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Archmage enhancements (history)

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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  It has been replaced by Archmage enhancements.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 ArtificerDog Barbarian Bard Cleric
ApoBomVCh ATBERM FBOSRav SB2SSSt1WC DA1DDRS2War
DruidWolf Fighter Favored Soul Monk Paladin
BC1NWNP2SH Dra1Ken2Rav1StDVan2 AoVBoHWar HeMNiSShi

KotC2RS1SaDSF1Van2

Ranger Rogue Sorcerer Wizard Warlock
AA2DH1DWSTem AssMecTA ASESFSWSEK AMEKPM AotS1ES2SETS

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 DP1,395 DDO Points Dragonborn Drow Dwarf Elf / W-Elf (& AA) Gnome Half-Elf (& AA)
Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

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.

WizardArchmage.png

Wizard Archmage I[edit]

WizardArchmage.png

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.
Shield.png

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.
Grease.png

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.
Hypnotism.png

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.
ArcaneArcherImbueForceArrows.png

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.
Invisibility.png

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.
ChillTouch.png

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.
Sp rgr jump.png

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.
WizardArchmage.png

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:
Archmage arcaneblast bolt.png

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.
Icon resistenergy.png

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.
Web.png

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.
OttosResistibleDance.png

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.
Arcane Spell Gust Of Wind.png

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.
Blur icon.png

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.
CommandUndead.png

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.
Knock.png

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.
WizardArchmage.png

Wizard Archmage III[edit]

WizardArchmage.png

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.
ProtectionFromEnergy.png

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.
StinkingCloud.png

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.
HoldPerson.png

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.
Arcane Spell Chain Missiles.png

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.
Displacement icon.png

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.
HaltUndead.png

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.
Haste.png

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.
WizardArchmage.png

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:
WizardArchmage.png

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.
Archmage arcaneblast bolt.png

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.
Stoneskin.png

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.
DimensionDoor.png

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.
CharmMonster.png

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.
FireShield.png

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.
PhantasmalKiller.png

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.
Enervation.png

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.
StoneToFlesh.png

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.
WizardArchmage.png

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:
Dismissal.png

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.
Cloudkill.png

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.
HoldMonster.png

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.
Arcane Spell Cyclonic Blast.png

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.
ShadowWalk.png

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.
WavesOfFatigue.png

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.
FleshToStone.png

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

Enhancement changes Alpha Testing on Lamannia[edit]