This is my first attempt to write a Compendium class.
Critique is welcome.
When you have used your arcane prowess to defeat a legendary monster and you have reached 5th level, you can become an Arch-Mage. There is no formal announcement by your peers. If you truly deserve the title, everyone just knows.
Call the Wizards’ Council
When you put forth the call and gather the great wizards of your world to council, roll + your level.
On a 12+, they gather and will listen to you, heeding your wisdom. +1 forward for all social rolls during this council.
10+ they gather and will listen to you are done speaking until bickering and feuding.
7-9 they gather and begin bickering and feuding immediately.
On a miss, none respond or maybe just one or maybe they respond angrily.
Craft your Artifact
When you have gathered the arcane ingredients necessary to create an artifact (a meaningful piece of a creature of at least 12 Hit Points, a rare mineral and a ), the GM will let you know what you need to do on this list in order to complete the artifact, checking off 1 to 4 options:
__You need the aid of a mythical beast of great renown.
__You need the aid of a legendary hero/villain/rival
__You need one more ingredient that is in a dangerous locale.
__You need the blood/heart/bone/tooth/eye of a monster or god.
__The skills of a master craftsman.
When you are done the GM will co-create the item with you, though the GM has the final say.
Create your Spell
Once a level, when you have a few months and access to an arcane library to do the proper research you may create a spell. Each time you use this spell, the level of the spell you may attempt to create goes up by 1.
Write the spell as you would like it to work. The GM may veto it, so get it into good form so that the GM is a fan of it.
Once the draft is finished, roll + INT.
12+ The spell works better than intended.
On a 10+ The spell works as intended and has a charming side-effect that reflects your own personal views or history.
On a 7-9 The spell works as intended but has some side-effects that could make life difficult for the caster.
On a miss, the spell is a bane to all who cast it.
The GM will let you know how it works and the final draft of the move as it should be written on your character sheet.
Name your spell!
When you find an NPC or PC who would make an appropriate apprentice to an Arch-Mage, ask them if they would like to be your apprentice, tell them what they will have to do in order to become a journeyman, swear oaths and begin your lessons.
Ask your apprentice their thoughts on the best course of action and if you follow their advice, take +1 forward while pursing that course of action. Mark experience if you are not successful in your pursuit and take time to discuss the apprentice’s advice and its consequences.
What is needful
+1 for any roll in which you pursue non-magic, non-violent solutions to problems.
Players gain 1XP when they take your advice about arcane matters.
Subtle and Quick to Anger
When you witness someone abusing magic in a foolish manner and you unleash your wrath upon them, roll +CHA.
12+ They must stop their abuse or else suffer your wrath, you take +2 forward for as long as their foolery continues.
10+ They must stop their abuse or else suffer your wrath, you take +1 forward for as long as their foolery continues.
7-9 You take +1 for your next action against them opens you up to an attack from them.
Grey to White
When you return from the Black Gates, you may choose 1:
__ Change your name and get rid of a class move and replace it with a move from a different Class.
__ Change your name and re-make your character in a different Class at the same level.
__ A Greater Power sends you back to accomplish one goal. Take +1 when you are directly pursuing that goal and once it is achieved, leave the mortal world forever.