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The Arcanotechnician tree contains enhancements for spell casting. You know how the magical world around you works. You've seen it, you've done it, you've destroyed it. You have decided to truly focus on mastering your class.
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- +5 Electric Spell Power
- +5 Fire Spell Power
- +5 Force Spell Power
- Every point spent in the Arcanotechnician tree provides you with:
- +1 Universal Spell Power.
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| 1 | 1 | 0 |
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| Activation Cost: 5 Spell Points Cooldown: 30 seconds
Nearby allies receive:
- 20 Temporary Hit Points plus 2 per Artificer level
- 10 Temporary Spell Points plus 1 per two Artificer levels
- Last one minute, or until affected creatures rest.
Passive:
- +5 Electric Spell Power
- +5 Fire Spell Power
- +5 Force Spell Power
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| 1 | 1 | 5 |
- Artificer 3
- Arcanotechnician
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You receive:
- 1 Temporary Spell Point per spell or infusion cast
- This lasts one minute, until consumed or until you rest.
Passive:
- +5 Electric Spell Power
- +5 Fire Spell Power
- +5 Force Spell Power
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| 1 | 1 | 10 |
- Artificer 6
- Palliative Admixture
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| Spell-Like Ability: Lightning Bolt Metamagic: Embolden, Empower, Eschew Materials, Heighten, Intensify, Maximize, Quicken Cooldown: 7 Seconds Activation Cost: 6 Spell Points
A powerful stroke of electrical energy deals 1d6+3 electricity damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets in its path. A successful Reflex Save save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
Passive:
- +5 Electric Spell Power
- +5 Fire Spell Power
- +5 Force Spell Power
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| 1 | 1 | 20 |
- Artificer 12
- Thaumaturgical Battery
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- +1 Evocation DCs
- +2 to Caster Level and Max Caster Level of electric spells
- +2 Rune Arm DCs
- +5 Electric Spell Power
- +5 Fire Spell Power
- +5 Force Spell Power
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| 1 | 1 | 30 |
- Artificer 18
- Lightning Bolt
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- +4 Intelligence
- +5 Spellcraft
- Increased caster level for non-scroll items that cast spells
- Non-Scroll items that cast spells increase saves DC: 10 + Spell Level + Intelligence Modifier
- +5 Electric Spell Power
- +5 Fire Spell Power
- +5 Force Spell Power
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| 1 | 1 | 40 |
- Artificer 20
- Runic Efficacy
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| Spell-Like Ability: Static Shock Metamagic: Empower, Enlarge, Heighten, Intensify, Maximize, Quicken
An electrical discharge strikes one target for 4 to 6 plus 1 to 6 per caster level electrical damage (max 6 to 36). A successful Reflex save reduces this damage by half. On a failed save, the target must make a successful Will save or be dazed for a short period of time or until they take damage. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 4 Spell Points
- Cooldown: 12 second cooldown
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| Rank 2: - Activation Cost: 3 Spell Points
- Cooldown: 8 second cooldown
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| Rank 3: - Activation Cost: 2 Spell Points
- Cooldown: 4 second cooldown
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| 3 | 1 | 1 |
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| | 3 | 1 | 1 |
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| Rank 1:
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- +1 Spellcraft
- +1 Use Magic Device
| Rank 2:
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- +2 Spellcraft
- +2 Use Magic Device
| Rank 3:
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- +3 Spellcraft
- +3 Use Magic Device
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| 3 | 1 | 1 |
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- Your Electric, Fire and Force spells have an additional 1% to critically hit.
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| 1 | 2 | 1 |
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When using a Scroll or Wand: | Rank 1:
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- +25% Healing
- +25% Damage
- +1 Save DC
| Rank 2:
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- +50% Healing
- +50% Damage
- +3 Save DC
| Rank 3:
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- +75% Healing
- +75% Damage
- +6 Save DC
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| 3 | 1 | 1 |
- Antirequisite
- Wand and Scroll Mastery taken in any other tree.
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| Multiple Selection |
| Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Quicken) |
| 3 | 2 | 5 |
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| Rank 1:
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- +5 PRR and +5% Doublestrike for your Iron Defender
- +5 Electric Spell Power and +2 Universal Spell Power for you
| Rank 2:
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- +10 PRR and +10% Doublestrike for your Iron Defender
- +10 Electric Spell Power and +4 Universal Spell Power for you
| Rank 3:
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- +15 PRR and +15% Doublestrike for your Iron Defender
- +15 Electric Spell Power and +6 Universal Spell Power for you
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| 3 | 1 | 5 |
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- Your Electric, Fire and Force spells have an additional 1% to critically hit.
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| 1 | 2 | 5 |
- Spell Critical (Tier 1)
- Artificer 2
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Each Electric spell you cast has a 5% change of applying stacks of Vulnerable to each affected enemy. | Rank 1:
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| Rank 2:
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| Rank 3:
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Vulnerable: Target takes 2% more damage for 6 seconds. This effect stacks up to 10 times, and loses one stack on expiration. |
| 3 | 1 | 5 |
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| Spell-Like Ability: Lightning Sphere Metamagic: Empower, Maximize, Quicken, Eschew Materials, Heighten, Intensify, Embolden
Launches an electrical orb that explodes on impact, dealing 1 to 6 electrical damage per caster level (up to a max of 10 to 60 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 8 Spell Points
- Cooldown: 15 second cooldown
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| Rank 2: - Activation Cost: 6 Spell Points
- Cooldown: 10 second cooldown
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| Rank 3: - Activation Cost: 4 Spell Points
- Cooldown: 5 second cooldown
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| 3 | 1 | 10 |
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| Multiple Selection |
| Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Quicken) |
| 3 | 2 | 10 |
- Efficient Metamagic (Tier 2)
- Artificer 3
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You have installed automated repair systems in your Iron Defender. | Rank 1:
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- Your Iron Defender repairs itself for 4d4+1 every 18 seconds.
| Rank 2:
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- Your Iron Defender repairs itself for 4d4+1 every 12 seconds.
- You will be repaired for 4d4+1 every 6 seconds.
| Rank 3:
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- Your Iron Defender repairs itself for 4d4+1 every 6 seconds.
- You and any nearby allies will be repaired for 4d4+1 every 6 seconds.
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| 3 | 1 | 10 |
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- Your Electric, Fire and Force spells have an additional 1% to critically hit.
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| 1 | 2 | 10 |
- Spell Critical (Tier 2)
- Artificer 3
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| | 1 | 2 | 10 |
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| Spell-Like Ability: Blast Rod Metamagic: Empower, Maximize, Quicken, Eschew Materials, Heighten, Intensify, Embolden
A blast of electricity bursts from your outstretched hand, dealing 4 to 9 electrical damage per caster level (up to a max of 40 to 90 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 12 Spell Points
- Cooldown: 18 second cooldown
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| Rank 2: - Activation Cost: 8 Spell Points
- Cooldown: 12 second cooldown
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| Rank 3: - Activation Cost: 6 Spell Points
- Cooldown: 6 second cooldown
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| 3 | 1 | 20 |
- Lightning Sphere
- Artificer 4
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Reduce Metamagic Heighten cost by: | Rank 1:
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| Rank 2:
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| 2 | 2 | 20 |
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When near your Iron Defender: | Rank 1:
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- +3 Universal Spell Power
- Passive:
- +5 Electric Spell Power
- +2 Universal Spell Power
| Rank 2:
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- +6 Universal Spell Power
- Passive:
- +10 Electric Spell Power
- +4 Universal Spell Power
| Rank 3:
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- +10 Universal Spell Power
- Passive:
- +15 Electric Spell Power
- +6 Universal Spell Power
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| 3 | 1 | 20 |
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- Your Electric, Fire and Force spells have an additional 1% to critically hit.
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| 1 | 2 | 20 |
- Spell Critical (Tier 3)
- Artificer 4
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| | 1 | 2 | 20 |
- Intelligence (Tier 3)
- Artificer 4
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| Spell-Like Ability: Lightning Motes Metamagic: Enlarge, Eschew Materials, Heighten, Intensify, Maximize, Quicken
You create a nebulous cloud of electric motes that damages enemies that enter it. Any creatures that are hit by the cloud take 3 to 8 electric damage per caster level (up to a max of 30 to 80 damage at caster level 10). A successful Reflex save reduces this damage by half. Enemies hit by the cloud are also made temporarily more vulnerable to electric damage, taking 1.15 extra damage from any electric-based attack. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 12 Spell Points
- Cooldown: 18 second cooldown
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| Rank 2: - Activation Cost: 8 Spell Points
- Cooldown: 12 second cooldown
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| Rank 3: - Activation Cost: 6 Spell Points
- Cooldown: 6 second cooldown
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| 3 | 1 | 30 |
- Blast Rod
- Character Level 12
- Artificer 5
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- Runearm shots strip Electric Immunity
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| 1 | 2 | 30 |
- Character Level 12
- Artificer 5
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| Rank 1:
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- Your Iron Defender gains:
- +2 to Strength, Dexterity and Constitution
- When near your Iron Defender, you gain:
| Rank 2:
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- Your Iron Defender gains:
- +4 to Strength, Dexterity and Constitution
- When near your Iron Defender, you gain:
| Rank 3:
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- Your Iron Defender gains:
- +6 to Strength, Dexterity and Constitution
- When near your Iron Defender, you gain:
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| 3 | 1 | 30 |
- Character Level 12
- Artificer 5
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| Rank 1:
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- +1 DC to Spells in the Evocation School
| Rank 2:
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- +2 DC to Spells in the Evocation School
| Rank 3:
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- +3 DC to Spells in the Evocation School
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| 3 | 1 | 30 |
- Character Level 12
- Artificer 5
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While wielding a Rune Arm, you gain: | Rank 1:
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- +10 Electric Spell Power
- +5 Universal Spell Power
| Rank 2:
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- +15 Electric Spell Power
- +10 Universal Spell Power
| Rank 3:
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- +20 Electric Spell Power
- +15 Universal Spell Power
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| 3 | 1 | 30 |
- character Level 12
- Artificer 5
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