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

 * Prereqs: Level 6 Wizard, Wizard Intelligence I, Wizard Concentration II, Wizard Energy of the Scholar II, Mental Toughness, and any Spell Focus
 * Cost: 4 AP
 * Benefit: 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 spells permanently as spell-like abilities.

Archmage Spell Mastery I:

 * Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus:.
 * Cost: 1 AP
 * Benefit: 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.
 * Available for all schools except for Divination. A character may select a second school (“Archmage Secondary Spell Mastery I: ”) at Archmage III (Level 12 Wizard).

Abjuration I - Shield

 * Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Abjuration
 * Cost: 1 AP
 * Benefit: 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.

Conjuration I - Grease

 * Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Conjuration
 * Cost: 1 AP
 * Benefit: 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.

Enchantment I - Hypnotism

 * Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Enchantment
 * Cost: 1 AP
 * Benefit: 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.

Evocation I - Magic Missile

 * Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Evocation
 * Cost: 1 AP
 * Benefit: 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.

Illusion I - Invisibility

 * Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Illusion
 * Cost: 1 AP
 * Benefit: 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.

Necromancy I - Chill Touch

 * Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Necromancy
 * Cost: 1 AP
 * Benefit: 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.

Transmutation I - Jump

 * Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Transmutation
 * Cost: 1 AP
 * Benefit: 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

Wizard Archmage II

 * Prereqs: Level 9 Wizard, Wizard Archmage I, Wizard Intelligence II
 * 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 second level spells permanently as spell-like abilities.

Arcane Bolt

 * Prereqs: Level 9 Wizard, Wizard Archmage II
 * Cost: 1 AP
 * Benefit: 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 for 1 sp. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell point total by 50.

Abjuration II - Resist Energy

 * Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Abjuration, Abjuration I - Shield
 * Cost: 1 AP
 * Benefit: 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.

Conjuration II - Web

 * Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Conjuration, Conjuration I - Grease
 * Cost: 1 AP
 * Benefit: 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.

Enchantment II - Otto's Resistible Dance

 * Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Enchantment, Enchantment I - Hypnotism
 * Cost: 1 AP
 * Benefit: 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.

Evocation II - Gust of Wind

 * Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Evocation, Evocation I - Magic Missile
 * Cost: 1 AP
 * Benefit: 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.

Illusion II - Blur

 * Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Illusion, Illusion I - Invisibility
 * Cost: 1 AP
 * Benefit: 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.

Necromancy II - Command Undead

 * Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Necromancy, Necromancy I - Chill Touch
 * Cost: 1 AP
 * Benefit: 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.

Transmutation II - Knock

 * Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Transmutation, Transmutation I - Jump
 * Cost: 1 AP
 * Benefit: 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.