Difference between revisions of "Archmage Specialization III"

From DDO Compendium
Line 16: Line 16:
* Activation Cost: 6 Spell Points
* Activation Cost: 6 Spell Points
* Cooldown: 6 Seconds
* Cooldown: 6 Seconds
{{EnhancementSLA|Chain MissilesWind|Enhancement Chain Missiles SLA|False}}
{{EnhancementSLA|Chain Missiles|Enhancement Chain Missiles SLA|False}}
* Activation Cost: 10 Spell Points
* Activation Cost: 10 Spell Points
* Cooldown: 8 Seconds
* Cooldown: 8 Seconds

Revision as of 20:03, 29 July 2018

Enhancement Archmage Specialization Icon.png

Archmage Specialization III

Ranks: 1
Points (per rank): 1
Benefits: Gain a more powerful Spell Like Ability from the school you have chosen.

Enhancement Protection from Energy SLA Icon.pngSpell-Like Ability:
Protection from Energy
Enhancement Stinking Cloud SLA Icon.pngSpell-Like Ability:
Stinking Cloud
  • Activation Cost: 6 Spell Points
  • Cooldown: 15 Seconds
Enhancement Hold Person SLA Icon.pngSpell-Like Ability:
Hold Person
  • Activation Cost: 6 Spell Points
  • Cooldown: 6 Seconds
Enhancement Chain Missiles SLA Icon.pngSpell-Like Ability:
Chain Missiles
  • Activation Cost: 10 Spell Points
  • Cooldown: 8 Seconds
Enhancement Displacement SLA Icon.pngSpell-Like Ability:
Displacement
  • Activation Cost: 6 Spell Points
  • Cooldown: 6 Seconds
Enhancement Halt Undead SLA Icon.pngSpell-Like Ability:
Halt Undead
  • Activation Cost: 6 Spell Points
  • Cooldown: 6 Seconds
Enhancement Haste SLA Icon.pngSpell-Like Ability:
Haste
  • Activation Cost: 6 Spell Points
  • Cooldown: 6 Seconds

You may use Metamagic Feats when casting Spell-Like Abilities at no additional cost.

Requirements
Enhancement Archmage Specialization Icon.png

Archmage - Archmage Specialization III

  • 10 Points spent in Tree
  • Wizard 6