confidence, leadership, and the humility that being a true Archmage demands.

FAQ
How does the Archmage[1] build effectively counter enemy spellcasters?
The Archmage[1] build excels in countering enemy spellcasters using advanced abilities. Mastery of Counterspelling allows you to negate enemy spells effortlessly. Practiced Spellcaster maintains your effective caster level, ensuring robust magical defenses. Initiate of the Sevenfold Veil creates veils that block enemy spells. These layers of protection strengthen your role as an anti-spellcaster specialist.
What are the essential items for an Archmage?
Key items include the Robe of the Archmagi for enhanced spell resistance. A Staff of Power increases your spellcasting capabilities significantly. Rods like the Rod of Absorption help counter and reinforce your spells. A Belt of Giant Strength boosts physical abilities for better overall combat performance. Investing in these items elevates your magical prowess on the battlefield.
What role do veils play in an Archmage’s strategy?
Veils, especially from the Sevenfold Veil, are crucial to the Archmage[1] strategy. They offer formidable protection by creating magical barriers. These veils can trap or damage enemies trying to bypass them. In battles, strategically deploying veils can control the battlefield. They secure safety for allies and hamper enemy tactics. This makes you a key player in maintaining control over combat.
How can an Archmage deal with physical attackers?
To fend off physical attackers, use spells like Stoneskin. Stoneskin provides damage reduction from melee hits. Equip high Dexterity Armor, such as Bracers of Armor +4, for extra protection. Having these layers of defense is crucial in melee-heavy encounters. It’s our safeguard against enemies focusing on close combat. Additionally, spells like Dimension Door can offer swift escapes.
Is the Archmage[1] build suitable for all campaign settings?
While the Archmage[1] build thrives in magic-rich environments, it’s adaptable to most settings. Even in low-magic worlds, your diverse spell repertoire ensures flexibility. Through creative roleplaying, integrate yourself into various narratives. Engage in diplomatic or scholarly roles where your intellect shines. Customize your approach based on the setting’s specific challenges. This ensures your Archmage remains relevant and impactful.
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Consider testing out the Archmage[1] build in your next game session. Do you think the Archmage[1] could be the best build in D&D 3.5? Join us on the Stellar Dragons Discord server to share thoughts: Join the Conversation
The Archmage
As both leads would go, they reunited rapidly back at the Academy, for it turns out that the real target was none other than the Headmaster himself. They hurried themselves, but their guard dropped a little.
“The Headmaster is not only one of the rare Archmages out there, but he also is an Abjurer to top it up,” said the older brother in a way to calm the rest of his group. Yet something was wrong. He knew it. All this strategy and false flags. He had encountered such a clever killer only once in the past.
His concerns did not go unnoticed. The girl in the white coat put a hand on his shoulder.
“You have my sister and I now. I know something is gnawing at you, but this time, you have us to cover your backs.”
The two brothers smiled, and they proceeded up the tower, only to find the door leading into the headmaster’s quarters wide opened…
Race
Human
Classes
Wizard 5/Master Specialist 1/Geometer 2/Wild Mage 1/Initiate of the Sevenfold Veil 7/Archmage 4
Ability Scores
Str 8/Dex 14/Con 14/Int 18/Wis 10/Cha 10
Skills
Decipher Script 9, Disable Device 4, Knowledge (Arcana) 15, Knowledge(Nature) 4, Knowledge (The Planes) 4, Search 4, Spellcraft 15, Use Magic Devices 4
Feats
1-Magical Aptitude
Human 1-Metamagic School Focus(Abjuration)
Wizard Bonus 1-Scribe Scroll
3-Spell Focus(Abjuration)
Master Specialist Bonus 5-Skill Focus(Spellcraft)
6-Practiced Spellcaster
9-Greater Spell Focus(Abjuration)
Bonus Wizard 9-Extend Spell
12-Spell Focus(Enchantment)
15-Quicken Spell
18-Improved Counterspell
Most of our feats serve as Prerequisites fulfilling. Then again, the ability to reduce the level adjustment of Extend Spell to zero a few times per day via Metamagic School Focus is nothing to sneeze at, and Improved Counterspell fits in just well with being an Abjurer.
Practiced Spellcaster however is of note. As a Wild Mage, we get a permanent -3 penalty to our Caster Level in exchange to be able to roll 1d6 and add that amount to our Caster Level each time we cast a spell. With Practiced Spellcaster, we outright cancel that penalty, meaning we get a straight +1d6 to our caster level at all time which is ridiculously good, and all that starting level 6(meaning at level 6 we can possibly cast spells with a caster level of 12. Hello 10d6 Fireball four levels early).
Special Abilities
Specialist School(Abjuration)
Forbidden Schools(Conjuration, Necromancy)
Familiar(Toad)
High Arcana 17-Spell Power
High Arcana 18-Mastery of Counterspelling
High Arcana 19-Arcane Reach
High Arcana 20-Spell-Like Ability(Dispel Magic-9th Level)
We specialize in Abjuration, making us what amounts to an expert anti-spellcasters wizard. Having to choose Conjuration as one of the Forbidden Spells hurts my soul to no end, but Contingency alone for an Abjurer Specialist is too good to pick Evocation. If that doesn’t bother you, absolutely do switch up those.
Our High Arcana gives us another +1 to Caster Level on top of our Wild Mage’s Wild Magic, meaning a +2 to +7 to CL of all our Spells, the ability to cast touch spells at a 30ft. range, sending counterspelled spells back at sender and the Spell-Like Ability to Dispel Magic 6/day which is really good considering our Caster Level.
Equipment
Early on, you will be relying on a good old Light Crossbow for support and your obvious Spellbook and Component Pouch. Later on, adding a Rod of Absorption to your arsenal can only do great things to further emphasize your anti wizardry. Otherwise, standard stuff for high level wizards you would normally look for(Robe of the Archmagi, Magic Staffs, Wands etc).
Final Thoughts on the Build
So, our Caster Level is 21-27 at any time we cast a spell at a minimum(namely, before spells shenanigans). We are a master of the Abjuration School, meaning protection and countering other spellcasters is our specialty. Yet we remain quite effective against most other situations too. And for those who complain that there are no offensive spells in Abjuration: Maw of Chaos? Dispel Magic? Explosive Runes Bombs? Energy Vulnerability+Fireball? Also, we still have Evocation (Because a Contingency->Wall of Force is always a good panic button. Or Contingency->Prismatic Wall/Sphere for extra hilarity).
Finally, as an Initiate of the Sevenfold Veils, we get access to various Wards and Veils which, if used correctly, can be used to become what amounts to immune to almost everything, get total control over the battlefield and completely and utterly disrupt the enemy movements while dealing them significant damage and debuffs (Initiate of the Sevenfold Veil is largely considered one of the best prestige classes in the game and frankly? As contrarian as I like to be, I have to admit it is up there powerscale-wise). And all of that is just the Wardings, don’t get me started on its other features like Kaleidoscopic Doom turning your Dispels into downright lethal events once per day or the fact that dispelling your Abjuration becomes near impossible with Unimpeachable Abjuration…
We finish up as Archmage rounding up our few weaknesses and adding more versatility to our spellcasting and counterspelling, turning us into one of the best anti-batman wizard possible. Whether that makes us the Joker is entirely up to your interpretation of course ~
Level Table
|
Level |
Class |
HD |
Feats |
Special Abilities |
|---|---|---|---|---|
|
1 |
Wizard |
9 |
Magical Aptitude, Metamagic School Focus(Abjuration, Scribe Scroll |
School Focus(Abjuration), Forbidden School(Conjuration, Necromancy), Familiar |
|
2 |
Wizard |
1d4+2 |
- |
- |
|
3 |
Wizard |
1d4+2 |
Spell Focus(Abjuration) |
- |
|
4 |
Wizard |
1d4+2 |
- |
+1 Int |
|
5 |
Master Specialist |
1d4+2 |
Skill Focus(Spellcraft) |
- |
|
6 |
Wild Mage |
1d4+2 |
Practiced Spellcaster |
Wild Magic |
|
7 |
Geometer |
1d4+2 |
- |
Glyph of Warding, Spellglyph |
|
8 |
Geometer |
1d4+2 |
- |
Book of Geometry, +1 Int |
|
9 |
Wizard |
1d4+2 |
Greater Spell Focus(Abjuration), Extend Spell |
- |
|
10 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Warding 1/Day, Unimpeachable Abjuration, Red Veil |
|
11 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Unanswerable Strike +2, Orange Veil |
|
12 |
Initiate of the Sevenfold Veil |
1d4+2 |
Spell Focus(Enchantment) |
Warding 2/Day, Yellow Veil, +1 Int |
|
13 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Reactivating Warding, Green Veil |
|
14 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Warding 3/Day, Blue Veil |
|
15 |
Initiate of the Sevenfold Veil |
1d4+2 |
Quicken Spell |
Unanswerable Strike +4, Double Warding, Indigo Veil |
|
16 |
Initiate of the Sevenfold Veil |
1d4+2 |
– |
Kaleidoscopic Doom, Violet Veil, Warding 4/Day, +1 Int |
|
17 |
Archmage |
1d4+2 |
- |
Spell Power |
|
18 |
Archmage |
1d4+2 |
Improved Counterspell |
Mastery of Counterspelling |
|
19 |
Archmage |
1d4+2 |
- |
Arcane Reach |
|
20 |
Archmage |
1d4+2 |
- |
Spell-Like Ability(Dispel Magic 6/Day), +1 Int |
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