Archmage

Archetype: Healer

Special Mechanic: High Magic

Archmage is the High Elf Healer. Long-range healers, the Archmages are mastes of Hight Magic. Through careful and balanced use of the Winds of Magic, Archmages can use the power generated by their offensive spells as fuel for their healing abilities. By weaving back and forth between damaging spells and healing magic, they reduce and sometimes even negate the cost of beneficial spells, allowing them to remain effiecient for long periods of time.

Specialty
The Archmage is paired with the Goblin Shaman. The Archmage builds up to five points of High Magic through casting healing spells or damage spells. Healing spells will build High Magic Tranquility, while damage spells will build High Magic Force. Most healing spells gain a bonus from Force, while most damage spells gain a bonus from Tranquility. Once a spell is cast that uses Tranquility or Force, High Magic will be reset to zero. High Magic will either reduce the casting time of a spell by 20% per point of High Magic or increase the potency of instant spells by 5% per point of High Magic.

Path of Isha
The Path of Isha is focused on restoring health and life to the Archmage's allies. A skilled Master of this path will be adept at weaving offensive magic in with his healing magic, greatly extending the efficiency of his beneficial spells.

Path of Asuryan
The Path of Asuryan is primarily aimed at bringing forth the destructive side of the Winds of Magic. An Archmage who specializes in this path will become adept at raining down doom upon his foes, while simultaneously manipulating the flows of arcane power to fuel his healing magic as well.

Path of Vaul
The Path of Vaul is a subtle Mastery that focuses on both crippling the Archmage's enemies, and strengthening his allies. The specialist in this Mastery relies on cunning effects to lead his foes to an inevitable doom which they won't even realize is approaching until it's too late.

Main Article: Archemage Abilities
Every Archmage may gain 15 career Tactics, 24 Actions, and 9 Morale abilities. Each Mastery Path contains another 3 Actions, 3 Tactics, and 1 Morale Ability.

Changes:

 * Shield of Saphery can be cast on anyone instead of within party/warband (client side issue forces this, ability lights up on all targets even if they are out of warband)