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Archmage enhancements

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Archmage enhancements[edit]

Archmage enhancements tree
Archmage enhancements tree

For a discussion on which Archmage specializations are most useful, see Archmage specialization effectiveness.

Core abilities[edit]

Archmage Specialization I: Choose a school to specialize in, gaining a Spell Like Ability from that school. In addition, each enhancement point spent in the Archmage tree grants +1 Spell Power to all spells and +2 to your Maximum Spell points.
  • Abjuration I: Shield: Spell Like Ability: Shield (Activation Cost: 1 SP. Cooldown: 6 seconds)
  • Conjuration I: Grease: Spell Like Ability: Grease (Activation Cost: 1 SP. Cooldown: 6 seconds)
  • Enchantment I: Hypnotism: Spell Like Ability: Hypnotism (Activation Cost: 1 SP. Cooldown: 6 seconds)
  • Evocation I: Magic Missile: Spell Like Ability: Magic Missile (Activation Cost: 2 SP. Cooldown: 6 seconds)
  • Illusion I: Invisibility: Spell Like Ability: Invisibility (Activation Cost: 1 SP. Cooldown: 6 seconds)
  • Necromancy I: Chill Touch: Spell Like Ability: Chill Touch (Activation Cost: 2 SP. Cooldown: 6 seconds)
Note: Does not share a cooldown with the Divine Disciple's Chill Touch SLA.
  • Transmutation I: Jump: Spell Like Ability: Jump (Activation Cost: 1 SP. Cooldown: 6 seconds)
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Wizard Level 1
Archmage Specialization II: Gain a more powerful Spell-Like Ability from the school you have specialized in.
  • Abjuration II: Resist Energy: Spell Like Ability: Resist Energy (Activation Cost: 3 SP. Cooldown: 6 seconds)
  • Conjuration II: Web: Spell Like Ability: Web (Activation Cost: 3 SP. Cooldown: 6 seconds)
  • Enchantment II: Otto's Resistible Dance: Spell Like Ability: Otto's Resistible Dance (Activation Cost: 3 SP. Cooldown: 6 seconds)
  • Evocation II: Gust of Wind: Spell Like Ability: Gust of Wind (Activation Cost: 3 SP. Cooldown: 6 seconds)
  • Illusion II: Blur: Spell Like Ability: Blur (Activation Cost: 3 SP. Cooldown: 6 seconds)
  • Necromancy II: Command Undead: Spell Like Ability: Command Undead (Activation Cost: 3 SP. Cooldown: 6 seconds)
  • Transmutation II: Knock: Spell Like Ability: Knock (Activation Cost: 3 SP. Cooldown: 6 seconds)
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Archmage Specialization I, Wizard Level 3
Archmage Specialization III: Gain a more powerful Spell-Like Ability from the school you have specialized in.
  • Abjuration III: Protection from Energy: Spell Like Ability: Protection from Energy (Activation Cost: 6 SP. Cooldown: 6 seconds)
  • Conjuration III: Stinking Cloud: Spell Like Ability: Stinking Cloud (Activation Cost: 6 SP. Cooldown: 15 seconds)
  • Enchantment III: Hold Person: Spell Like Ability: Hold Person (Activation Cost: 6 SP. Cooldown: 6 seconds)
  • Evocation III: Chain Missile: Spell Like Ability: Chain Missile (Activation Cost: 8 SP. Cooldown: 10 seconds)
  • Illusion III: Displacement: Spell Like Ability: Displacement (Activation Cost: 6 SP. Cooldown: 6 seconds)
  • Necromancy III: Halt Undead: Spell Like Ability: Halt Undead (Activation Cost: 6 SP. Cooldown: 6 seconds)
  • Transmutation III: Haste: Spell Like Ability: Haste (Activation Cost: 6 SP. Cooldown: 6 seconds)
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Archmage Specialization II, Wizard Level 6
Archmage Specialization IV: Passive: +1 to caster level and max caster level. Also, gain a more powerful Spell-Like Ability from the school you have specialized in.
  • Abjuration IV: Stoneskin: Spell Like Ability: Stoneskin (Activation Cost: 10 SP. Cooldown: 15 seconds)
  • Conjuration IV: Dimension Door: Spell Like Ability: Dimension Door (Activation Cost: 10 SP. Cooldown: 15 seconds)
  • Enchantment IV: Charm Monster: Spell Like Ability: Charm Monster (Activation Cost: 10 SP. Cooldown: 6 seconds)
  • Evocation IV: Fire Shield: Spell Like Ability: Fire Shield (Activation Cost: 6 SP. Cooldown: 6 seconds)
  • Illusion IV: Phantasmal Killer: Spell Like Ability: Phantasmal Killer (Activation Cost: 10 SP. Cooldown: 6 seconds)
  • Necromancy IV: Enervation: Spell Like Ability: Enervation (Activation Cost: 10 SP. Cooldown: 6 seconds)
  • Transmutation IV: Stone to Flesh: Spell Like Ability: Stone to Flesh (Activation Cost: 10 SP. Cooldown: 6 seconds)
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Archmage Specialization III, Wizard Level 12
Archmage Specialization V: Passive: +1 to caster level and max caster level. Also, gain a more powerful Spell-Like Ability from the school you have specialized in.
  • Abjuration V: Dismissal: Spell Like Ability: Dismissal (Activation Cost: 15 SP. Cooldown: 6 seconds)
  • Conjuration V: Cloudkill: Spell Like Ability: Cloudkill (Activation Cost: 15 SP. Cooldown: 15 seconds)
  • Enchantment V: Hold Monster: Spell Like Ability: Hold Monster (Activation Cost: 15 SP. Cooldown: 6 seconds)
  • Evocation V: Cyclonic Blast: Spell Like Ability: Cyclonic Blast (Activation Cost: 15 SP. Cooldown: 8 seconds)
  • Illusion V: Shadow Walk: Spell Like Ability: Shadow Walk (Activation Cost: 15 SP. Cooldown: 6 seconds)
  • Necromancy V: Waves of Fatigue: Spell Like Ability: Waves of Fatigue (Activation Cost: 15 SP. Cooldown: 6 seconds)
  • Transmutation V: Flesh to Stone: Spell Like Ability: Flesh to Stone (Activation Cost: 15 SP. Cooldown: 6 seconds)
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Archmage Specialization IV, Wizard Level 18
Master of Magic: Through extensive training and countless hours of study, you have mastered the application of metamagic feats to your spells. You gain +4 Intelligence, +20 Universal Spell Power, +5 Spellcraft, and all metamagic feats cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Archmage Specialization V, Wizard Level 20

Summary of Core SLAs:

Core / School Abjuration Conjuration Enchantment Evocation Illusion Necromancy Transmutation
Specialization I Shield Grease Hypnotism Magic Missile Invisibility Chill Touch Jump
Specialization II Resist Energy Web Otto's Resistible Dance Gust of Wind Blur Command Undead Knock
Specialization III Protection from Energy Stinking Cloud Hold Person Chain Missile Displacement Halt Undead Haste
Specialization IV Stoneskin Dimension Door Charm Monster Fire Shield Phantasmal Killer Enervation Stone to Flesh
Specialization V Dismissal Cloudkill Hold Monster Cyclonic Blast Shadow Walk Waves of Fatigue Flesh to Stone

Tier One[edit]

Requires Archmage Specialization I, Wizard level 1

Subtle Spellcasting: Your damaging spells generate 10%/20%/30% less hate than they normally would, making enemies less likely to attack you.
AP Cost: 1 Ranks: 3 Progression: 1
Energy of the Scholar: Your studies have increased your maximum Spell Points by an additional 30/60/100.
AP Cost: 1 Ranks: 3 Progression: 1
Traditionalist Caster: +3/+6/+10 Universal Spell Power when wielding an Orb or Staff.
AP Cost: 1 Ranks: 3 Progression: 1
Spell Critical:Elemental and Force I: Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 1% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 1
Wand and Scroll Mastery: +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+3/+6 to the save DC of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Wizard Level 2, 5 APs spent on tree

Efficient Metamagic: Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Efficient Metamagic (Tier 2), The Metamagic Feat you are improving
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
  • Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
  • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: The Metamagic Feat you are improving
Efficient Metamagic: Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Efficient Metamagic (Tier 2), The Metamagic Feat you are improving
Spell Critical: Elemental and Force II: Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 1% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Spell Critical: Elemental and Force I

Tier Three[edit]

Requires Wizard Level 3, 10 APs spent on tree

Arcane Bolt: Spell Like Ability: Arcane Bolt (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds)

You fire a bolt of raw energy from your finger that deals 1d6+2 (3 to 8) 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.

Allowed metamagic: Maximize, Empower, Quicken, Heighten, Embolden, Intensify
Has a unique DC scaling: DC is 12 + Int Mod + highest Spell School bonus.
AP Cost: 1 Ranks: 3 Progression: 10
Spell Penetration: You add +1 to your Caster Level check to overcome an enemy's Spell Resistance.
AP Cost: 1 Ranks: 3 Progression: 10
Spell Critical: Elemental and Force III: Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Spell Critical: Elemental and Force II
Intelligence: +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Wizard Level 4, 20 APs spent on tree

Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Points per heightened level.
AP Cost: 2 Ranks: 2 Progression: 20 Requires: Efficient Metamagic (Tier 2), Heighten Spell
School Mastery: 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.
  • Primary Spell Focus: Abjuration: You have trained extensively in Abjuration magic, granting a +1 bonus to your spell DCs of that school.
  • Primary Spell Focus: Conjuration: You have trained extensively in Conjuration magic, granting a +1 bonus to your spell DCs of that school.
  • Primary Spell Focus: Enchantment: You have trained extensively in Enchantment magic, granting a +1 bonus to your spell DCs of that school.
  • Primary Spell Focus: Evocation: You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
  • Primary Spell Focus: Illusion: You have trained extensively in Illusion magic, granting a +1 bonus to your spell DCs of that school.
  • Primary Spell Focus: Necromancy: You have trained extensively in Necromancy magic, granting a +1 bonus to your spell DCs of that school.
  • Primary Spell Focus: Transmutation: You have trained extensively in Transmutation magic, granting a +1 bonus to your spell DCs of that school.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Archmage Specialization of the spellschool you are improving
Spell Critical: Elemental and Force IV: Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Spell Critical: Elemental and Force III
Intelligence: +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Intelligence (Tier 3)

Tier Five[edit]

Requires Wizard Level 5, Character Level 12, 30 APs spent in tree

Arcane Blast: Spell Like Ability: Arcane Blast. (Activation Cost: 12/8/6 Spell Points. Cooldown: 18/12/6 seconds.)
You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1d6+4 (5 to 11) points of force damage per caster level to all within its radius. A successful Reflex save reduces the damage by half. This ability counts as a level 4 Wizard spell.
Allowed metamagic: Maximize, Empower, Quicken, Heighten, Embolden, Intensify.
Has a unique DC scaling: DC is 14 + Int Mod + highest Spell School bonus.
AP Cost: 1 Ranks: 3 Progression: 30 Requires: Arcane Bolt
Arcane Supremacy: Your offensive spells gain a 10% chance to trigger Arcane Supremacy.
Arcane Supremacy: +25% Spell Critical Chance, +100% Spell Critical Damage. 12 seconds duration. This effect may trigger only once every 90 seconds.
AP Cost: 2 Ranks: 1 Progression: 30
School Mastery II: 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.
  • Primary Spell Focus: Abjuration: You have trained extensively in Abjuration magic, granting an additional +1 bonus to your spell DCs of that school (for a total of +2).
  • Primary Spell Focus: Conjuration: You have trained extensively in Conjuration magic, granting an additional +1 bonus to your spell DCs of that school (for a total of +2).
  • Primary Spell Focus: Enchantment: You have trained extensively in Enchantment magic, granting an additional +1 bonus to your spell DCs of that school (for a total of +2).
  • Primary Spell Focus: Evocation: You have trained extensively in Evocation magic, granting an additional +1 bonus to your spell DCs of that school (for a total of +2).
  • Primary Spell Focus: Illusion: You have trained extensively in Illusion magic, granting an additional +1 bonus to your spell DCs of that school (for a total of +2).
  • Primary Spell Focus: Necromancy: You have trained extensively in Necromancy magic, granting an additional +1 bonus to your spell DCs of that school (for a total of +2).
  • Primary Spell Focus: Transmutation: You have trained extensively in Transmutation magic, granting an additional +1 bonus to your spell DCs of that school (for a total of +2).
AP Cost: 2 Ranks: 1 Progression: 30 Requires: School Mastery
Secondary School Mastery: Select one of the spell schools you are not specialized in. The DC of spells you cast from that school are increased by 1.
  • Secondary Spell Focus: Abjuration: You have trained extensively in Abjuration magic, granting a +1 bonus to your spell DCs of that school.
  • Secondary Spell Focus: Conjuration: You have trained extensively in Conjuration magic, granting a +1 bonus to your spell DCs of that school.
  • Secondary Spell Focus: Enchantment: You have trained extensively in Enchantment magic, granting a +1 bonus to your spell DCs of that school.
  • Secondary Spell Focus: Evocation: You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
  • Secondary Spell Focus: Illusion: You have trained extensively in Illusion magic, granting a +1 bonus to your spell DCs of that school.
  • Secondary Spell Focus: Necromancy: You have trained extensively in Necromancy magic, granting a +1 bonus to your spell DCs of that school.
  • Secondary Spell Focus: Transmutation: You have trained extensively in Transmutation magic, granting a +1 bonus to your spell DCs of that school.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: School Mastery II

See also[edit]