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 improvingChoose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
Quicken spell costs you 1 per Core fewer Spell Points (with core 6 the use cost +3 SP).
Extend Spell costs you 1 per Core fewer Spell Points (with core 6 the use cost +3 SP).
Enlarge spell costs you 1 per Core fewer Spell Points (with core 6 the use cost +3 SP).
Empower spell costs you 1 per Core fewer Spell Points (with core 6 the use cost +8 SP).
Maximize spell costs you 2 per Core fewer Spell Points (with core 6 the use cost +12 SP).
Heighten spell costs you 1 per 2 Core fewer Spell Points (with core 6 the use cost +level increase SP).
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 SPCore 2 - Arcane master II
Requires: The Metamagic Feat you are improvingChoose 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] DCCore 3 - Arcane master III
Requires: The Metamagic Feat you are improvingChoose 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 pernetrationCore 4 - Arcane master IV
Requires: The Metamagic Feat you are improvingChoose 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 improvingChoose 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% cooldownCore 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.
Abjuration Unique SLA: Rune of Protection
Conjuration Unique SLA: Summon Elemental Horde
Enchantment Unigue SLA: Mindbreak
Evocation Unique SLA: Arcane Storm
Illusion Unigue SLA: Nightmare
Necromancy Unique SLA: The Realm of Death
Transmutation Unique SLA: Sculpture Garden
Ver 2: Form - Spirit of [school]
In form gain 1 caster level and max caster level and +2 DC to school.
Additinal:
Spirit of Abjuration: Protection (you gain caster level% to AC, caster level determination bonus to PRR/MRR), all school spell grant half caster level % hp as temp hp and half caster level insight bonus PRR/MRR to target.
Spirit of Conjuration: Presence (if have summoned creature decrease your hate generation with caster level, half caster level % of incoming damage transfer to summoned ceature), grant caster level bonus to summoned creature Melee/Ranged power, USP, PRR, MRR.
Spirit of Enchantment: Entthrall (social skill use Int modifier, attacker have a 5% chance of becoming Fascinated for 6 sec, Enchantment DC), all school spell have caster level % chance to inflict close area Daze effect (Daze nearby enemies for 5 sec).
Spirit of Evocation: Energy Shield (you gain caster level % force absorb, attacker inflict caster level force damage), Half caster level bonus to Acid, Cold, Elecrtic, Fire and force spell power.
Spirit of Illusion: Mirage (gain caster level % incorporating, stack with other source), all school spells have caster level % chance to inflict close area Confuse effect (Confused for 5 sec).
Spirit of Necromancy: Dead (Undead form, you gain caster level bonus to Negative amp), all necro spell have 5% chance to life leech (spell level * 2 heal, scales with spellpower), if you use a Shroud not change the form, other bonus work with Shroud.
Spirit of Transmutation: Golem (Construction form, you gain caster level bonus to Repair amp), automated repairs, self repairs 2d4+2 hit points of damage to itself every 12 seconds.
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
Abjurer - Abjuration I. SLA: Nightshield or Abalitive Armor
Conjurer - Conjuration I. SLA: Fine Dust or Obscuring Mist
Enchanter - Enchantment I. SLA: Hypnotism or Command
Evoker - Evocation I. SLA: Magic Missile or Sonic Blast
Illusionist - Illusion I. SLA: Invisibility or Color Spray
Necromacer - Necromancy I. SLA: Chill Touch or Disrupt Undead
Transmuter - Transmutation I. SLA: Jump or Shillelagh
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 DefenderArchmage 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
Abjuration II. SLA: Resist Energy or Angel Skin
Conjuration II. SLA: Web or Splinterbolt
Enchantment II. SLA: Daze Monster or Otto's Resistible Dance
Evocation II. SLA: Soundburst or Elemental Weapons
Illusion II. SLA: Blur or Hypnotic Pattern
Necromancy II. SLA: Command Undead or Ghoul Touch
Transmutation II. SLA: Knock or Barkskin
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 IRetain 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 DefenderArchmage 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
Abjuration III. SLA: Dispel Magic or Protection from Energy
Conjuration III. SLA: Flash Freese or Flame Turret
Enchantment III. SLA: Deep Slumber or Suggestion
Evocation III. SLA: Chain Missile or Salt Ray
Illusion III. SLA: Displacement or Conjure Shadowstaff
Necromancy III. SLA: Ray of Exhaustion or Poison
Transmutation III. SLA: Haste or Spike Growth
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 DefenderArchmage 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
Abjuration IV. SLA: Stoneskin or Freedom of Movement
Conjuration IV. SLA: Dimension Door or Corrosive Dust
Enchantment IV. SLA: Charm Monster or Crushing Despair
Evocation IV. SLA: Force Missiles or Shout
Illusion IV. SLA: Phantasmal Killer or Greater Color Spray
Necromancy IV. SLA: Enervation or Negative Energy Burst
Transmutation IV. SLA: Smoke Bomb or 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 BoltConnected 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 damageArchmage 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
Abjuration V. SLA: Dismissal or Protection from Elements
Conjuration V. SLA: Cloudkill or Poison Breath
Enchantment V. SLA: Hold Monster or Greater Command
Evocation V. SLA: Cyclonic Blast or Prismatic Ray
Illusion V. SLA: Shadow Walk or Ring of Shadowblades
Necromancy V. SLA: Waves of Fatigue or Slay Living
Transmutation V. SLA: Flesh to Stone or Greater Evolution
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:
fascinated for caster level sec
fatigued for caster level sec
stunned for caster level sec
confused for caster level sec
dealt caster level untyped damage
dealt 2d4 Intelligence damage
dealt 2d4 Wisdom damage
dealt 2d4 Charisma damage
dealt 2d4 Constitution damage
gain 1d4 negative level
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.