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The highest art is magic - often referred to as the Art. Its most advanced practitioners are frequently archmages, bending spells in ways unavailable to other spellcasters. The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability in order to master these arcane secrets.
| 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. |
| 1 | 1 | 0 |
|
| Multiple Selection |
| Gain a more powerful Spell Like Ability from the school you have specialized in. |
| 1 | 1 | 5 |
- Archmage Specialization I
- Wizard 3
|
| Multiple Selection |
| Gain a more powerful Spell Like Ability from the school you have specialized in. |
| 1 | 1 | 10 |
- Archmage Specialization II
- Wizard 6
|
| 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. |
| 1 | 1 | 20 |
- Archmage Specialization III
- Wizard 12
|
| 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. |
| 1 | 1 | 30 |
- Archmage Specialization IV
- Wizard 18
|
| | 1 | 1 | 40 |
- Archmage Specialization V
- Wizard 20
|
| 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
|
| 3 | 1 | 1 |
|
| | 3 | 1 | 1 |
|
|
While wielding an Orb or Staff: | Rank 1:
|
| Rank 2:
|
| Rank 3:
|
- +10 Universal Spell Power
|
| 3 | 1 | 1 |
|
|
When casting an Acid, Cold, Electric, Fire, Force or Untyped Damage Spell:
|
| 1 | 2 | 1 |
|
|
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
|
| 3 | 1 | 1 |
|
| Multiple Selection |
| Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Enlarge), +3/6/9 (Maximize), +1/2/4 (Quicken) |
| 3 | 1 | 5 |
- Efficient Metamagic in Column 2
- Wizard 2
|
| Multiple Selection |
| Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Enlarge), +3/6/9 (Maximize), +1/2/4 (Quicken) |
| 3 | 1 | 5 |
|
| Multiple Selection |
| Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Enlarge), +3/6/9 (Maximize), +1/2/4 (Quicken) |
| 3 | 1 | 5 |
- Efficient Metamagic in Column 2
- Wizard 2
|
|
When casting an Acid, Cold, Electric, Fire, Force or Untyped Damage Spell:
|
| 1 | 2 | 5 |
|
|
| Spell-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
|
|
| 3 | 1 | 10 |
|
|
While casting a spell: | Rank 1:
|
- +1 to your Caster Level Check
| Rank 2:
|
- +2 to your Caster Level Check
| Rank 3:
|
- +3 to your Caster Level Check
|
| 3 | 1 | 10 |
|
|
When casting an Acid, Cold, Electric, Fire, Force or Untyped Damage spell:
|
| 1 | 2 | 10 |
|
| | 1 | 2 | 10 |
|
|
Reduce Metamagic Heighten cost by: | Rank 1:
|
| Rank 2:
|
|
| 2 | 1 | 20 |
|
| Multiple Selection |
| +1 DC to Abjuration, Conjuration, Enchantment, Evocation, Illusion, Necromancy or Transmutation Spells |
| 1 | 2 | 20 |
|
|
When casting an Acid, Cold, Electric, Fire, Force or Untyped Damage Spell:
|
| 1 | 2 | 20 |
|
| | 1 | 2 | 20 |
- Intelligence (Tier 3)
- Wizard 4
|
|
| Spell-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
|
|
| 3 | 1 | 30 |
- Arcane Bolt
- Character Level 12
- Wizard 5
|
|
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
|
| 1 | 2 | 30 |
- Character Level 12
- Wizard 5
|
| Multiple Selection |
| +1 DC to Abjuration, Conjuration, Enchantment, Evocation, Illusion, Necromancy or Transmutation Spells |
| 1 | 2 | 30 |
- School Mastery
- Character Level 12
- Wizard 5
|
| Multiple Selection |
| +1 DC to Abjuration, Conjuration, Enchantment, Evocation, Illusion, Necromancy or Transmutation Spells |
| 1 | 2 | 30 |
- School Mastery II
- Character Level 12
- Wizard 5
|