An archmage is an exceptionally experienced magic user whose knowledge and influence exceed those of an ordinary wizard. An archmage may lead a school, serve as an adviser, manage a protected residence, or work in seclusion for many years. In Elaria, this work leaves behind pupils, research results, and interventions that have affected the wider region. A study, tower, or underground laboratory is a place where everyday life meets power most people do not understand.
An archmage is intelligent and accustomed to thinking several steps ahead. One may direct apprentices, servants, or a community of specialists, or instead avoid anyone who would restrict the work. Goals may include knowledge, protection, influence, or completing a particular project. Long experience provides perspective, but may also strengthen the belief that others cannot judge these decisions. Conflict may arise from a dangerous experiment, concealed consequences, or a goal for which the archmage is willing to sacrifice other people's safety.
Once per battle, Chain Lightning allows magical attacks against up to two targets. The Power Crystal supports defense against the first physical attack each round and strengthens the archmage's magic. Destroying or taking away the crystal removes this protection, reduces the spell bonus to +1 and magical protection to zero; the resulting magical attack is 14 and magical defense is 13. The party can prepare a way to disconnect the crystal safely or negotiate an end to a particular plan. The archmage's strength thus has a clear mechanical dependency that can be discovered and exploited, rather than making the encounter depend solely on trading attacks.