Archmage enhancements (history)

Overview
''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

 * 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 the following:



Archmage Spell Mastery I:

 * Usage: Passive


 * Cost: 1 action points


 * Progression: 19 action points


 * Requires All of: Wizard Archmage I, Spell Focus: 


 * Available to Wizard class level 6


 * You have trained extensively in  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

 * 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

 * 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

 * 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

 * 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 point. Purchasing this enhancement will reduce your maximum spell point total by 25. Has 6 seconds cooldown.



Illusion I - Invisibility

 * 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

 * 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

 * 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

 * 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 the following:



Arcane Bolt

 * 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 that deals 1d6 hit points of force damage per Caster level to a single target for 1 spell point. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell point total by 50. (Not affected by metamagic feats.)



Abjuration II - Resist Energy

 * 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

 * 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

 * 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

 * 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

 * 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

 * 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

 * 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

 * 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 the following:



Archmage Secondary Spell Mastery I:

 * Usage: Passive


 * Cost: 1 action points


 * Progression: 43 action points


 * Requires All of: Wizard Archmage III, Spell Focus: 


 * Available to Wizard class level 12


 * You have trained extensively in  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

 * 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

 * 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

 * 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

 * 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 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50. Has 6 seconds cooldown.



Illusion III - Displacement

 * 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

 * 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

 * 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

 * Prereqs: Level 15 Wizard, Wizard Archmage III, Wizard Intelligence III
 * Cost: 1 AP
 * Benefit: 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 spells permanently as spell-like abilities.



Archmage Spell Mastery II:

 * Prereqs: Level 15 Wizard, Wizard Archmage IV, Archmage Spell Mastery I:, Greater Spell Focus:
 * Cost: 1 AP
 * Benefit: You have achieved mastery with magic, granting you another +1 bonus to your spell DCs of that school. This costs you 75 maximum spell points.
 * Available for all schools except for Divination. Only one Spell Mastery II can be taken, upgrading the one you took at Archmage I.



Arcane Blast
(Not affected by meta feats.)
 * Prereqs: Level 15 Wizard, Wizard Archmage IV, Arcane Bolt
 * Cost: 1 AP
 * Benefit: You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1 to 6 hit points of force damage per caster level to all within its radius for 5 sp. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell point total by 100.



Abjuration IV - Stoneskin

 * Prereqs: Level 15 Wizard, Archmage IV, Archmage Spell Mastery II: Abjuration, Abjuration III - Protection from Energy
 * Cost: 1 AP
 * Benefit: 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.



Conjuration IV - Dimension Door

 * Prereqs: Level 15 Wizard, Archmage IV, Archmage Spell Mastery II: Conjuration, Conjuration III - Stinking Cloud
 * Cost: 1 AP
 * Benefit: 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.



Enchantment IV - Charm Monster

 * Prereqs: Level 15 Wizard, Archmage IV, Archmage Spell Mastery II: Enchantment, Enchantment III - Hold Person
 * Cost: 1 AP
 * Benefit: 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.



Evocation IV - Fire Shield

 * Prereqs: Level 15 Wizard, Archmage IV, Archmage Spell Mastery II: Evocation, Evocation III - Chain Missiles
 * Cost: 1 AP
 * Benefit: 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.



Illusion IV - Phantasmal Killer

 * Prereqs: Level 15 Wizard, Archmage IV, Archmage Spell Mastery II: Illusion, Illusion III - Displacement
 * Cost: 1 AP
 * Benefit: 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.



Necromancy IV - Enervation

 * Prereqs: Level 15 Wizard, Archmage IV, Archmage Spell Mastery II: Necromancy, Necromancy III - Halt Undead
 * Cost: 1 AP
 * Benefit: 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.



Transmutation IV - Stone to Flesh

 * Prereqs: Level 15 Wizard, Archmage IV, Archmage Spell Mastery II: Transmutation, Transmutation III - Haste
 * Cost: 1 AP
 * Benefit: 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.



Wizard Archmage V

 * Prereqs: Level 18 Wizard, Wizard Archmage IV, Wizard Concentration IV, Wizard Energy of the Scholar IV
 * Cost: 1 AP
 * Benefit: 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 spells permanently as spell-like abilities.



Abjuration V - Dismissal

 * Prereqs: Level 18 Wizard, Archmage V, Abjuration IV – Stoneskin
 * Cost: 1 AP
 * Benefit: 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.



Conjuration V - Cloudkill

 * Prereqs: Level 18 Wizard, Archmage V, Conjuration IV - Dimension Door
 * Cost: 1 AP
 * Benefit: 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.



Enchantment V - Hold Monster

 * Prereqs: Level 18 Wizard, Archmage V, Enchantment IV - Charm Monster
 * Cost: 1 AP
 * Benefit: 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.



Evocation V - Cyclonic Blast

 * Prereqs: Level 18 Wizard, Archmage V, Evocation IV - Fire Shield
 * Cost: 1 AP
 * Benefit: 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.



Illusion V - Shadow Walk

 * Prereqs: Level 18 Wizard, Archmage V, Illusion IV - Phantasmal Killer
 * Cost: 1 AP
 * Benefit: 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.



Necromancy V - Waves of Fatigue

 * Prereqs: Level 18 Wizard, Archmage V, Necromancy IV – Enervation
 * Cost: 1 AP
 * Benefit: 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.



Transmutation V - Flesh to Stone

 * Prereqs: Level 18 Wizard, Archmage V, Transmutation IV - Stone to Flesh
 * Cost: 1 AP
 * Benefit: 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.