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Archmage
Wizard Class Enhancement Tree

Archmage

Subtle Spellcasting 0/3
Subtle Spellcasting
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your damaging spells generate 10% less hate than they normally would, making enemies less likely to attack you.
Energy of the Scholar 0/3
Energy of the Scholar
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your studies have increased your maximum Spell Points by an additional 30.
Traditionalist Caster 0/3
Traditionalist Caster
Ranks: 3 Cost: 1 AP Requires: 1 AP
+3 Universal Spell Power when wielding an Orb or Staff.
Spell Critical 0/1
Spell Critical
Ranks: 1 Cost: 2 AP Requires: 1 AP
Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 1% chance to critically hit.
Wand and Scroll Mastery 0/3
Wand and Scroll Mastery
Ranks: 3 Cost: 1 AP Requires: 1 AP
+25% damage and healing from your wands, scrolls, and other items that cast spells, and +1 to the save DCs of your offensive wands.
Efficient Metamagic 0/3
Efficient Metamagic
Ranks: 3 Cost: 1 AP Requires: 5 AP
Choose a Metamagic Feat. Reduce the Spell Point cost of using that Metamagic.
Efficient Metamagic 0/3
Efficient Metamagic
Ranks: 3 Cost: 1 AP Requires: 5 AP
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.
Efficient Metamagic 0/3
Efficient Metamagic
Ranks: 3 Cost: 1 AP Requires: 5 AP
Choose a Metamagic Feat. Reduce the Spell Point cost of using that Metamagic.
Spell Critical 0/1
Spell Critical
Ranks: 1 Cost: 2 AP Requires: 5 AP
Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 1% chance to critically hit.
Arcane Bolt 0/3
Arcane Bolt
Ranks: 3 Cost: 1 AP Requires: 10 AP
You fire a bolt of raw energy from your finger that deals 3 to 8 hit points of force damage per caster level to a single target. A successful Reflex save reduces the damage by half. This ability counts as a level 2 Wizard spell, and benefits from the highest of your spell schools to determine its DC. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

D&D Dice: Deals 1d6+2 force damage per caster level.
Spell Penetration 0/3
Spell Penetration
Ranks: 3 Cost: 1 AP Requires: 10 AP
You add +1 to your Caster Level check to overcome enemy Spell Resistance.
Spell Critical 0/1
Spell Critical
Ranks: 1 Cost: 2 AP Requires: 10 AP
Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 2% chance to critically hit.
Intelligence 0/1
Intelligence
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Intelligence
Efficient Heightening 0/2
Efficient Heightening
Ranks: 2 Cost: 1 AP Requires: 20 AP
Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
School Mastery 0/1
School Mastery
Ranks: 1 Cost: 2 AP Requires: 20 AP
You have attained mastery in the school of magic that you specialize in. The DC of spells you cast from that school are increased by 1.

Cost: 2 AP
Spell Critical 0/1
Spell Critical
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 2% chance to critically hit.
Intelligence 0/1
Intelligence
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Intelligence
Arcane Blast 0/3
Arcane Blast
Ranks: 3 Cost: 1 AP Requires: 30 AP
You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 5 to 11 hit points of force damage per caster level to all within its radius for. A successful Reflex save reduces the damage by half. This ability counts as a level 4 Wizard spell, and benefits from the highest of your spell schools to determine its DC. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

D&D Dice: Deals 1d6+4 force damage per caster level.
Arcane Supremacy 0/1
Arcane Supremacy
Ranks: 1 Cost: 2 AP Requires: 30 AP
Your offensive spells gain a 10% chance to trigger Arcane Supremacy.

Arcane Supremacy: +25% Spell Critical Chance, +100% Spell Critical Damage. 12 second duration. This effect may trigger only once every 90 seconds.
School Mastery II 0/1
School Mastery II
Ranks: 1 Cost: 2 AP Requires: 30 AP
You have attained new levels of mastery in the school of magic that you specialize in. The DC of spells you cast from that school are increased by an additional 1.

Cost: 2 AP
Secondary School Mastery 0/1
Secondary School Mastery
Ranks: 1 Cost: 2 AP Requires: 30 AP
Select one of the spell schools you are not specialized in. The DC of spells you cast from that school are increased by an additional 1.

Cost: 2 AP
Core Enhancements
Archmage Specialization I 0/1
Archmage Specialization I
Ranks: 1 Cost: 1 AP
Choose a school to specialize in, gaining a Spell Like Ability from that school. In addition, each enhancement point spent in the Archmage tree grants +1 Spell Power to all spells and +2 to your Maximum Spell Points.
Archmage Specialization II 0/1
Archmage Specialization II
Ranks: 1 Cost: 1 AP Requires: 5 AP
Gain a more powerful Spell-Like Ability from the school you have specialized in.
Archmage Specialization III 0/1
Archmage Specialization III
Ranks: 1 Cost: 1 AP Requires: 10 AP
Gain a more powerful Spell-Like Ability from the school you have specialized in.
Archmage Specialization IV 0/1
Archmage Specialization IV
Ranks: 1 Cost: 1 AP Requires: 20 AP
Gain a more powerful Spell-Like Ability from the school you have specialized in.
Archmage Specialization V 0/1
Archmage Specialization V
Ranks: 1 Cost: 1 AP Requires: 30 AP
Gain a more powerful Spell-Like Ability from the school you have specialized in.
Master of Magic 0/1
Master of Magic
Ranks: 1 Cost: 1 AP Requires: 40 AP
Through extensive training and countless hours of study, you have mastered the application of metamagic feats to your spells. You gain +4 Intelligence, +20 Universal Spell Power, +5 Spellcraft, and all metamagic feats cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)
Core Enhancements
Enhancement Description
Archmage Specialization I Archmage Specialization I
Choose a school to specialize in, gaining a Spell Like Ability from that school. In addition, each enhancement point spent in the Archmage tree grants +1 Spell Power to all spells and +2 to your Maximum Spell Points.
Transmutation I: JumpYou have committed the spell Jump permanently to memory as a spell-like ability. For each action point spent in this tree, you gain 1 Universal Spell Power and +2 to your Spell Point maximum. Each Core ability, including this one, grants +5 Universal Spell Power.
Necromancy I: Chill TouchYou have committed the spell Chill Touch permanently to memory as a spell-like ability. For each action point spent in this tree, you gain 1 Universal Spell Power and +2 to your Spell Point maximum. Each Core ability, including this one, grants +5 Universal Spell Power.
Illusion I: InvisibilityYou have committed the spell Invisibility permanently to memory as a spell-like ability. For each action point spent in this tree, you gain 1 Universal Spell Power and +2 to your Spell Point maximum. Each Core ability, including this one, grants +5 Universal Spell Power.
Evocation I: Magic MissileYou have committed the spell Magic Missile permanently to memory as a spell-like ability. For each action point spent in this tree, you gain 1 Universal Spell Power and +2 to your Spell Point maximum. Each Core ability, including this one, grants +5 Universal Spell Power.
Enchantment I: HypnotismYou have committed the spell Hypnotism permanently to memory as a spell-like ability. For each action point spent in this tree, you gain 1 Universal Spell Power and +2 to your Spell Point maximum. Each Core ability, including this one, grants +5 Universal Spell Power.
Conjuration I: GreaseYou have committed the spell Grease permanently to memory as a spell-like ability. For each action point spent in this tree, you gain 1 Universal Spell Power and +2 to your Spell Point maximum. Each Core ability, including this one, grants +5 Universal Spell Power.
Abjuration I: ShieldYou have committed the spell Shield permanently to memory as a spell-like ability. For each action point spent in this tree, you gain 1 Universal Spell Power and +2 to your Spell Point maximum. Each Core ability, including this one, grants +5 Universal Spell Power.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Wizard Level 1, Wizard Level 1, Wizard Level 1, Wizard Level 1, Wizard Level 1, Wizard Level 1, Wizard Level 1
Archmage Specialization II Archmage Specialization II
Gain a more powerful Spell-Like Ability from the school you have specialized in.
Transmutation II: KnockYou have committed the spell Knock permanently to memory as a spell-like ability.
Necromancy II: Command UndeadYou have committed the spell Command Undead permanently to memory as a spell-like ability.
Illusion II: BlurYou have committed the spell Blur permanently to memory as a spell-like ability.
Evocation II: Gust of WindYou have committed the spell Gust of Wind permanently to memory as a spell-like ability.
Enchantment II: Otto's Resistible DanceYou have committed the spell Otto's Resistible Dance permanently to memory as a spell-like ability.
Conjuration II: WebYou have committed the spell Web permanently to memory as a spell-like ability.
Abjuration II: Resist EnergyYou have committed the spell Resist Energy permanently to memory as a spell-like ability.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Archmage Specialization I, Wizard Level 3, Wizard Level 3, Wizard Level 3, Wizard Level 3, Wizard Level 3, Wizard Level 3, Wizard Level 3
Archmage Specialization III Archmage Specialization III
Gain a more powerful Spell-Like Ability from the school you have specialized in.
Transmutation III: HasteYou have committed the spell Haste permanently to memory as a spell-like ability.
Necromancy III: Halt UndeadYou have committed the spell Halt Undead permanently to memory as a spell-like ability.
Illusion III: DisplacementYou have committed the spell Displacement permanently to memory as a spell-like ability.
Evocation III: Chain MissilesYou have committed the spell Chain Missiles permanently to memory as a spell-like ability.
Enchantment III: Hold PersonYou have committed the spell Hold Person permanently to memory as a spell-like ability.
Conjuration III: Stinking CloudYou have committed the spell Stinking Cloud permanently to memory as a spell-like ability.
Abjuration III: Protection from EnergyYou have committed the spell Protection from Energy permanently to memory as a spell-like ability.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Archmage Specialization II, Wizard Level 6, Wizard Level 6, Wizard Level 6, Wizard Level 6, Wizard Level 6, Wizard Level 6, Wizard Level 6
Archmage Specialization IV Archmage Specialization IV
Gain a more powerful Spell-Like Ability from the school you have specialized in.
Transmutation IV: Stone to FleshYou have committed the spell Stone to Flesh permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
Necromancy IV: EnervationYou have committed the spell Enervation permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
Illusion IV: Phantasmal KillerYou have committed the spell Phantasmal Killer permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
Evocation IV: Fire ShieldYou have committed the spell Fire Shield permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
Enchantment IV: Charm MonsterYou have committed the spell Charm Monster permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
Conjuration IV: Dimension DoorYou have committed the spell Dimension Door permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
Abjuration IV: StoneskinYou have committed the spell Stoneskin permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Archmage Specialization III, Wizard Level 12, Wizard Level 12, Wizard Level 12, Wizard Level 12, Wizard Level 12, Wizard Level 12, Wizard Level 12
Archmage Specialization V Archmage Specialization V
Gain a more powerful Spell-Like Ability from the school you have specialized in.
Transmutation V: Flesh to StoneYou have committed the spell Flesh to Stone permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
Necromancy V: Waves of FatigueYou have committed the spell Waves of Fatigue permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
Illusion V: Shadow WalkYou have committed the spell Shadow Walk permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
Evocation V: Cyclonic BlastYou have committed the spell Cyclonic Blast permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
Enchantment V: Hold MonsterYou have committed the spell Hold Monster permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
Conjuration V: CloudkillYou have committed the spell Cloudkill permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
Abjuration V: DismissalYou have committed the spell Dismissal permanently to memory as a spell-like ability.

Passive: +1 Caster Level and Max Caster Level with all spells.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Archmage Specialization IV, Wizard Level 18, Wizard Level 18, Wizard Level 18, Wizard Level 18, Wizard Level 18, Wizard Level 18, Wizard Level 18
Master of Magic 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, +20 Universal Spell Power, +5 Spellcraft, and all metamagic feats cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)
AP Cost
1
Ranks
1
Progression
40
Prereqs
Archmage Specialization V, Wizard Level 20
Tier 1
Enhancement Description
Subtle Spellcasting Subtle Spellcasting
Rank 1
Your damaging spells generate 10% less hate than they normally would, making enemies less likely to attack you.
Rank 2
Your damaging spells generate 20% less hate than they normally would, making enemies less likely to attack you.
Rank 3
Your damaging spells generate 30% less hate than they normally would, making enemies less likely to attack you.
AP Cost
1
Ranks
3
Progression
1
Energy of the Scholar Energy of the Scholar
Rank 1
Your studies have increased your maximum Spell Points by an additional 30.
Rank 2
Your studies have increased your maximum Spell Points by an additional 60.
Rank 3
Your studies have increased your maximum Spell Points by an additional 100.
AP Cost
1
Ranks
3
Progression
1
Traditionalist Caster Traditionalist Caster
Rank 1
+3 Universal Spell Power when wielding an Orb or Staff.
Rank 2
+6 Universal Spell Power when wielding an Orb or Staff.
Rank 3
+10 Universal Spell Power when wielding an Orb or Staff.
AP Cost
1
Ranks
3
Progression
1
Spell Critical Spell Critical
Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 1% chance to critically hit.
AP Cost
2
Ranks
1
Progression
1
Wand and Scroll Mastery Wand and Scroll Mastery
Rank 1
+25% damage and healing from your wands, scrolls, and other items that cast spells, and +1 to the save DCs of your offensive wands.
Rank 2
+50% damage and healing from your wands, scrolls, and other items that cast spells, and +3 to the save DCs of your offensive wands.
Rank 3
+75% damage and healing from your wands, scrolls, and other items that cast spells, and +6 to the save DCs of your offensive wands.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Efficient Metamagic Efficient Metamagic
Choose a Metamagic Feat. Reduce the Spell Point cost of using that Metamagic.
Rank 1
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 2 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 3 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 1 less spell point.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 1 less spell point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 4 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 6 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 2 fewer spell points.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 2 fewer spell points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 6 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 9 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 4 fewer spell points.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 4 fewer spell points.
AP Cost
1
Ranks
3
Progression
5
Prereqs
Efficient Metamagic
Efficient Metamagic Efficient Metamagic
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.
Rank 1
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 2 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 3 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 1 less spell point.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 1 less spell point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 4 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 6 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 2 fewer spell points.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 2 fewer spell points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 6 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 9 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 4 fewer spell points.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 4 fewer spell points.
AP Cost
1
Ranks
3
Progression
5
Efficient Metamagic Efficient Metamagic
Choose a Metamagic Feat. Reduce the Spell Point cost of using that Metamagic.
Rank 1
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 2 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 3 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 1 less spell point.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 1 less spell point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 4 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 6 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 2 fewer spell points.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 2 fewer spell points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 6 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 9 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 4 fewer spell points.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 4 fewer spell points.
AP Cost
1
Ranks
3
Progression
5
Prereqs
Efficient Metamagic
Spell Critical Spell Critical
Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 1% chance to critically hit.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Spell Critical
Tier 3
Enhancement Description
Arcane Bolt Arcane Bolt
Rank 1
You fire a bolt of raw energy from your finger that deals 3 to 8 hit points of force damage per caster level to a single target. A successful Reflex save reduces the damage by half. This ability counts as a level 2 Wizard spell, and benefits from the highest of your spell schools to determine its DC. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

D&D Dice: Deals 1d6+2 force damage per caster level.
Rank 2
You fire a bolt of raw energy from your finger that deals 3 to 8 hit points of force damage per caster level to a single target. A successful Reflex save reduces the damage by half. This ability counts as a level 2 Wizard spell, and benefits from the highest of your spell schools to determine its DC. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

D&D Dice: Deals 1d6+2 force damage per caster level.
Rank 3
You fire a bolt of raw energy from your finger that deals 3 to 8 hit points of force damage per caster level to a single target. A successful Reflex save reduces the damage by half. This ability counts as a level 2 Wizard spell, and benefits from the highest of your spell schools to determine its DC.

D&D Dice: Deals 1d6+2 force damage per caster level.
AP Cost
1
Ranks
3
Progression
10
Spell Penetration Spell Penetration
Rank 1
You add +1 to your Caster Level check to overcome enemy Spell Resistance.
Rank 2
You add +2 to your Caster Level check to overcome enemy Spell Resistance.
Rank 3
You add +3 to your Caster Level check to overcome enemy Spell Resistance.
AP Cost
1
Ranks
3
Progression
10
Spell Critical Spell Critical
Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Spell Critical
Intelligence Intelligence
+1 Intelligence
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Efficient Heightening Efficient Heightening
Rank 1
Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
Rank 2
Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening.
AP Cost
1
Ranks
2
Progression
20
Prereqs
Efficient Metamagic
School Mastery School Mastery
You have attained mastery in the school of magic that you specialize in. The DC of spells you cast from that school are increased by 1.

Cost: 2 AP
Primary Spell Focus: AbjurationYou have trained extensively in Abjuration magic, granting a +1 bonus to your spell DCs of that school.
Primary Spell Focus: ConjurationYou have trained extensively in Conjuration magic, granting a +1 bonus to your spell DCs of that school.
Primary Spell Focus: EnchantmentYou have trained extensively in Enchantment magic, granting a +1 bonus to your spell DCs of that school.
Primary Spell Focus: EvocationYou have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
Primary Spell Focus: IllusionYou have trained extensively in Illusion magic, granting a +1 bonus to your spell DCs of that school.
Primary Spell Focus: NecromancyYou have trained extensively in Necromancy magic, granting a +1 bonus to your spell DCs of that school.
Primary Spell Focus: TransmutationYou have trained extensively in Transmutation magic, granting a +1 bonus to your spell DCs of that school.
AP Cost
2
Ranks
1
Progression
20
Spell Critical Spell Critical
Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Spell Critical
Intelligence Intelligence
+1 Intelligence
AP Cost
2
Ranks
1
Progression
20
Prereqs
Intelligence
Tier 5
Enhancement Description
Arcane Blast Arcane Blast
Rank 1
You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 5 to 11 hit points of force damage per caster level to all within its radius for. A successful Reflex save reduces the damage by half. This ability counts as a level 4 Wizard spell, and benefits from the highest of your spell schools to determine its DC. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

D&D Dice: Deals 1d6+4 force damage per caster level.
Rank 2
You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 5 to 11 hit points of force damage per caster level to all within its radius for. A successful Reflex save reduces the damage by half. This ability counts as a level 4 Wizard spell, and benefits from the highest of your spell schools to determine its DC. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

D&D Dice: Deals 1d6+4 force damage per caster level.
Rank 3
You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 5 to 11 hit points of force damage per caster level to all within its radius for. A successful Reflex save reduces the damage by half. This ability counts as a level 4 Wizard spell, and benefits from the highest of your spell schools to determine its DC.

D&D Dice: Deals 1d6+4 force damage per caster level.
AP Cost
1
Ranks
3
Progression
30
Prereqs
Arcane Bolt
Arcane Supremacy Arcane Supremacy
Your offensive spells gain a 10% chance to trigger Arcane Supremacy.

Arcane Supremacy: +25% Spell Critical Chance, +100% Spell Critical Damage. 12 second duration. This effect may trigger only once every 90 seconds.
AP Cost
2
Ranks
1
Progression
30
School Mastery II School Mastery II
You have attained new levels of mastery in the school of magic that you specialize in. The DC of spells you cast from that school are increased by an additional 1.

Cost: 2 AP
Primary Spell Focus: TransmutationYou have trained extensively in Transmutation magic, granting an additional a +2 bonus to your spell DCs of that school (for a total of +3).
Primary Spell Focus: NecromancyYou have trained extensively in Necromancy magic, granting an additional a +2 bonus to your spell DCs of that school (for a total of +3).
Primary Spell Focus: IllusionYou have trained extensively in Illusion magic, granting an additional a +2 bonus to your spell DCs of that school (for a total of +3).
Primary Spell Focus: EvocationYou have trained extensively in Evocation magic, granting an additional a +2 bonus to your spell DCs of that school (for a total of +3).
Primary Spell Focus: EnchantmentYou have trained extensively in Enchantment magic, granting an additional a +2 bonus to your spell DCs of that school (for a total of +3).
Primary Spell Focus: ConjurationYou have trained extensively in Conjuration magic, granting an additional +2 bonus to your spell DCs of that school (for a total of +3).
Primary Spell Focus: AbjurationYou have trained extensively in Abjuration magic, granting an additional a +2 bonus to your spell DCs of that school (for a total of +3).
AP Cost
2
Ranks
1
Progression
30
Prereqs
School Mastery
Secondary School Mastery Secondary School Mastery
Select one of the spell schools you are not specialized in. The DC of spells you cast from that school are increased by an additional 1.

Cost: 2 AP
Secondary Spell Focus: TransmutationYou have trained extensively in Transmutation magic, granting a +1 bonus to your spell DCs of that school.
Secondary Spell Focus: NecromancyYou have trained extensively in Necromancy magic, granting a +1 bonus to your spell DCs of that school.
Secondary Spell Focus: IllusionYou have trained extensively in Illusion magic, granting a +1 bonus to your spell DCs of that school.
Secondary Spell Focus: EvocationYou have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
Secondary Spell Focus: EnchantmentYou have trained extensively in Enchantment magic, granting a +1 bonus to your spell DCs of that school.
Secondary Spell Focus: ConjurationYou have trained extensively in Conjuration magic, granting a +1 bonus to your spell DCs of that school.
Secondary Spell Focus: AbjurationYou have trained extensively in Abjuration magic, granting a +1 bonus to your spell DCs of that school.
AP Cost
2
Ranks
1
Progression
30
Prereqs
School Mastery II