Archmage Tree

From DDO Compendium
Revision as of 16:54, 13 August 2018 by MNDeveloper (talk | contribs) (MNDeveloper moved page Archmage to Archmage Tree without leaving a redirect)


Tree For:
Unlock
  • Free
Archmage Tree.png
Overview
Core enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Archmage Specialization Icon.png
Archmage Specialization I

Multiple Selection


Passive:
For each action point spent in this tree:

  • +1 Universal Spell Power
  • +2 Spell Point maximum
Choose a spell school to specialize in.
110
  • Wizard 1
Enhancement Archmage Specialization Icon.png
Archmage Specialization II

Multiple Selection

Gain a more powerful Spell Like Ability from the school you have specialized in.
115
  • Archmage Specialization I
  • Wizard 3
Enhancement Archmage Specialization Icon.png
Archmage Specialization III

Multiple Selection

Gain a more powerful Spell Like Ability from the school you have specialized in.
1110
  • Archmage Specialization II
  • Wizard 6
Enhancement Archmage Specialization Icon.png
Archmage Specialization IV

Multiple Selection

Passive:

  • While casting all spells:
    • +1 Caster Level
    • +1 Maximum Caster Level
Gain a more powerful Spell Like Ability from the school you have specialized in.
1120
  • Archmage Specialization III
  • Wizard 12
Enhancement Archmage Specialization Icon.png
Archmage Specialization V

Multiple Selection

Passive:

  • While casting all spells:
    • +1 Caster Level
    • +1 Maximum Caster Level
Gain a more powerful Spell Like Ability from the school you have specialized in.
1130
  • Archmage Specialization IV
  • Wizard 18
Enhancement Vengeful Magic Icon.png
Master of Magic
1140
  • Archmage Specialization V
  • Wizard 20
Tier 1 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Subtle Spellcasting Icon.png
Subtle Spellcasting
Rank 1:
  • -10% threat generation with attacks and spells
Rank 2:
  • -20% threat generation with attacks and spells
Rank 3:
  • -30% threat generation with attacks and spells
311
  • Wizard 1
[[Spell Points (Enhancement)|]]
Rank 1:
  • +30 Spell Points
Rank 2:
  • +60 Spell Points
Rank 3:
  • +90 Spell Points
32
Enhancement Traditionalist Caster Icon.png
Traditionalist Caster
While wielding an Orb or Staff:
Rank 1:
  • +3 Universal Spell Power
Rank 2:
  • +6 Universal Spell Power
Rank 3:
  • +10 Universal Spell Power
311
  • Wizard 1
Enhancement Kinetic Bond Icon.png
Spell Critical: Elemental and Force I

When casting an Acid, Cold, Electric, Fire, Force or Untyped Damage Spell:

  • +1% Critical Hit Chance
121
  • Wizard 1
Enhancement Wand and Scroll Mastery 2 Icon.png
Wand and Scroll Mastery
When using a Scroll or Wand:
Rank 1:
  • +25% Healing
  • +25% Damage
  • +1 Save DC
Rank 2:
  • +50% Healing
  • +50% Damage
  • +3 Save DC
Rank 3:
  • +75% Healing
  • +75% Damage
  • +6 Save DC
311
  • Wizard 1
Tier 2 enhancements

Efficient Metamagic (Empower/Maximize/Enlarge/Quicken) Efficient Metamagic (Empower/Maximize/Enlarge/Quicken) Efficient Metamagic (Empower/Maximize/Enlarge/Quicken)

EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Kinetic Bond Icon.png
Spell Critical: Elemental and Force II

When casting an Acid, Cold, Electric, Fire, Force or Untyped Damage Spell:

  • +1% Critical Hit Chance
125
  • Wizard 2
Tier 3 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Arcane Bolt Icon.png
Arcane Bolt
Spell Arcane Bolt Icon.pngSpell-Like Ability:
Arcane Bolt
Metamagic: Maximize, Empower, Quicken, Heighten

You fire a bolt of raw energy from your finger that deals 1d6+2 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.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 8 Spell Points
  • Cooldown: 15 Seconds
Rank 2:
  • Activation Cost: 6 Spell Points
  • Cooldown: 10 Seconds
Rank 3:
  • Activation Cost: 4 Spell Points
  • Cooldown: 5 Seconds
3110
  • Wizard 3
[[Spell Penetration (Enhancement)|]]
While casting a spell:
Rank 1:
  • +1 Caster Level Check
Rank 2:
  • +2 Caster Level Check
Rank 3:
  • +3 Caster Level Check
31
Enhancement Kinetic Bond Icon.png
Spell Critical: Elemental and Force III

When casting an Acid, Cold, Electric, Fire, Force or Untyped Damage spell:

  • +2% Critical Hit Chance
1210
  • Wizard 3
Enhancement Intelligence Icon.png
Intelligence
  • +1 Intelligence
1210
  • Wizard 3
Tier 4 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
[[Efficient Heighten|]]
Reduce Metamagic Heighten cost by:
Rank 1:
Rank 2:
22
Enhancement School Mastery Icon.png
School Mastery

Multiple Selection

+1 DC to Abjuration, Conjuration, Enchantment, Evocation, Illusion, Necromancy or Transmutation Spells
1220
  • Wizard 4
Enhancement Kinetic Bond Icon.png
Spell Critical: Elemental and Force IV

When casting an Acid, Cold, Electric, Fire, Force or Untyped Damage Spell:

  • +2% Critical Hit Chance
1220
  • Wizard 4
Enhancement Intelligence Icon.png
Intelligence
  • +1 Intelligence
1220
  • Intelligence (Tier 3)
  • Wizard 4
Tier 5 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Arcane Blast Icon.png
Arcane Blast
Spell Arcane Blast Icon.pngSpell-Like Ability:
Arcane Blast
Metamagic: Maximize, Empower, Quicken, Heighten

You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1d6+4 hit points of force damage per caster level to all within its radius. A successful Reflex save reduces the damage by half. This ability counts as a level 4 Wizard spell.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 12 Spell Points
  • Cooldown: 18 Seconds
Rank 2:
  • Activation Cost: 8 Spell Points
  • Cooldown: 12 Seconds
Rank 3:
  • Activation Cost: 6 Spell Points
  • Cooldown: 6 Seconds
3130
  • Arcane Bolt
  • Character Level 12
  • Wizard 5
Enhancement Arcane Supremacy Icon.png
Arcane Supremacy

When casting an Offensive Spell:

  • 10% chance to trigger Arcane Supremacy


Arcane Supremacy:

  • +25% Spell Critical Chance
  • +100% Spell Critical Damage
  • Lasts 12 Seconds
  • May trigger only once every 90 seconds
1230
  • Character Level 12
  • Wizard 5
Enhancement School Mastery II Icon.png
School Mastery II

Multiple Selection

+1 DC to Abjuration, Conjuration, Enchantment, Evocation, Illusion, Necromancy or Transmutation Spells
1230
  • School Mastery
  • Character Level 12
  • Wizard 5
Enhancement Secondary School Mastery Icon.png
Secondary School Mastery

Multiple Selection

+1 DC to Abjuration, Conjuration, Enchantment, Evocation, Illusion, Necromancy or Transmutation Spells
1230
  • School Mastery II
  • Character Level 12
  • Wizard 5