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Magister

From DDO Compendium
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DDOPointsIcon.png DDO Points: 995
Expansion: Menace of the Underdark
Magister Tree.png
Overview

Having studied the intricacies of the arcane tirelessly, the Magister has gained an understanding of magic that few mortals ever achieve.

Much like an Archmage, this Arcane Epic Destiny has the option of specializing in a particular school of magic, making spells of that school more difficult to resist or adding additional effects to them. The Magister can also hinder enemy magic or bolster ally spells with powerful sigils, and can even create an aura that grants magical immunity to the Magister and all allies who stand within it.

Core enhancements


EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Arcane Study I Icon.png
Arcane Study I
  • +50 Spell Points
  • Each additional level of Magister after this one grants:
    • +50 Spell Points
    • +1 to your Warlock, Wizard, Sorcerer, Bard, and Artificer caster levels if you have any levels in the class
1Auto0
  • Level 20
  • Magister Active
Enhancement Arcane Study II Icon.png
Arcane Study II
  • +50 Spell Points
  • +1 to your Warlock, Wizard, Sorcerer, Bard, and Artificer caster levels if you have any levels in the class
1Auto0
  • Magister Level 1
Enhancement Arcane Study III Icon.png
Arcane Study III
  • +50 Spell Points
  • +1 to your Warlock Wizard, Sorcerer, Bard, and Artificer caster levels if you have any levels in the class
1Auto0
  • Magister Level 2
Enhancement Arcane Study IV Icon.png
Arcane Study IV
  • +50 Spell Points
  • +1 to your Warlock Wizard, Sorcerer, Bard, and Artificer caster levels if you have any levels in the class
1Auto0
  • Magister Level 3
Enhancement Arcane Study V Icon.png
Arcane Study V
  • +50 Spell Points
  • +1 to your Warlock Wizard, Sorcerer, Bard, and Artificer caster levels if you have any levels in the class
1Auto0
  • Magister Level 4
Enhancement Arcane Spellsurge Icon.png
Arcane Spellsurge

Cooldown: 4 Minutes

Your understanding of magic is so keen that you can periodically enter of state of heightened arcane channeling. Activate Arcane Spellsurge to add:

  • +5 to all of your spell DCs for the next 20 seconds


Passive:

  • +50 Spell Points
  • +1 to your Warlock Wizard, Sorcerer, Bard, and Artificer caster levels if you have any levels in the class
1Auto0
  • Magister Level 5
Tier 1 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Sigil of Warding Icon.png
Sigil of Warding
Activation Cost: 20 Spell Points
Cooldown: 30 Seconds
Inscribe a runic sigil on the ground where you designate. It remains there for 60 seconds and adds:
Rank 1:
  • +1 AC
  • +5 Physical Resistance Rating
Rank 2:
  • +2 AC
  • +10 Physical Resistance Rating
Rank 3:
  • +3 AC
  • +15 Physical Resistance Rating
No more than a single Sigil per caster can exist at one time - if you cast another, your previous one is immediately erased.
310
Enhancement Imperceptible Casting Icon.png
Imperceptible Casting

Cooldown: 1 Minute

Your deep understanding of the arcane allows you to cast spells using only the merest gestures and whispers.

  • For the next 30 seconds, the threat you generate from spells is reduced by 95%.
110
Enhancement Illusory Escape Icon.png
Unearthly Reactions
From years of honing your mind, your wits have become quick to react to danger. You gain:
Rank 1:
  • +1 Dodge
  • +2 to Reflex Saves
Rank 2:
  • +2 Dodge
  • +4 to Reflex Saves
Rank 3:
  • +3 Dodge
  • +6 to Reflex Saves
  • When you tumble, you will now phase out from reality briefly, passing through enemies as you do so.
310
Enhancement Don't Count Me Out Icon.png
Impregnable Mind
Your mind is protected by powerful psychic wards. You gain:
Rank 1:
  • +2 Concentration
  • +2 to Will Saves
Rank 2:
  • +4 Concentration
  • +4 to Will Saves
Rank 3:
  • +6 Concentration
  • +6 to Will Saves
  • You will also no longer automatically fail Will saves on a 1
310
Increase Ability (Charisma-Intelligence) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Charisma Icon.png Charisma: +1 Charisma
  • Enhancement Intelligence Icon.png Intelligence: +1 Intelligence
120
Tier 2 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Sigil of Lifeshielding Icon.png
Sigil of Lifeshielding
Activation Cost: 20 Spell Points
Cooldown: 30 Seconds
Inscribe a runic sigil on the ground where you designate. It remains there for 60 seconds:
Rank 1:
  • Grants the same protections as the Deathward spell
  • Undead enemies that enter the sigil's radius take:
    • 1d6 Light damage every two seconds while in the sigil
Rank 2:
  • Grants the same protections as the Deathward spell
  • Undead enemies that enter the sigil's radius take:
    • 1d6 Light damage every two seconds while in the sigil
Rank 3:
  • Grants the same protections as the Deathward spell
  • Undead enemies that enter the sigil's radius take:
    • 2d6 Light damage every two seconds while in the sigil
No more than a single Sigil per caster can exist at one time - if you cast another, your previous one is immediately erased.
314
Enhancement Fade Into the Weave Icon.png
Fade Into the Weave

Cooldown: 2 Minutes

Your mind and body are so closely interweaved with the essence of magic that you can med into it when you are in danger. Upon activating this ability you trigger a Diplomacy effect:

  • For the next 20 seconds you are invisible
  • This invisibility does not break if you cast spells or attack enemies
114
  • Imperceptible Casting
Enhancement Spell School Specialist Icon.png
Spell School Specialist
Choose a school:
  • Enhancement Spell School Specialist Icon.png Abjuration Specialist
  • Enhancement Spell School Specialist Icon.png Conjuration Specialist
  • Enhancement Spell School Specialist Icon.png Enchantment Specialist
  • Enhancement Spell School Specialist Icon.png Evocation Specialist
  • Enhancement Spell School Specialist Icon.png Illusion Specialist
  • Enhancement Spell School Specialist Icon.png Necromancy Specialist
  • Enhancement Spell School Specialist Icon.png Transmutation Specialist
Rank 1:
  • Gain +1 to the DCs of the spells from the selected school
Rank 2:
  • Gain +2 to the DCs of the spells from the selected school
Rank 3:
  • Gain +3 to the DCs of the spells from the selected school
You will only be able to choose from schools you have the Spell Focus Feat
314
Increase Ability (Charisma-Intelligence) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Charisma Icon.png Charisma: +1 Charisma
  • Enhancement Intelligence Icon.png Intelligence: +1 Intelligence
124
Tier 3 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Sigil of Energy Negation Icon.png
Sigil of Energy Negation
Activation Cost: 20 Spell Points
Cooldown: 30 Seconds
Inscribe a runic sigil on the ground where you designate. It remains there for 60 seconds and adds:
Rank 1:
  • +20 stacking resistance vs. Fire, Cold, Electricity and Acid
Rank 2:
  • +40 stacking resistance vs. Fire, Cold, Electricity and Acid
Rank 3:
  • +60 stacking resistance vs. Fire, Cold, Electricity and Acid
No more than a single Sigil per caster can exist at one time - if you cast another, your previous one is immediately erased.
318
Enhancement Variable Resistance Icon.png
Variable Resistance
Whenever you take fire, cold, electric, or acid damage, you gain:
Rank 1:
  • +10 Stacking Resistance to that element for 1 minute
  • Can stack up to 3 times on consecutive damage of the same element
Rank 2:
  • +10 Stacking Resistance to that element for 2 minutes
  • Can stack up to 3 times on consecutive damage of the same element
Rank 3:
  • +10 Stacking Resistance to that element for 3 minutes
  • Can stack up to 3 times on consecutive damage of the same element
The whole stack is cleared if you take damage from a different energy type
318
  • Sigil of Energy Negation
Enhancement Piercing Spellcraft (Magister) Icon.png
Piercing Spellcraft
Your spellcasting is fierce enough to breach many magical wardings and defenses, granting you:
Rank 1:
  • +1 Bonus to Spell Penetration
Rank 2:
  • +2 Bonus to Spell Penetration
Rank 3:
  • +3 Bonus to Spell Penetration
318
Enhancement Spell School Augmentation Icon.png
Spell School Augmentation
Grants unique buffs or debuffs to your spells of the school chose with Spell School Specialist:
Rank 1:
  • Abjuration: Gain a 5% chance to increase target's Armor Class by 5 for 2 minutes


Gain a 5% chance to reduce target save for 10 seconds for the following schools

  • Conjuration: -10 Reflex Save
  • Enchantment: -10 Will Save
  • Evocation: -10 Reflex Save
  • Illusion:-10 Will Save
  • Necromancy: -5 Fortitude Save
  • Transmutation: -5 Fortitude Save
Rank 2:
  • Abjuration: Gain a 10% change to increase target's Armor Class by 5 for ?? minutes


Gain a 10% change to reduce target save for 20 seconds for the following schools

  • Conjuration: -10 Reflex Save
  • Enchantment: -10 Will Save
  • Evocation: -10 Reflex Save
  • Illusion:-10 Will Save
  • Necromancy: -5 Fortitude Save
  • Transmutation: -5 Fortitude Save
Rank 3:
  • Abjuration: Gain a 15% change to increase target's Armor Class by 5 for ?? minutes


Gain a 15% change to reduce target save for 30 seconds for the following schools

  • Conjuration: -10 Reflex Save
  • Enchantment: -10 Will Save
  • Evocation: -10 Reflex Save
  • Illusion:-10 Will Save
  • Necromancy: -5 Fortitude Save
  • Transmutation: -5 Fortitude Save
318
  • Spell School Specialist
Increase Ability (Charisma-Intelligence) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Charisma Icon.png Charisma: +1 Charisma
  • Enhancement Intelligence Icon.png Intelligence: +1 Intelligence
128
Tier 4 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Sigil of Battering Spellcraft Icon.png
Sigil of Battering Spellcraft
Activation Cost: 20 Spell Points
Cooldown: 2 Minutes
Inscribe a runic sigil on the ground where you designate. It remains there for 30 seconds and adds:
Rank 1:
  • +15 Stacking Spell Power Bonus
Rank 2:
  • +30 Stacking Spell Power Bonus
Rank 3:
  • +45 Stacking Spell Power Bonus
No more than a single Sigil per caster can exist at one time - if you cast another, your previous one is immediately erased.
3112
Enhancement Nullmagic Guard Icon.png
Nullmagic Guard
When you take damage:
Rank 1:
  • 2% chance that a burst of anitmagic energy expands from your body
  • Nearby enemies:
    • Are subject to a Dispel Magic effect which may strip them of their magic protections
    • Will be rendered unable to cast spells and lose 2 Spell Resistance for 10 seconds
Rank 2:
  • 4% chance that a burst of anitmagic energy expands from your body
  • Nearby enemies:
    • Are subject to a Dispel Magic effect which may strip them of their magic protections
    • Will be rendered unable to cast spells and lose 3 Spell Resistance for 20 seconds
Rank 3:
  • 6% chance that a burst of anitmagic energy expands from your body
  • Nearby enemies:
    • Are subject to a Dispel Magic effect which may strip them of their magic protections
    • Will be rendered unable to cast spells and lose 4 Spell Resistance for 30 seconds
3112
Enhancement Call Kindred Being Icon.png
Call Kindred Being

Cooldown: 1 Minute

  • Abjuration: Epic Animated Armor
  • Conjuration: Epic Golem
    • Summons either a Greater Iron Golem, Greater Clay Golem, Greater Stone Golem or Greater Flesh Golem
  • Enchantment: Epic Succubus
  • Evocation: Epic Living Meteor Swarm
  • Illusion: Epic Dream Reaver
  • Necromancy: Epic Lich
  • Transmutation: Epic Granite Gargoyle
Sometimes the Golem turns hostile and attacks the party
1112
  • Spell School Familiarity
Enhancement Spell School Familiarity Icon.png
Spell School Familiarity
Reduces the cooldowns of the spells of your spells that belong to the school chose with Spell School Specialist by:
Rank 1:
  • 5%
Rank 2:
  • 10%
Rank 3:
  • 15%
3112
  • Spell School Augmentation
Increase Ability (Charisma-Intelligence) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Charisma Icon.png Charisma: +1 Charisma
  • Enhancement Intelligence Icon.png Intelligence: +1 Intelligence
1212
Tier 5 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Nullmagic Strike Icon.png
Nullmagic Strike
Offensive spells you cast have a:
Rank 1:
  • 5% chance to subject the target to a Dispel Magic effect
  • Render the subject unable to cast spells
  • Cause the subject to lose 2 Spell Resistance for 10 seconds
Rank 2:
  • 10% chance to subject the target to a Dispel Magic effect
  • Render the subject unable to cast spells
  • Cause the subject to lose 3 Spell Resistance for 20 seconds
Rank 3:
  • 15% chance to subject the target to a Dispel Magic effect
  • Render the subject unable to cast spells
  • Cause the subject to lose 4 Spell Resistance for 30 seconds
3116
  • Nullmagic Guard
Enhancement Grand Summoner Icon.png
Grand Summoner

Your summoned creatures are stronger than those conjured by mages who do not comprehend the intricacies for the arcane. Your summons gain:

  • +4 to all ability scores
  • Increased health
  • +50% Increased Fortification
  • +40% boost to movement speed
  • These bonuses will stack with Augment Summoning and similar effects that boost the power of your summons
1116
  • Call Kindred Being
Enhancement Spell School Mastery Icon.png
Spell School Mastery
Increases the caster levels and maximum caster levels of your spells that belong to the school chosen with Spell School Specialist:
Rank 1:
  • +1 Caster Level
  • +1 Maximum Caster Level
Rank 2:
  • +2 Caster Level
  • +2 Maximum Caster Level
Rank 3:
  • +3 Caster Level
  • +3 Maximum Caster Level
3116
  • Spell School Familiarity
Increase Ability (Charisma-Intelligence) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Charisma Icon.png Charisma: +1 Charisma
  • Enhancement Intelligence Icon.png Intelligence: +1 Intelligence
1216
Tier 6 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Arcane Tempest Icon.png
Arcane Tempest

Activation Cost: 30 Spell Points
Cooldown: 2 Minutes

Creates a chaotic and massively powerful storm of force energy that:

  • Deals 2d6 damage per caster level every 2 seconds for 8 seconds
1220
  • Sigil of Battering Spellcraft
Enhancement Nullmagic Aura Icon.png
Nullmagic Aura

Activation Cost: 30 Charges
Cooldown: 5 Minutes

Your comprehension of the arcane allows you to unravel spells at the base level, before they do any harm.

  • Each time your Nullmagic Strike or Nullmagic Guard activates, you gain 1 charge
  • When you have accumulated 30 of these charges, you can expend them to activate a Nullmagic Aura
  • It lasts for 20 seconds, and for its duration, you and allies near you are immune to harmful spells
1220
  • Nullmagic Strike
Enhancement Arcane Adept Icon.png
Arcane Adept

Your vast understanding of magic allows you to bend spells in ways that make your energy use far more efficient.

  • All spells you cast receive an enhancement bonus of -10% to their spell costs
1220
Increase Ability (Charisma-Intelligence) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Charisma Icon.png Charisma: +1 Charisma
  • Enhancement Intelligence Icon.png Intelligence: +1 Intelligence
1220