Archmage

(Red Wizard of Thay)

A different version of the Archmage. 

If we consider the Pale Master to be the specialization of necromancy and the Feydark to be the specialization of the illusion, then only 5 subtypes (Abjurer, Conjurer, Enchanter, Evoker and Transmuter) should be in the tree.

Core

Core 1 - Arcane master I

Requires: The Metamagic Feat you are improving 

Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.

Each enhancement point spent in the Archmage tree grants +1 USP and +2 to your SP and each learned metamagic feat grants +5 USP and +20 SP.

Note with the 7+2 epic arcane metamagic feat +45 USP, +180 SP, with multiclass max 11 metamagic feat +55 USP, +220 SP

Core 2 - Arcane master II

Requires: The Metamagic Feat you are improving 

Choose the 2nd Metamagic feats.

Each metamagic feat you have grants +1 to [school] spells DC.

Ver 2: Increase school DC +1 per metamagic feat you have, other school DC decrease with 1 per 2 metamagic feat you have. 

Ver 3: Increase school DC +1 per 2 metamagic feat you have.  

Note with the 9 arcane metamagic feat +9 [school] DC

Core 3 - Arcane master III

Requires: The Metamagic Feat you are improving 

Choose the 3th Metamagic feats.

Each metamagic feat you have grant +1 to Spell Pernetration.

Ver 2: Increase Spell Pen with +1 per 2 metamagic feat you have. 

Note with the 9 arcane metamagic feat +9 Spell pernetration

Core 4 - Arcane master IV

Requires: The Metamagic Feat you are improving 

Choose the 4th Metamagic feats.

Additional increase [school] caster level and max caster level with +1 per 2 metamagic feat you have, other school caster level decrease with 1 per 2 metamagic feat you have (except Secondary School from T5).

Note: A level 20 wizard have 23 caster & max caster level in [school], 20 caster level in secondary school and 17 caster level other six school.  A level 30 wizard have 29 caster & max caster level in [school], 25 caster level in secondary school and 21 caster level other six school.

Core 5 - Arcane master V

Requires: The Metamagic Feat you are improving 

Choose the 5th Metamagic feats.

Additional decrease your all spells and SLA cooldown with 2% per metamagic feat you have.

Note: with the 9 arcane metamagic feat -18% cooldown

Core 6 - Master of Magic

Through extensive training and countless hours of study, you have mastered the application of metamagic feats to your spells. 

You gain +4 Intelligence, +5 Spellcraft, and all metamagic feat SP cost decrease with additional 1.

Note: Affect all metamagic feat include Extended, Embolden, Intensify. (to Empower Healing & Accelerate need multiclass) 

Specialization Unique Magic

Learn unique spell from your [school]

Cost: 50 SP

Cooldown: 3 min

DC = [school] caster level + [school] DC bonus + INT modifier

You are free to perform other actions while the spell is active. 

Requires: Archmage [school] Specialization V, Greater Spell Focus [school]    Haven't Allowed metamagic.

Ver 2: Form - Spirit of [school]

In form gain 1 caster level and max caster level and +2 DC to school.

Additinal:


Ver 3: Choose Uniqe spell of Form

Tier 1

Subtle Spellcasting (Passive 1-3 AP)

Your damaging spells generate [10/20/30]% less hate than they normally would, making enemies less likely to attack you.


Shield Defender (Active 1-3 AP)

Cooldown: 20 seconds

Cost: [20/15/10]% max SP (stacking, cannot be restored until you rest) 

Duration: Rest or Dies

Summon a Shield Defender.

The Shield Defender is a Fighter with a level equal to your current Wizard level plus any Epic levels. You can summon it in addition to any Summon Monster spell you might be using.

Additional ranks in this enhancement increase your Defender's Damage, Attack Speed, Movement Speed, and Fortification.


Archmage Specialization I (Active 2 AP)

Choose a [school] to specialize in, gaining a 1. level Spell Like Ability from that school.

Note: It's school specialize, you can reach non wizard spells as SLA from "any" class if it part of your school. In DDO have some cross class spell/SLA to specialisation , for example: Emissary of Darkness - Chill Touch, Necrotic Bolt, Negative Energy Burst,...  

Cost: 2 SP

Cooldown: 4 sec

Requires: Spell Focus [school]
Personal tips to level 1 spells:Abjuration: Nightshield, Shield, Ablative Armor, Shield of FaithConjuration: Grease, Obscuring Mist, Fine Dust,... Vials, AdmixturesEnchantment: Charm Person, Hypnotism, Sleep, CommandEvocation: Magic Missile, Sonic Blast, Faerie FireIllusion: Color Spray, +level 2 InvisibilityNecromancy: Chill Touch, Disrupt Undead, Cause Fear, Inflict Light WoundsTransmutation: Jump, Tumble, Repair/Inflict Light Damage, Shillelagh, Entangle, Elemental Skin, Stiffen Skin

Arcane Spell Critical I (Passive 2 AP)

Your Acid, Cold, Electric, Fire, Force & Negative damage spells have an additional 1% chance to critically hit & +5% all spell critical damage.


Wand and Scroll Mastery (Passive 1-3 AP) 

+[25/50/75]% effectiveness from your wands, scrolls, and other items that cast spells, and +[1/3/6] to the save DC of your offensive wands.

Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.

Tier 2

Traditionalist Caster (Passive 1-3 AP)

+[3/6/10] Universal Spell Power when wielding an Orb or Staff.

Rank 3: Doubled Orb & Staff implement bonus.


Massive Defender (Passive 1-3)

Your Defender gains Profane Bonus +[2/4/6] to Constitution & defender's level*[1/1,5/2] to PRR/MRR. 

Rank 3: As long as you remain near your Defender, you have [school] caster level% chance to gain Defender's level temp SP, this effect may only trigger once every 30 seconds.

 Requires: Shield Defender

Archmage Specialization II (Active 2 AP)

    Gain a more powerful 2. level Spell-Like Ability from the [school] you have specialized in.

Cost: 4 SP

Cooldown: 6 sec

Requires: Archmage [school] Specialization I
Personal tips to level 2 spells:Abjuration: Resist Energy, Angelskin, Lucky CapeConjuration: Web, Glitterdust, Fog Cloud, SplinterboltEnchantment: Daze Monster, Otto's Resistible DanceEvocation: Gust of Wind, Soundburst, Elemental WeaponsIllusion: Invisibility, Blur, Hypnotic PatternNecromancy: Blindness, Command Undead, Ghoul Touch, Inflict Moderate WoundsTransmutation: Knock, Repair/Inflict Moderate Damage, Barkskin, Salt Crystals, Alluring Elixir

Arcane Spell Critical II (Passive 2 AP)

Your Acid, Cold, Electric, Fire, Force & Negative damage spells have an additional 1% chance to critically hit & +5% all spell critical damage.

Requires: Acrane Spell Critical I

Retain Essence (Passive 2 AP)

You gain a wizard level% bonus to your odds of retaining a copy of a Scroll or a charge of Wand when using it.

Requires: Wand and Scroll Mastery from Tier 1Note: stack with gnome Scrolls: Retain Essence (max 35%)

Tier 3

SLA Arcane Bolt (Active 1-3 AP)

Cost: [8/6/4] SP

Cooldown: [15/10/5] sec

You fire a bolt of raw energy from your finger that deals 1d6+2 force damage per [school] caster level (haven't max level) to a single target. A successful Reflex save vs [school] DC reduces the damage by half. This ability counts as a level 2 Wizard spell.

Scale with 100% Spell Power.

   Allowed metamagic: Maximize, Empower, Intensify, Quicken, Enlarge and Heighten.Note: Arcane Bolt & Arcane Blast are Evocation spell. The Evoker will be too strong for the others, so every archmage will use its primary school as spell base. 

Improved Defender (Passive 1-3 AP)

Your Defender gain +[50/100/150] Profane Bonus to threat generation & gains +[10/15/20]% Profane Bonus to AC & HP.

Rank 3: As long as you remain near your Defender, you apply an effect that restores spell points (1 spell points every 2 seconds).

Requires: Massive Defender

Archmage Specialization III (Active 2 AP)

    Gain a more powerful 3. level Spell-Like Ability from the [school] you have specialized in.

Cost: 7 SP

Cooldown: 8 sec

Note: Shadowstaff are Quarterstaff made of force and may use your Intelligence modifier for their attack and damage. Other abilities equal with shadowblade.
Requires: Archmage [school] Specialization II
Personal tips to level 3 spells:Abjuration: Dispel Magic, Magic Circle Against Evil, Protection from Energy, Glyph of Warding, Conjuration: Stinking Cloud, Sleet Storm, Flash Freeze, Flame TurretEnchantment: Deep Slumber, Hold Person, SuggestionEvocation: Chain Missiles, Fireball, Frost Lance, Lightning Bolt, Salt RayIllusion: Displacement +???Necromancy: Halt Undead, Ray of Exhaustion, Inflict Serious Wounds, PoisonTransmutation: Haste, Repair/Inflict Serious Damage, Slow, Spiderskin, Spike Growth, Positive Energy Infusion

Arcane Spell Critical III (Passive 2 AP)

Your Acid, Cold, Electric, Fire, Force & Negative damage spells have an additional 1% chance to critically hit & +5% all spell critical damage.

Requires: Acrane Spell Critical II

     

Intelligence (Passive 2 AP)

+1 Intelligence

Tier 4

<-empty->


Protector (Passive 2 AP)

When your hit points drop below 50% of maximum, your Defender transfare 50% all incoming damage from you for the next 20 seconds.

Note: the defender suffers the transfered injury, defender dies break the effect.

This effect may only trigger once every 90 seconds.

Requires: Improved Defender

Archmage Specialization IV (Active 2 AP)

    Gain a more powerful 4. level Spell-Like Ability from the [school] you have specialized in.

Cost: 10 SP

Cooldown: 10 sec

Requires: Archmage [school] Specialization III
Personal tips to level 4 spells:Abjuration: Lesser Globe of Invulnerability, Stoneskin, Freedom of Movement, Mass Shield of FaithConjuration: Dimension Door, Solid Fog, Enveloping Swarm, Corrosive DustEnchantment: Charm Monster, Crushing Despair, RecitationEvocation: Fire Shield, Ice Storm, Ice Storm, Force Missiles, Shout, Thundering Armor, Greater Elemental WeaponsIllusion: Phantasmal Killer +???Necromancy: Burning Blood, Enervation, Fear, Negative Energy Burst, Inflict Critical WoundsTransmutation: Repair/Inflict Critical Damage, Death Ward, Smoke Bomb, Flesh to Gold, Hypnotic Combination, Armor of Speed

Arcane Spell Critical IV (Passive 2 AP)

Your Acid, Cold, Electric, Fire, Force & Negative damage spells have an additional 1% chance to critically hit & +5% all spell critical damage.

Requires: Acrane Spell Critical III

 

Intelligence (Passive 2 AP) 

+1 Intelligence

Requires: Intelligence (Tier 3)

Tier 5

SLA Arcane Blast (Active 1-3 AP)

Cost: [15/12/9] SP

Cooldown: [20/15/10] sec

You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1d6+4 force damage per [school] caster level (haven't max level) to all within its radius.

A successful Reflex save vs [school] DC reduces the damage by half. This ability counts as a level 4 Wizard spell. Scale with 100% Spell Power.

Allowed metamagic: Maximize, Empower, Intensify, Quicken, Enlarge and Heighten.Requires: Arcane Bolt

Connected Magic (Passive 2 AP)

Your active Spellsword (EK core 2) affect on your Arcane bolt & Arcane Blast SLA.

Requires: Arcane Blast & Spellsword (EK) Note: a level 20 lich with Spellsword Acid - Arcane Bolt inflict 20d6+80 force + 6d6 acid damage 

Archmage Specialization V (Active 2 AP)

Gain a more powerful 5. level Spell-Like Ability from the [school] you have specialized in.

Cost: 20 SP

Cooldown: 25 sec

Requires: Archmage [school] Specialization IV
Personal tips to level 5 spells:Abjuration: Break Enchantment, Dismissal, Protection from Elements, Spell Resistance, Radiant ForcefieldConjuration: Cloudkill, Teleport, Poison BreathEnchantment: Dominate Person, Feeblemind, Hold Monster, Greater CommandEvocation: Cyclonic Blast, Prismatic Ray, Stalwart Pact, Prismatic StrikeIllusion: -, level 6 Shadow Walk +???Necromancy: Symbol of Pain, Waves of Fatigue, Mass Inflict Light Wounds, Slay LivingTransmutation: Mass Repair/Inflict Light Damage, Flashbang, Greater Evolution, Turn to Frog, Tenser's TransformationTransmutation level 6: Flesh to Stone 

Secondary School (Passive 2 AP)

Choose an another school as secondary scholl. Grant +1 DC to school spell and Arcane master IV don't decrease the caster level.

Arcane Supremacy (Passive 2 AP)

Your offensive spells gain a 10% chance to trigger Arcane Supremacy.

Arcane Supremacy: +25% Spell Critical Chance, +100% Spell Critical Damage. 12 seconds duration. This effect may trigger only once every 90 seconds.

School Unique Spells

Abjuration Unique SLA: Rune of Protection

Duration: 1 sec per [school] caster level

Range: self centered AOE [school] caster level meter

Save: Fortitude

You scribe a rune in the air. The ruin grant your & allies [school] caster level untyped bonus to PRR, MRR & Spell Resistent.

Additional enemies in range have [school] caster level% chanche (once every 3 sec) to Stun/break action (fortitude negate) for 1 sec.


Conjuration Unique SLA: Summon Elemental Horde

Duration: 4*1 sec per [school] caster level

Range: -

Save: -

You casting a summon chain:

Summon an elemental for caster level sec., if duration end or elemental die automatically summoned an anoter elemental (four times).

Elementals: 1. Earth, 2. Water, 3. Air, 4. Fire

If all elemental dies in duration, have 1% chance to summon a juvenile Dragon for caster level sec. (for example Varath)

Summoned allies level equal with your  [school] caster level


Enchantment Unigue SLA: Mindbreak

Duration: Instant

Range: self centered AOE [school] caster level meter

Save: Will

Your spell decease all enemies mental abilities (Intelligence, Wisdom, Charisma) with your half [school] caster level. 

If enemy immune mental effect, they lose mental immunity for [school] caster level seconds.

Note: a wizard with 25 caster level decrease all enemies INT and WIS and CHA with 12. A construct immune for this ability damage, but lose mental immunity for 25 sec, Mental spells effect on it for duration (for example Charm/Hold Person). If duration end return immunity & break active mental spell. 

Evocation Unique SLA: Arcane Storm

Duration: 1 sec per [school] caster level

Range: self centered AOE [school] caster level meter

Save: Reflex half

Your spell inflict [school] caster level Acid, Cold, Electric, Fire and Force damage (scales with spellpower) in area every 3 sec.

Note: a wizard with 25 caster level inflict 25 Acid +25 Cold +25 Electric +25 Fire +25 Force damage in area.

Ver 2 (random larger damage chance): Have separate caster level % chance to inflict caster level * 1d3+2 Acid, Cold, Electric, Fire and Force damage every 3 sec.

Ver 3 (one time large damage): Your spell inflict [school] caster level*1d6+6  Acid, Cold, Electric, Fire and Force damage (scales with spellpower) in area.


Illusion Unigue SLA: Nightmare

Duration: 1 sec per [school] caster level

Range: self centered AOE [school] caster level meter

Save: Will

The caster creates a very livid, realistic, but highly morphic illusion that spans a massive area. The visions and sensations incurred compel the interpreting mind to feel great pain or confusion.

If successful the save becomes immune to this spell. If fails the save, have to throw another save every 3 seconds. After every failed save take stacking random effect:


Necromancy Unique SLA: The Realm of Death 

Duration: 1 sec per [school] caster level

Range: self centerred AOE [school] caster level meter

Save: Will

Create a zone around you, your spell kill an enemy instantly in every 3 sec (Will negate)

If an enemy dies in zone return as zombie (Shroud of the Zombie, max 3 at a time) and fight on your side for [school] caster level seconds.

Ver 2 (one time): Instantly kill an enemy, if dies returs as zombie and fight on your side caster level * 2 sec. If your zombies kill an enemy, return as zombie for caster level * 2 sec. (max 3 zombie at a time).

It's not summon.


Transmutation Unique SLA: Sculpture Garden 

Duration: 1 sec per [school] caster level

Range: self centered AOE [school] caster level meter

Save: Fortitude

Every 3 sec turns a fleshy enemies (maximum half [school] caster level) into a mindless, inert statue in a Petrified condition

If enemis attack you, have 5% turn to stone chance.

In stone form, creatures are much more difficult to damage (Damage Reduction 10/Adamantine), but are Helpless. Only creatures made of flesh are affected by this spell, and a foes can turns to stone only once.

Ver 2 (one time AOE): Half csater level fleshy enemies turn to stone.