Archmage Tree

From DDO Compendium


Tree For: Wizard
Unlock
Free
Archmage Tree.png
Overview
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.
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

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

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
Feat Magical Training Icon.png
Energy of Creation
Rank 1:
  • +30 Spell Points
Rank 2:
  • +60 Spell Points
Rank 3:
  • +90 Spell Points
321
  • Wizard 1
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
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Efficient Metamagic Icon.png
Efficient Metamagic

Multiple Selection

Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Enlarge), +3/6/9 (Maximize), +1/2/4 (Quicken)
325
  • Efficient Metamagic in Column 2
  • Wizard 2
Enhancement Efficient Metamagic Icon.png
Efficient Metamagic

Multiple Selection

Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Enlarge), +3/6/9 (Maximize), +1/2/4 (Quicken)
325
  • Wizard 2
Enhancement Efficient Metamagic Icon.png
Efficient Metamagic

Multiple Selection

Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Enlarge), +3/6/9 (Maximize), +1/2/4 (Quicken)
325
  • Efficient Metamagic in Column 2
  • Wizard 2
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 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
Feat Spell Penetration Icon.png
Spell Penetration
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
3210
  • Wizard 3
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
Enhancement Efficient Heighten Icon.png
Efficient Heighten
Reduce Metamagic Heighten cost by:
Rank 1:
  • -1 Spell Point cost
Rank 2:
  • -2 Spell Point cost
2220
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 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