| Enhancement | Description |
|---|---|
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. |
Archmage Specialization II
|
Gain a more powerful Spell-Like Ability from the school you have specialized in. |
Archmage Specialization III
|
Gain a more powerful Spell-Like Ability from the school you have specialized in. |
Archmage Specialization IV
|
Gain a more powerful Spell-Like Ability from the school you have specialized in. Passive: +1 Caster Level and Max Caster Level with all spells. Passive: +1 Caster Level and Max Caster Level with all spells. Passive: +1 Caster Level and Max Caster Level with all spells. Passive: +1 Caster Level and Max Caster Level with all spells. Passive: +1 Caster Level and Max Caster Level with all spells. Passive: +1 Caster Level and Max Caster Level with all spells. Passive: +1 Caster Level and Max Caster Level with all spells. |
Archmage Specialization V
|
Gain a more powerful Spell-Like Ability from the school you have specialized in. Passive: +1 Caster Level and Max Caster Level with all spells. Passive: +1 Caster Level and Max Caster Level with all spells. Passive: +1 Caster Level and Max Caster Level with all spells. Passive: +1 Caster Level and Max Caster Level with all spells. Passive: +1 Caster Level and Max Caster Level with all spells. Passive: +1 Caster Level and Max Caster Level with all spells. Passive: +1 Caster Level and Max Caster Level with all spells. |
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.) |
| Enhancement | Description |
|---|---|
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. |
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. |
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. |
Spell Critical
|
Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 1% chance to critically hit. |
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. |
| Enhancement | Description |
|---|---|
Efficient Metamagic
|
Choose a Metamagic Feat. Reduce the Spell Point cost of using that Metamagic. Rank 1 Rank 2 Rank 3 |
Efficient Metamagic
|
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic. Rank 1 Rank 2 Rank 3 |
Efficient Metamagic
|
Choose a Metamagic Feat. Reduce the Spell Point cost of using that Metamagic. Rank 1 Rank 2 Rank 3 |
Spell Critical
|
Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 1% chance to critically hit. |
| Enhancement | Description |
|---|---|
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. |
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. |
Spell Critical
|
Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 2% chance to critically hit. |
Intelligence
|
+1 Intelligence |
| Enhancement | Description |
|---|---|
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. |
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 |
Spell Critical
|
Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 2% chance to critically hit. |
Intelligence
|
+1 Intelligence |
| Enhancement | Description |
|---|---|
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. |
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. |
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 |
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 |