As it's long since become a meme, I figure I can make my version of archmage fairly OP without anyone complaining, complete with 20 skills and all.
Neutral element FO armor
No particular preferences in elements, very high Magic defense
2 hit basic attack with melee and ranged converted to magic (with that 25% penalty); deals 33% extra damage for an mp cost (similar to Shadow Templar). This is treated as a spell.
If you lack the necessary mp, you automatically spend the turn to Draw Mana (75% of a standart spell). This is treated as a spell and gets the benefit of Blood Magicks.
Requirements: 200 int, lvl 10 wizard, lvl 10 scholar and lvl 10 necromancer
Appearance: There is one already, I think, I just can't find it for a link.
Description: Unleash the true power of magic!
Level 0: Master of Magic - Passive
Your pool of mana is greater than that of any ordinary mage.
If your Class Title is Archmage, your MaxMP increases by 25%.
Level 1: Elemental Attunement - Active
Your vast knowledge of the elemental realms allows you to attune your magics to any natural element.
Choose one element out of eight standart ones. All your spells will now deal damage of that element until you log out or use Elemental Attunement again. You need to wear Archmage's Mantle to receive the benefits. This costs a turn.
Note: You can also choose Harm element once you unlock Greater Elemental Attunement at level 12.
Level 2: Blood Magicks - Toggle
There's power in blood. As a student of the arcane you know that better than anyone.
All your spells deal +50% damage. This costs hp (akin to Bloodmages).
Level 3: Bland as a Truphma - Active
Make your foe as bland, generic and forgettable as a truphma.
1 hit of earth damage. Starts at 40% damage and deals 20% extra damage for each triggerable category. If the monster has at least three triggers (such as undead, flying and dragon), the spell attempts to inflict Blandness until the end of the battle. Monster can resist (Int/Luck vs Int/Luck) with a penalty equal to 5*NumberOfTriggers (max -20). If the monster fails the save, its sp and mp bars are disabled and it looses any triggers it had. This costs mp of a standart spell.
Level 4: Invisibility - Passive
Nobody gets a drop on you now.
You get initiative bonus equal to your Intellect. This costs mp equal to 50% of a standart spell at the beginning of the battle.
Level 5: Extradimensional Studies - Active
You have an unmatched understanding of that which lies beyond and have learned to draw upon that power.
2 hits of Void damage. This costs 150% mp of a standart spell.
Level 6: Blood Rites - Toggle
As you further your research on the arcane properties of the blood, you learn to offload a part of a spell's cost with a little bloodletting.
25% of a spell's mp cost is instead paid with hp.
Level 7: Divination - Toggle
You peer into the future and flawlessly predict your enemy's every move.
All your spells deal *0.85 damage and autohit. This costs sp equal to 50% of the spell's mp cost.
Level 8: Prestigitation - Active
At your level of skill, you no longer require strict spells and rigid rituals to manipulate magic.
This is a quickcast effect. Each effect can only be cast once per turn, but you can cast as many of them as you wish. Doesn't take a turn, doesn't get a save and costs 50% mp of a standart spell. Choose one of the following:
Flash of Light - the monster gets -4.25 bth on its next turn.
Phantom Whispers - the monster looses 3 MRM on its next turn.
Illusion of a Friend - the monster gets 5% chance of being paralyzed for 1 turn.
Level 9: Grimoire - Active
By now you know so many spells that you have to write them down to remember them all.
Choose one of the following spells. Once chosen, that's the only Grimoire spell you can cast this battle. This doesn't prevent you from casting your regular spells or choosing a new Grimoire spell in another battle.
Grease - deals no damage, but until the end of the battle the monster makes a save at the beginning of each turn (Int/Luck vs Dex/Luck, +0). On each consecutive fail the monster gets a -5 penalty to save. If the monster fails, it Falls Down (-100 Dex, -6 MRM, -8.5 bth). This costs mp of a standart spell.
Sleep - deals no damage, but attempts to put the monster to Sleep. The monster can resist (Int/Luck vs Cha/Luck) with -20 penalty. This costs mp of a standart spell.
Shatter - deals no damage, but attempts to shatter the monster's defences (MRM penalty equal to your Int/10) until the end of the battle. The monster can resist this (Int/Luck vs End/Luck) with +10 bonus to save. This costs mp of a standart spell.
Level 10: Counterspell - Toggle
You know the counter to every spell.
Each time you take magic damage, you make an attempt to counter the spell, lowering the damage you take to 0. Int/Luck vs Int/Luck with +0 bonus to save. Each use of Counterspell costs 50% mp of a standart spell.
Level 11: Akashic Records - Passive
Access the repository of all human knowledge to find the answer to any question.
You gain a bonus to all your inflictions and saves equal to YourInt/20.
Level 12: Greater Elemental Attunement - Passive
By now your mastery of the elements is so immense that you can empower your strikes with the energies of the Elemental Realms themselves.
All your spells gain an additional effect (note that this only comes in effect with Elemental Attunement active):
Fire - 5% chance to deal double damage with an explosion.
Water - all your water is now satuarated with power so pure, it is Poisonous for living beings (power 2 for 2 rounds). Monster can resist this (Int/Luck vs End/Luck, +0).
Wind - leave your foe bleeding from a thousand invisible blades (Power: 0.2). Monster can resist this (Int/Luck vs End/Luck, +0).
Ice - your spells leave your foes numb (renamed Offbalanced, -100 Dex for 1 turn). Monster can resist this (Int/Luck vs Int/Luck) with -10 penalty to save.
Earth - 10% chance to leave your foe Shattered (renamed Fragile, -50 End) for one round. Monster can resist this (Int/Luck vs End/Luck) with -10 penalty to save.
Energy - 5% chance to paralyze yout foe for two rounds. Monster can resist this (Int/Luck vs End/Luck) with -10 penalty to save.
Light - Burn your foe with your rightousness and purity for three turns. Power is equal to your Good Alignment (doesn't work if you're evil or the monster is of light element). The monster can resist this (Int/Luck vs Cha/Luck) with -10 penalty to save.
Darkness - Terrify your foe with your evil reputation. DarkResist/2 chance of not acting for a number of turns equal to your Evil Alignment. The monste can resist this (Int/Luck vs Cha/Luck) with -10 penalty to save.
Harm or Void - cut through you opponents defences (-6 MRM for one turn).
Level 13: Ambient Mana - Active
Everything in the world gives off some kind of magical energy. It is Archmage's second nature to gather and manipulate that energy.
Use sp equivalent of a standart skill to regain mp worth 120% of a standart spell. This doesn't take a turn, but can only be used twice per turn.
Level 14: Ley Sorcerer - Toggle
You have studied necromancer lore and learned how to manipulate life energies of both yourself and your foe.
You heal hp equal to 10% of the DamageDealt. This costs 10% mp of a standart spell.
Level 15: Eldritch Insanity - Toggle
You draw upon forces best left alone and throw caution to the wind, channeling alien energies with reckless abandonment.
All your spells have 95% chance of dealing 2x damage and 5% chance of insta-killing you.
Level 16: Temporal Anomaly - Active
As a master of time and space, you can create a brief, but stable temporal loop.
Choose one of the following options. This takes a turn and costs mp of a standart spell.
Flashback - you reset your body to its former state. Return your (and only your, not monster's) hp, mp and sp into the state they were at the beginning of your last turn.
Flashforward - you take a step through time to reappear after your enemy's attack. You take 0 damage this turn.
Level 17: Time Loop - Passive
Further your dominion over time by creating temporal echoes of yourself.
At the end of your turn, you have a 5% chance to use a Temporal Echo. This is considered celerity for all purposes, but instead does the exact same thing you did during your turn - the same animation, the same damage inflicted (or not inflicted if you missed or used a non-damage skill). This doesn't take any hp, mp or sp.
Level 18: Artificer - Active
Every experienced archmage knows tricks to enhance the performance of their gear. Pay some gold for the supplies and enjoy the benefits of your imbued gear.
You can spend a turn and 10% of the Item's Cost in gold (uses average gold prices for z-token items) to Imbue it with arcane energies. This lasts until you switch your gear or log out.
Imbued Shield - You get +12 MRM when wielding imbued shield. This costs mp equal to 10% of a standart spell each turn.
Imbued Weapon - You inflict a stacking Elemental Vulnerability (+10% element damage) on the monster with all weapon attacks and spells until the end of the battle. The monster can resist infliction (Int/Luck vs End/Luck, +0). This costs mp equal to 10% of a standart spell each turn.
Imbued Mantle - You gain Element Shield (*0.6 damage from all elements). This costs mp equal to 10% of a standart spell each turn.
Level 19: Uncanny Intellect - Passive
As a high-level archmage you've long since passed the threshold of sanity.
The physical world is no longer capable of holding the entirety of your mind and you're forced to hold a small pocket dimension to offload some of the strain off your mind. You gain +100 Int, but loose mp equal to 10% of standart spell cost every turn. If you lack the mp to do so, you experience a crippling headache - loose YourInt*10 hp (so 3k w/o other int boosts).
Level 20: Gravitational Singularity - Active
The Ultimate Nuke.
1 hit of (ElementalAttunement) damage. If Ele-Att isn't activated, default to darkness. Deals 3x spell damage for 4x mana cost of a standart spell.
Whew, that was long. But fun.
At least now I know I'll never create anything more OP than this.