Archmage enhancements

Archmage:

Core Enhancements:

Archmage Specialization 1 (Requires Wizard 1, 0 AP) For each action point spent in this tree, you gain 1 Universal Spell Power and +2 to your Spell Point maximum. Also, choose 1 of the current T1 Archmage SLAs (Shield, Grease, Hypnotism, Magic Missile, Invisibility, Chill Touch, Jump).

Archmage Specialization 2 (Requires Wizard 3, 5 AP Spent in Tree, 2 AP) Choose a T2 Archmage SLA of the same school as you chose for your Tier 1 SLA. i.e. Invis => Blur

Archmage Specialization 3 (Requires Wizard 6, 10 AP Spent in tree, 2 AP) Choose a T3 Archmage SLA of the same school as you chose for your Tier 2 SLA. i.e. Blur => Displacement

Archmage Specialization 4 (Requires WIzard 12, 20 AP Spent in tree, 2 AP) Choose a T4 Archmage SLA of the same school as you chose for your tier 3 SLA. i.e. Displacement => Phantasmal Killer

Archmage Specialization 5 (Requires Wizard 18, 30 AP Spent in tree, 2 AP) Choose a T5 Archmage SLA of the same school as you chose for your tier 4 SLA. i.e. Phantasmal Killer => Shadow Walk

Master of Magic (Requires Archmage Specialization V, Wiz 20, 40 AP Spent in tree) Through extensive training and countless hours of study, you have mastered the application of metamagic feats to your spells. You gain +2 Intelligence, +5 Spellcraft, and all metamagic feats cost 1 fewer spell point to use. (Height Spell costs 1 fewer spell point per level of heightening.)

Tier 1:

Subtle Spellcasting (3/3, 1 AP per rank) Your damage spells generate % less hate than they normally would, making enemies less likely to attack you. Rank 1: 10% Rank 2: 20% Rank 3: 30%

Energy of the Scholar (0/3, 2 AP per rank) Your studies have increased your maximum Spell Points by an additional amount. Rank 1: 30 Rank 2: 60 Rank 3: 90

Spell Penetration (0/1, 2 AP) You add +1 to your Caster Level check to overcome an enemy's Spell Resistance.

Identical Enhancement with the previous tier's version as a pre-req is in tiers 1-3.

Spell Critical (0/1, 2 AP) Your (Acid / Cold / Electric and Sonic / Fire / Force and Untyped damage) spells have an additional 2% chance to critically hit.

You have to choose 1 of the options. e.g. just Fire, or just Force and Untyped. Identical Enhancement exists from tier's 1 - 4 with the previous tier's version as a pre-req. You can choose the same damage type each tier, or different damage types.

Wand Heightening (0/3, 1 AP per rank) Adds +1 to the save DC's of your offensive wands.

Tier 2:

Multiple Enhancement Selector: Choose a Metamagic Feat. Reduce the Spell Point cost of using that Metamagic. Maximize OR Empower OR Enlarge OR Quicken Maximize 3/6/9, Empower 2/4/6/, Enlarge 2/4/4, Quicken 2/4/4 <-- I suspect Enlarge and Quicken should both be 2/4/6 as well.

This enhancement appears on tiers 2-4, each time requiring you to choose a different metamagic.

Wand and Scroll Mastery (Pre-req: Wand Heightening, 0/3, 2 AP per rank) + effectiveness of your wands, scrolls, and other items that cast spells. Rank 1: 25% Rank 2: 50% Rank 3: 75%

Tier 3:

Arcane Bolt (0/1, 2 AP) Activation Cost: 2 Spell Points Cooldown: 3 seconds You fire a bolt of raw energy from your finger that deals 1 to 6 hit 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.

Intelligence (0/1, 2 AP) +1 Intelligence

Tier 4:

School Mastery (0/1, 2 AP) You have attained mastery in the school of magic that you specialize in. The DC of spells you cast from that school are increased by 1.

Intelligence (Pre-req: Intelligence Tier 3, 0/1, 2 AP) +1 Intelligence

Tier 5:

Arcane Blast (Pre-req: Arcane Bolt, 0/1, 2 AP) Activation Cost: 6 Spell points Cooldown: 8 seconds 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. A successful Reflex save reduces the damage by half. This ability counts as a level 4 Wizard spel.

Improved Heightening (Pre-req: Efficient Metamagic line, 0/2, 2 AP per rank) Using the Heighten Spell feat costs you 1 less spell point per level of heightening.

School Mastery II (Pre-req: School Mastery, 0/1, 2 AP) You have attained new levels of mastery in the school of magic that you specialize in. The DC of spells you cast from that school are increased by an additional 1.

Secondary School Mastery (Pre-req: School Mastery II, 0/1, 2 AP) Select one of the spell schools you are not specialized in. The DC of spells you cast from that school are increased by an additional 1.