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, Improved 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.

Wizard Archmage III

 * Prereqs: Level 12 Wizard, Wizard Archmage II, Improved Concentration III, Wizard Energy of the Scholar III, and any Greater Spell Focus
 * 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 third level spells permanently as spell-like abilities.

Archmage Secondary Spell Mastery I:

 * Prereqs: Level 12 Wizard, Wizard Archmage III, 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.
 * You cannot select the same school as you picked back at Archmage I.

Abjuration III - Protection from Energy

 * Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Abjuration, Abjuration II - Resist Energy
 * Cost: 1 AP
 * Benefit: 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.

Conjuration III - Stinking Cloud

 * Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Conjuration, Conjuration II - Web
 * Cost: 1 AP
 * Benefit: 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.

Enchantment III - Hold Person

 * Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Enchantment, Enchantment II - Otto's Resistible Dance
 * Cost: 1 AP
 * Benefit: 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.

Evocation III - Chain Missiles

 * Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Evocation, Evocation II - Gust of Wind
 * Cost: 1 AP
 * Benefit: 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 75.

Illusion III - Displacement

 * Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Illusion, Illusion II - Blur
 * Cost: 1 AP
 * Benefit: 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.

Necromancy III - Halt Undead

 * Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Necromancy, Necromancy II - Command Undead
 * Cost: 1 AP
 * Benefit: 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.

Transmutation III - Haste

 * Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Transmutation, Transmutation II - Knock
 * Cost: 1 AP
 * Benefit: 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.

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

 * 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.