Wizard Eldritch Knight enhancements

Eldritch Knight enhancements are planned for Update 20. 

They are available for sorcerers and wizards.

Core
lvl 1: Eldritch Strike: 10SP, 15s cooldown. Melee Cleave Attack: Sheathe your weapon in eldritch energies, striking foes in front of you for +1[W] damage. If this attack hits, your weapon also releases a blast of magical energy, dealing an additional 0 to 2 Force Damage per character level to all nearby foes. This additional Force damage is affected by your Force Spell Power.

Passive: Every point spend in the Eldritch Knight tree grants you +0.5 Universal Spell Power. +1% doublestrike

lvl 3: Spellsword (select Acid/Flame/Frost/Shock) Activation: 5 SP, cooldown not listed Toggle: Charge your equipped weapon with magical (element), causing them to deal an addtional 1d6 (element) damage on hit. This damage increases to 2d4 at Wizard Level 6, 3d4 at Wizard Level 12, and 4d4 at Wizard Level 18. Up to once every 6 seconds while a spellsword toggle is active, an attack you make that hits an enemy will cost you a spell point.

while active, your Eldritch Stroke deals an additional 0 to 2 (element) damage per character level. This additional damage is affected by your (element) spellpower. Passive: -5% ASF from equipped armor and shields, +10 Force spellpower

lvl 6: Spellsword II - identical to above, select a different element. Note that you are already class level 6, so you start at 2d4. Only 1 of these elemental stances can be active at a time.

Passive: 1% doublestrike, +10 Force spellpower

lvl 12: Spellsword III - identical to above, select a different element. They are all 3d4 damage now.

Passive: -5% ASF, +10 Force spellpower

lvl 18: Spellsword IV - identical to above, select the final element. They are all 4d4 damage.

Passive: 1% doublestrike, +10 Force spellpower

lvl 20: Eldritch Blade: Your Eldritch Strike now grants you a Power Charge. When you have 10 Power Charges, they are removed, and you gain Eldritch Power. Eldritch Power: +10% melee damage, +25 Universal spellpower

Passive: +2 Int, +10 Force spellpower

Tier 1
Improved Mage Armor: (3 tiers): Activation (8/6/4SP, Metas Extend, Quicken): You gain Mage Armor as a SLA. In addition, while you are under the effect of the Mage Armor spell, you gain a +3/6/10% increase to your total Armor Class.

Toughness (3 Tiers): +5/+10/+15 HP

Item Defense (3 Tiers): You have a 25/50/75% chance to negate potential item wear.

Battlemage (3 Tiers): +1/2/3 Concentration, Intimidate, and Spellcraft

Tier 2
Improved Shield (3 tiers, requires Improved Mage Armor): Activation 8/6/4SP, Metas Extend, Quicken - You gain the Shield spell as a SLA. In addition, while you are under the effect of the Shield spell, you gain +3/6/10 PRR.

Shield Training (2AP): You gain proficiency with all shileds except Tower Shields, and your ASF from shields is reduced by 5%.

Light Armor Proficiency (2AP): You gain proficiency in Light Armor, and your total ASF from equipped armor is reduced by 5%.

Martial Training (2AP): You gain 2% doublestrike and proficiency with all martial weapons.

Wand and Scroll Mastery (3 tiers): +25/50/75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/2/3 to the save DCs of your offensive wands.

Tier 3
Arcane Barrier (3 tiers): When your HP drop below 50% of maximum, you are immediately protected by an Arcane Barrier that reduces all incoming damage by 25% for the next 10/15/20 seconds. This effect may only trigger once every 150/120/90 seconds.

Elemental Resistance (3 tiers): +2/4/6 resistance to acid, cold, electric, fire, and sonic.

Critical Accuracy (3 tiers): +1 to attack rolls to confirm critical hits

Ability increase (2AP): +1 Str, Dex, or Int/Cha

Tier 4
Shield Striking (3 tiers): On hit: +5/10/15% chance to proc an immediate shield Bash with equipped shield

Medium Armor Proficiency (2AP, requires Light Armor Proficiency): You gain proficiency in Medium Armor, and your total ASF from armor is reduced by an additional 5%

Critical Damage (3 tiers, requires Critical Accuracy): +1/2/3 damage on critical hits

Ability increase (2AP): +1 Str, Dex, or Int/Cha

Tier 5
Tenser's Transformation: (requires Arcane Barrier) Activation 25SP Toggle: Gain the benefits and penalties of Tenser's Transformation

Eldritch Shield (2AP): Every 6 seconds while you have a shield equipped, you gain Temp HP equal to the enhancement bonus of your equipped shield.

Still Spell (3 tiers): Your ASF from equipped armor and shields is reduced by 5/10/15%

Doublestrike (3 tiers): +1/2/3% doublestrike

Eldritch Tempest (3 tiers, 2AP): Activation: 50SP, cooldown 1 minute. Activate: Perform a spinning melee attack, dealing +2[W] to all nearby enemies and knocking them prone for 1 second. If any foes are struck by Eldritch Tempest, your weapon also releases an explosion of magical force, dealing an additional 1d6 Force damage per character level to all nearby enemies. This additional force damage is affected by your spell power.