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Archmage enhancements (history)
This article is an orphan, as no other articles link to it: Please introduce links to this page, please check these related articles for suggestions. (February 2016)
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History | ||
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This page is about an enhancement tree that no longer exists in-game. It has been replaced by Archmage enhancements. | ||
If you can verify that the enhancement tree still exists, please edit this page and remove this template. |
Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
---|---|---|---|---|
Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | HeM — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK2 – WM1 | AM — EK — PM | AotS1 — ES2 — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
Reaper | |||
†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype. |
Aasimar 1,395 DDO Points | Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
---|---|---|---|---|---|---|
Half-Orc | Halfling | Human | Shifter 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
Bladeforged 1,295 DDO Points | Deep Gnome 1,295 DDO Points | Morninglord 1,295 DDO Points (& AA) | PDK 1,295 DDO Points | Razorclaw 1,395 DDO Points | Scoundrel 1,395 DDO Points | Scourge 1,295 DDO Points | Shadar-kai 1,295 DDO Points | Trailblazer 1,395 DDO Points |
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Overview[edit]
The most advanced practitioners of arcane magic are frequently Archmages. They gain strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of their spell capability to master these arcane secrets.
Wizard Archmage I[edit]
- Usage: Passive
- Cost: 4 action points
- Progression: 16 action points
- Requires One of: Spell Focus: Abjuration, Spell Focus: Conjuration, Spell Focus: Evocation, Spell Focus: Enchantment, Spell Focus: Illusion, Spell Focus: Necromancy, Spell Focus: Transmutation
- Requires All of: Wizard Intelligence I, Improved Concentration II, Wizard Energy of the Scholar II, Mental Toughness
- Available to Wizard class level 6
- You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 100 spell points as your mind expands, and now have the ability to acquire many first level spell-like abilities.
- This enhancement automatically grants access to the following:
Archmage Spell Mastery I: <school>[edit]
- Usage: Passive
- Cost: 1 action points
- Progression: 19 action points
- Requires All of: Wizard Archmage I, Spell Focus: <School>
- Available to Wizard class level 6
- You have trained extensively in <School> magic, granting you a +1 bonus to your spell DCs of that school. This costs you 50 maximum spell points. This enhancement is available for all schools except for Divination. Only one Spell Mastery I can be taken.
Abjuration I - Shield[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 19 action points
- Requires All of: Archmage I, Spell Focus: Abjuration
- Available to Wizard class level 6
- You have committed the spell Shield permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25. Has 6 seconds cooldown.
Conjuration I - Grease[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 19 action points
- Requires All of: Archmage I, Spell Focus: Conjuration
- Available to Wizard class level 6
- You have committed the spell Grease permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25. Has 6 seconds cooldown.
Enchantment I - Hypnotism[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 19 action points
- Requires All of: Archmage I, Spell Focus: Enchantment
- Available to Wizard class level 6
- You have committed the spell Hypnotism permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25. Has 6 seconds cooldown.
Evocation I - Magic Missile[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 19 action points
- Requires All of: Archmage I, Spell Focus: Evocation
- Available to Wizard class level 6
- You have committed the spell Magic Missile permanently to memory as a spell-like ability. Using this ability costs you 1 spell points. Purchasing this enhancement will reduce your maximum spell point total by 25. Has 6 seconds cooldown.
Illusion I - Invisibility[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 19 action points
- Requires All of: Archmage I, Spell Focus: Illusion
- Available to Wizard class level 6
- You have committed the spell Invisibility permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25. Has 6 seconds cooldown.
Necromancy I - Chill Touch[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 19 action points
- Requires All of: Archmage I, Spell Focus: Necromancy
- Available to Wizard class level 6
- You have committed the spell Chill Touch permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25. Has 6 seconds cooldown.
Transmutation I - Jump[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 19 action points
- Requires All of: Archmage I, Spell Focus: Transmutation
- Available to Wizard class level 6
- You have committed the spell Jump permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25. Has 6 seconds cooldown.
Wizard Archmage II[edit]
- Usage: Passive
- Cost: 1 action points
- Progression: 31 action points
- Requires All of: Wizard Archmage I, Wizard Intelligence II
- Available to Wizard class level 9
- You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many second level spell-like abilities.
- This enhancement automatically grants access to the following:
Arcane Bolt[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 31 action points
- Requires All of: Wizard Archmage II
- Available to Wizard class level 9
- You fire a bolt of raw energy from your finger dealing 1d6 Hit points of force damage per caster level to a single target for 2 spell points. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell points total by 50. (Not affected by Metamagic Feats.) Arcane Bolt is a 2nd level Evocation Force Spell-like ability for determining DC and damage amplification. It has a 3-second cooldown.
Abjuration II - Resist Energy[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 31 action points
- Requires One of: Archmage Spell Mastery I: Abjuration, Archmage Secondary Spell Mastery I: Abjuration
- Requires All of: Archmage II, Abjuration I – Shield
- Available to Wizard class level 9
- You have committed the spell Resist Energy permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50. Has 6 seconds cooldown.
Conjuration II - Web[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 31 action points
- Requires One of: Archmage Spell Mastery I: Conjuration, Archmage Secondary Spell Mastery I: Conjuration
- Requires All of: Archmage II, Conjuration I – Grease
- Available to Wizard class level 9
- You have committed the spell Web permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50. Has 6 seconds cooldown.
Enchantment II - Otto's Resistible Dance[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 31 action points
- Requires One of: Archmage Spell Mastery I: Enchantment, Archmage Secondary Spell Mastery I: Enchantment
- Requires All of: Archmage II, Enchantment I – Hypnotism
- Available to Wizard class level 9
- You have committed the spell Otto's Resistible Dance permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50. Has 6 seconds cooldown.
Evocation II - Gust of Wind[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 31 action points
- Requires One of: Archmage Spell Mastery I: Evocation, Archmage Secondary Spell Mastery I: Evocation
- Requires All of: Archmage II, Evocation I - Magic Missile
- Available to Wizard class level 9
- You have committed the spell Gust of Wind permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50. Has 6 seconds cooldown.
Illusion II - Blur[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 31 action points
- Requires One of: Archmage Spell Mastery I: Illusion, Archmage Secondary Spell Mastery I: Illusion
- Requires All of: Archmage II, Illusion I – Invisibility
- Available to Wizard class level 9
- You have committed the spell Blur permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50. Has 6 seconds cooldown.
Necromancy II - Command Undead[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 31 action points
- Requires One of: Archmage Spell Mastery I: Necromancy, Archmage Secondary Spell Mastery I: Necromancy
- Requires All of: Archmage II, Necromancy I - Chill Touch
- Available to Wizard class level 9
- You have committed the spell Command Undead permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50. Has 6 seconds cooldown.
Transmutation II - Knock[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 31 action points
- Requires One of: Archmage Spell Mastery I: Transmutation, Archmage Secondary Spell Mastery I: Transmutation
- Requires All of: Archmage II, Transmutation I – Jump
- Available to Wizard class level 9
- You have committed the spell Knock permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50. Has 6 seconds cooldown.
Wizard Archmage III[edit]
- Usage: Passive
- Cost: 1 action points
- Progression: 43 action points
- Requires One of: Greater Spell Focus: Abjuration, Greater Spell Focus: Conjuration, Greater Spell Focus: Evocation, Greater Spell Focus: Enchantment, Greater Spell Focus: Illusion, Greater Spell Focus: Necromancy, Greater Spell Focus: Transmutation
- Requires All of: Wizard Archmage II, Wizard Energy of the Scholar III, Improved Concentration III
- Available to Wizard class level 12
- You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many third level spell-like abilities.
- This enhancement automatically grants access to the following:
Archmage Secondary Spell Mastery I: <school>[edit]
- Usage: Passive
- Cost: 1 action points
- Progression: 43 action points
- Requires All of: Wizard Archmage III, Spell Focus: <School>
- Available to Wizard class level 12
- You have trained extensively in <School> magic, granting you a +1 bonus to your spell DCs of that school. This costs you 50 maximum spell points. This enhancement is available for all schools except for Divination. Only one Secondary Spell Mastery I can be taken.
Abjuration III - Protection from Energy[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 43 action points
- Requires All of: Archmage III, Greater Spell Focus: Abjuration, Abjuration II - Resist Energy
- Available to Wizard class level 12
- You have committed the spell Protection from Energy permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75. Has 6 seconds cooldown.
Conjuration III - Stinking Cloud[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 43 action points
- Requires All of: Archmage III, Greater Spell Focus: Conjuration, Conjuration II – Web
- Available to Wizard class level 12
- You have committed the spell Stinking Cloud permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75. Has 15 seconds cooldown.
Enchantment III - Hold Person[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 43 action points
- Requires All of: Archmage III, Greater Spell Focus: Enchantment, Enchantment II - Otto's Resistible Dance
- Available to Wizard class level 12
- You have committed the spell Hold Person permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75. Has 6 seconds cooldown.
Evocation III - Chain Missiles[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 43 action points
- Requires All of: Archmage III, Greater Spell Focus: Evocation, Evocation II - Gust of Wind
- Available to Wizard class level 12
- You have committed the spell Chain Missiles permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50. Has 8 seconds cooldown.
Illusion III - Displacement[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 43 action points
- Requires All of: Archmage III, Greater Spell Focus: Illusion, Illusion II – Blur
- Available to Wizard class level 12
- You have committed the spell Displacement permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75. Has 6 seconds cooldown.
Necromancy III - Halt Undead[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 43 action points
- Requires All of: Archmage III, Greater Spell Focus: Necromancy, Necromancy II - Command Undead
- Available to Wizard class level 12
- You have committed the spell Halt Undead permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75. Has 6 seconds cooldown.
Transmutation III - Haste[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 43 action points
- Requires All of: Archmage III, Greater Spell Focus: Transmutation, Transmutation II – Knock
- Available to Wizard class level 12
- You have committed the spell Haste permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75. Has 6 seconds cooldown.
Wizard Archmage IV[edit]
- Usage: Passive
- Cost: 1 action points
- Progression: 55 action points
- Requires All of: Wizard Archmage III, Wizard Intelligence III
- Available to Wizard class level 15
- You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many fourth level spell-like abilities.
- This enhancement automatically grants access to the following:
Archmage Spell Mastery II: <school>[edit]
- Usage: Passive
- Cost: 1 action points
- Progression: 55 action points
- Requires All of: Wizard Archmage IV, Archmage Spell Mastery I: <School>, Greater Spell Focus: <School>
- Available to Wizard class level 15
- You have achieved mastery with <School> magic, granting you another +1 bonus to your spell DCs of that school. This costs you 75 maximum spell points. This enhancement is available for all schools except for Divination. Only one Spell Mastery II can be taken, upgrading the one taken at Archmage I.
Arcane Blast[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 55 action points
- Requires All of: Wizard Archmage IV, Arcane Bolt
- Available to Wizard class level 15
- 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 for 6 spell points. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell points total by 100. (Not affected by Metamagic Feats.) Arcane Blast is a 4th level Evocation Force Spell-like ability for determining DC and damage amplification. It has an 8-second cooldown.
Abjuration IV - Stoneskin[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 55 action points
- Requires All of: Archmage IV, Archmage Spell Mastery II: Abjuration, Abjuration III - Protection from Energy
- Available to Wizard class level 15
- You have committed the spell Stoneskin permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100. Has 15 seconds cooldown.
Conjuration IV - Dimension Door[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 55 action points
- Requires All of: Archmage IV, Archmage Spell Mastery II: Conjuration, Conjuration III - Stinking Cloud
- Available to Wizard class level 15
- You have committed the spell Dimension Door permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100. Has 15 seconds cooldown.
Enchantment IV - Charm Monster[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 55 action points
- Requires All of: Archmage IV, Archmage Spell Mastery II: Enchantment, Enchantment III - Hold Person
- Available to Wizard class level 15
- You have committed the spell Charm Monster permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100. Has 6 seconds cooldown.
Evocation IV - Fire Shield[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 55 action points
- Requires All of: Archmage IV, Archmage Spell Mastery II: Evocation, Evocation III - Chain Missiles
- Available to Wizard class level 15
- You have committed the spell Fire Shield permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100. Has 6 seconds cooldown.
Illusion IV - Phantasmal Killer[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 55 action points
- Requires All of: Archmage IV, Archmage Spell Mastery II: Illusion, Illusion III – Displacement
- Available to Wizard class level 15
- You have committed the spell Phantasmal Killer permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100. Has 6 seconds cooldown.
Necromancy IV - Enervation[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 55 action points
- Requires All of: Archmage IV, Archmage Spell Mastery II: Necromancy, Necromancy III - Halt Undead
- Available to Wizard class level 15
- You have committed the spell Enervation permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100. Has 6 seconds cooldown.
Transmutation IV - Stone to Flesh[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 55 action points
- Requires All of: Archmage IV, Archmage Spell Mastery II: Transmutation, Transmutation III – Haste
- Available to Wizard class level 15
- You have committed the spell Stone to Flesh permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100. Has 6 seconds cooldown.
Wizard Archmage V[edit]
- Usage: Passive
- Cost: 1 action points
- Progression: 67 action points
- Requires All of: Wizard Archmage IV, Wizard Energy of the Scholar IV, Improved Concentration IV
- Available to Wizard class level 18
- You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many fifth level spell-like abilities.
- This enhancement automatically grants access to the following:
Abjuration V - Dismissal[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 67 action points
- Requires All of: Archmage V, Abjuration IV – Stoneskin
- Available to Wizard class level 18
- You have committed the spell Dismissal permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 6 seconds cooldown.
Conjuration V - Cloudkill[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 67 action points
- Requires All of: Archmage V, Conjuration IV - Dimension Door
- Available to Wizard class level 18
- You have committed the spell Cloudkill permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 15 seconds cooldown.
Enchantment V - Hold Monster[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 67 action points
- Requires All of: Archmage V, Enchantment IV - Charm Monster
- Available to Wizard class level 18
- You have committed the spell Hold Monster permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 6 seconds cooldown.
Evocation V - Cyclonic Blast[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 67 action points
- Requires All of: Archmage V, Evocation IV - Fire Shield
- Available to Wizard class level 18
- You have committed the spell Cyclonic Blast permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 6 seconds cooldown.
Illusion V - Shadow Walk[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 67 action points
- Requires All of: Archmage V, Illusion IV - Phantasmal Killer
- Available to Wizard class level 18
- You have committed the spell Shadow Walk permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 6 seconds cooldown.
Necromancy V - Waves of Fatigue[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 67 action points
- Requires All of: Archmage V, Necromancy IV – Enervation
- Available to Wizard class level 18
- You have committed the spell Waves of Fatigue permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 6 seconds cooldown.
Transmutation V - Flesh to Stone[edit]
- Usage: Active
- Cost: 1 action points
- Progression: 67 action points
- Requires All of: Archmage V, Transmutation IV - Stone to Flesh
- Available to Wizard class level 18
- You have committed the spell Flesh to Stone permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 6 seconds cooldown.
Spell selection summary[edit]
Spell Like Ability Level | Abjuration | Conjuration | Enchantment | Evocation | Illusion | Necromancy | Transmutation |
Level I - Requires Spell Focus | Shield | Grease | Hypnotism | Magic Missile | Invisibility | Chill Touch | Jump |
Level II - Requires Spell Mastery I | Resist Energy | Web | Otto's Resistible Dance | Gust of Wind | Blur | Command Undead | Knock |
Level III - Requires Greater Spell Focus | Protection from Energy | Stinking Cloud | Hold Person | Chain Missiles | Displacement | Halt Undead | Haste |
Level IV - requires Spell Mastery II | Stoneskin | Dimension Door | Charm Monster | Fire Shield | Phantasmal Killer | Enervation | Stone to Flesh |
Level V | Dismissal | Cloudkill | Hold Monster | Cyclonic Blast | Shadow Walk | Waves of Fatigue | Flesh to Stone |
- Metamagic feats work on these abilities
- These are considered spell-like ability, thus don't use material components at all