na forum ddo jest juz calkiem sporo informacji o archmage nowej prestizowce Wizarda jednak wydaje sie on pochlaniac duzo ap a permanent spells zabieraja sporo sp z maxymalnej ilosci. Narazie beda mogly dzialac z MM featami bez dodatkowych kosztow. Czary te nie wymagaja componentow ale maja duzy cooldown... ocencie sami!
Wizard Archmage I Prereqs: Level 6 Wizard, Wizard Intelligence I, Wizard Concentration II, Wizard Energy of the Scholar II, Mental Toughness, and any Spell Focus Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 100 spell points as your mind expands, and now have the ability to acquire many first level spells permanently as spell-like abilities. Archmage Spell Mastery I: <school> Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: <school>. Benefit: You have trained extensively in <school> magic, granting you a +1 bonus to your spell DCs of that school. This costs you 50 maximum spell points. Available for all schools except for Divination. A character may select a second school (“Archmage Secondary Spell Mastery I: <school>”) at Archmage III (Level 12 Wizard). Abjuration I - Shield Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Abjuration Benefit: You have committed the spell Shield permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25. Conjuration I - Grease Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Conjuration Benefit: You have committed the spell Grease permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25. Enchantment I - Hypnotism Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Enchantment Benefit: You have committed the spell Hypnotism permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25. Evocation I - Magic Missile Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Evocation Benefit: You have committed the spell Magic Missile permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25. Illusion I - Invisibility Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Illusion Benefit: You have committed the spell Invisibility permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25. Necromancy I - Chill Touch Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Necromancy Benefit: You have committed the spell Chill Touch permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25. Transmutation I - Jump Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Transmutation Benefit: You have committed the spell Jump permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25
Wizard Archmage II Prereqs: Level 9 Wizard, Wizard Archmage I, Wizard Intelligence II Cost: 1 AP Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many second level spells permanently as spell-like abilities.
Arcane Bolt Prereqs: Level 9 Wizard, Wizard Archmage II Cost: 1 AP Benefit: You fire a bolt of raw energy from your finger that deals 1 to 6 hit points of force damage per caster level to a single target for 1 sp. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell point total by 50.
Abjuration II - Resist Energy Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Abjuration, Abjuration I - Shield Cost: 1 AP Benefit: You have committed the spell Resist Energy permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Conjuration II - Web Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Conjuration, Conjuration I - Grease Cost: 1 AP Benefit: You have committed the spell Web permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Enchantment II - Otto's Resistible Dance Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Enchantment, Enchantment I - Hypnotism Cost: 1 AP Benefit: You have committed the spell Otto's Resistible Dance permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Evocation II - Gust of Wind Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Evocation, Evocation I - Magic Missile Cost: 1 AP Benefit: You have committed the spell Gust of Wind permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Illusion II - Blur Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Illusion, Illusion I - Invisibility Cost: 1 AP Benefit: You have committed the spell Blur permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Necromancy II - Command Undead Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Necromancy, Necromancy I - Chill Touch Cost: 1 AP Benefit: You have committed the spell Command Undead permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Transmutation II - Knock Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Transmutation, Transmutation I - Jump Cost: 1 AP Benefit: You have committed the spell Knock permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Wizard Archmage III Prereqs: Level 12 Wizard, Wizard Archmage II, Improved Concentration III, Wizard Energy of the Scholar III, and any Greater Spell Focus Cost: 1 AP Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many third level spells permanently as spell-like abilities. Replace "Wizard Concentration" on any previous notes with "Improved Concentration" - I wrote the spec I'm copying from before I changed the skill enhancements.
Archmage Secondary Spell Mastery I: <school> Prereqs: Level 12 Wizard, Wizard Archmage III, Spell Focus: <school> Cost: 1 AP Benefit: You have trained extensively in <school> magic, granting you a +1 bonus to your spell DCs of that school. This costs you 50 maximum spell points. You cannot select the same school as you picked back at Archmage I.
Abjuration III - Protection from Energy Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Abjuration, Abjuration II - Resist Energy Cost: 1 AP Benefit: You have committed the spell Protection from Energy permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Conjuration III - Stinking Cloud Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Conjuration, Conjuration II - Web Cost: 1 AP Benefit: You have committed the spell Stinking Cloud permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Enchantment III - Hold Person Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Enchantment, Enchantment II - Otto's Resistible Dance Cost: 1 AP Benefit: You have committed the spell Hold Person permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Evocation III - Chain Missiles Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Evocation, Evocation II - Gust of Wind Cost: 1 AP Benefit: You have committed the spell Chain Missiles permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Illusion III - Displacement Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Illusion, Illusion II - Blur Cost: 1 AP Benefit: You have committed the spell Displacement permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Necromancy III - Halt Undead Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Necromancy, Necromancy II - Command Undead Cost: 1 AP Benefit: You have committed the spell Halt Undead permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Transmutation III - Haste Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Transmutation, Transmutation II - Knock Cost: 1 AP Benefit: You have committed the spell Haste permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Wizard Archmage IV Prereqs: Level 15 Wizard, Wizard Archmage III, Wizard Intelligence III Cost: 1 AP Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many fourth level spells permanently as spell-like abilities.
Archmage Spell Mastery II: <school> Prereqs: Level 15 Wizard, Wizard Archmage IV, Archmage Spell Mastery I: <school>, Greater Spell Focus: <school> Cost: 1 AP Benefit: You have achieved mastery with <school> magic, granting you another +1 bonus to your spell DCs of that school. This costs you 75 maximum spell points. Available for all schools except for Divination. Only one Spell Mastery II can be taken, upgrading the one you took at Archmage I.
Arcane Blast Prereqs: Level 15 Wizard, Wizard Archmage IV, Arcane Bolt Cost: 1 AP Benefit: You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1 to 6 hit points of force damage per caster level to all within its radius for 5 sp. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell point total by 100.
"The short version": Fourth level abilities require Level 15 Wizard, Archmage IV, Archmage Spell Mastery II <school>, and the third level spell from that school. They cost 1 AP each.
Abjuration IV - Stoneskin You have committed the spell Stoneskin permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Conjuration IV - Dimension Door You have committed the spell Dimension Door permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Enchantment IV - Charm Monster You have committed the spell Charm Monster permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Evocation IV - Fire Shield You have committed the spell Fire Shield permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Illusion IV - Phantasmal Killer You have committed the spell Phantasmal Killer permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Necromancy IV - Enervation You have committed the spell Enervation permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Transmutation IV - Stone to Flesh You have committed the spell Stone to Flesh permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Cooldowns for most of the effects are 6 seconds. Lingering effects are 15 seconds.
Metamagics do not apply to Arcane Bolt or Arcane Blast.
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