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Wizard enhancements (history)
History | ||
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Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
---|---|---|---|---|
Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | HeM — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK | AM — EK — PM | AotS1 — ES2 — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
Reaper | |||
†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype. |
Aasimar 1,395 DDO Points | Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
---|---|---|---|---|---|---|
Half-Orc | Halfling | Human | Shifter 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
Bladeforged 1,295 DDO Points | Deep Gnome 1,295 DDO Points | Morninglord 1,295 DDO Points (& AA) | PDK 1,295 DDO Points | Razorclaw 1,395 DDO Points | Scoundrel 1,395 DDO Points | Scourge 1,295 DDO Points | Shadar-kai 1,295 DDO Points | Trailblazer 1,395 DDO Points |
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Wizard |
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Starting a... |
Wizards have two enhancement lines available as of Update 19: Archmage and Pale Master.
- Wizard Enhancements
Everything beyond this point is for Update 18, and is no longer relevant to the current game!
Update 18 Information:
Note that enhancements do not stack with other enhancements from the same series. Each element of a series requires everything previous in that series before it can be taken.
Level Progression[edit]
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Archmage Spell Mastery | I | I | II | |||||||||||||||||
Shroud of the Lich | I | |||||||||||||||||||
Shroud of the Wraith | I | |||||||||||||||||||
Wizard Intelligence | I | II | III | |||||||||||||||||
Abjuration I/II/III/IV/V | I | II | III | IV | V | |||||||||||||||
Arcane Bolt | I | |||||||||||||||||||
Arcane Blast | I | |||||||||||||||||||
Conjuration I/II/III/IV/V | I | II | III | IV | V | |||||||||||||||
Enchantment I/II/III/IV/V | I | II | III | IV | V | |||||||||||||||
Evocation I/II/III/IV/V | I | II | III | IV | V | |||||||||||||||
Illusion I/II/III/IV/V | I | II | III | IV | V | |||||||||||||||
Necromancy I/II/III/IV/V | I | II | III | IV | V | |||||||||||||||
Summon Undead | I/II/III | IV/V/VI | VII/VIII/IX | |||||||||||||||||
Transmutation I/II/III/IV/V | I | II | III | IV | V | |||||||||||||||
Wizard Subtle Spellcasting | I | II | III | IV | ||||||||||||||||
Wizard Energy of the Scholar | I | II | III | IV | ||||||||||||||||
Wizard Spell Penetration | I | II | III | |||||||||||||||||
Wizard Wand Heightening | I | II | III | |||||||||||||||||
Wizard Wand and Scroll Mastery | I | II | III | IV | ||||||||||||||||
<element> Manipulation* | I | II | III | IV | V | VI | VII | |||||||||||||
<element> Spellcasting* | I | II | III | IV | V | VI | ||||||||||||||
Deadly <element>* | I | II | III | IV | V | VI | ||||||||||||||
Force Manipulation** | I | II | III | IV | V | VI | VII | |||||||||||||
Kinetic Spellcasting** | I | II | III | IV | V | VI | ||||||||||||||
Deadly Kinetics** | I | II | III | IV | V | VI | ||||||||||||||
Repair Manipulation | I | II | III | IV | V | VI | VII | |||||||||||||
Reconstructive Spellcasting | I | II | III | IV | V | VI | ||||||||||||||
Mighty Reconstruction | I | II | III | IV | V | VI | ||||||||||||||
Wizard Improved Empowering | I | II | III | |||||||||||||||||
Wizard Improved Enlarge | I | II | III | |||||||||||||||||
Wizard Improved Heightening | I | II | ||||||||||||||||||
Wizard Improved Maximizing | I | II | III | |||||||||||||||||
Wizard Improved Quickening | I | II | III | |||||||||||||||||
Wizard Archmage | I | II | III | IV | V | |||||||||||||||
Wizard Pale Master | I | II | III | |||||||||||||||||
Wizard Master of Magic | I | |||||||||||||||||||
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
* Elements taken separately. The elements that can be taken are Acid, Cold, Fire, Electricity.
** Force enhancements also affect Untyped and Physical damage.
Class Enhancements[edit]
Archmage Spell Mastery I: <School>: You have trained extensively in <School> magic, granting you a +1 bonus to your spell DCs of that school. This costs you 50 maximum spell points. This enhancement is available for all schools except for Divination. Only one Spell Mastery I can be taken.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Wizard Archmage I, Spell Focus: <School> | |
Archmage Secondary Spell Mastery I: <School>: You have trained extensively in <School> magic, granting you a +1 bonus to your spell DCs of that school. This costs you 50 maximum spell points. This enhancement is available for all schools except for Divination. Only one Secondary Spell Mastery I can be taken.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Wizard Archmage III, Spell Focus: <School> | |
Archmage Spell Mastery II: <School>: You have achieved mastery with <School> magic, granting you another +1 bonus to your spell DCs of that school. This costs you 75 maximum spell points. This enhancement is available for all schools except for Divination. Only one Spell Mastery II can be taken, upgrading the one taken at Archmage I.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Wizard Archmage IV, Archmage Spell Mastery I: <School>, Greater Spell Focus: <School> |
Shroud of the Lich: You shroud yourself with negative energy and assume many traits of a lich. The shroud lasts until resting, and 5 minutes cooldown. You gain +4 Constitution, +2 Intelligence, Wisdom, and Charisma, +1 to the DC's of your necromantic spells, inflict wounds with your unarmed attacks, and occasionally gain temporary hit points when damaged. (Appears to be 10% chance for 30 hp.) Also you can't self heal. You have +100% fortification, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate. You may cast Death Aura, Lesser Death Aura to self heal. You don't make saving throws against helpful negative energy spells for half healing, and spells beneficial to Undead will no longer trigger spell resistance when cast on you by a Party member.
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AP Cost: 2 | Level: 18 | Progression: 66 | Requires: Toughness, Wizard Pale Master III | |
Shroud of the Vampire: You shroud yourself with negative energy and assume many traits of a vampire. The shroud lasts until resting, and 5 minutes cooldown. You gain +2 Strength, +2 Charisma, and using your dominating powers, generate 25% less threat from spells and attacks, and add +2 to the DC's of your Enchantment spells. When making unarmed attacks, you deal 1d6 Constitution damage from blood drain on critical hits, and your unarmed and melee attacks heal you for 1 point of negative energy damage. Also you can't self heal. You have +100% fortification, are healed by negative energy, and are unaffected by positive energy or repair effects, but take quadruple damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate. You may cast Death Aura, Lesser Death Aura to self heal. You don't make saving throws against helpful negative energy spells for half healing, and spells beneficial to Undead will no longer trigger spell resistance when cast on you by a Party member.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Toughness, Wizard Pale Master II | |
Shroud of the Wraith: You shroud yourself with negative energy and assume many traits of a wraith. The shroud lasts until resting, and 5 minutes cooldown. You gain 25% incorporeality (and ignore incorporeal miss chance), float as if affected by featherfall, have bonus +20 to move silently, and deal constitution damage on unarmed critical hits. Also you can't self heal. You have +100% fortification, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate. You may cast Death Aura, Lesser Death Aura to self heal. You don't make saving throws against helpful negative energy spells for half healing, and spells beneficial to Undead will no longer trigger spell resistance when cast on you by a Party member.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Mental Toughness, Wizard Pale Master II | |
Shroud of the Zombie: You shroud yourself with negative energy and assume many traits of a zombie. The shroud lasts until resting, and 5 minutes cooldown. You hunger for brains and gain +2 Strength, +2 Constitution, -2 Intelligence, -4 Charisma, and Damage Reduction 5/Slashing. Your unarmed damage is increased by two die steps, but you attack 20% slower than normal. Also you can't self heal. You have +100% fortification, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 25 spell points to activate. You may cast Death Aura, Lesser Death Aura to self heal. You don't make saving throws against helpful negative energy spells for half healing, and spells beneficial to Undead will no longer trigger spell resistance when cast on you by a Party member.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Wizard Pale Master I |
Wizard Intelligence I: Grants a +1 increase to Intelligence score.
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AP Cost: 2 | Level: 2 | Progression: 2 | No requirements | |
Wizard Intelligence II: Grants an additional +1 to your Intelligence score.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Wizard Intelligence I | |
Wizard Intelligence III: Grants an additional +1 to your Intelligence score.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Wizard Intelligence II |
Combat Enhancements[edit]
Abjuration I – Shield: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Archmage I, Spell Focus: Abjuration | |
Abjuration II - Resist Energy: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Archmage II, Abjuration I – Shield, and one of Archmage Spell Mastery I: Abjuration, Archmage Secondary Spell Mastery I: Abjuration | |
Abjuration III - Protection from Energy: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Archmage III, Greater Spell Focus: Abjuration, Abjuration II - Resist Energy | |
Abjuration IV – Stoneskin: 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. Has 15 seconds cooldown.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Archmage IV, Archmage Spell Mastery II: Abjuration, Abjuration III - Protection from Energy | |
Abjuration V – Dismissal: You have committed the spell Dismissal permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Archmage V, Abjuration IV – Stoneskin |
Arcane Bolt: You fire a bolt of raw energy from your finger that deals 1d6 hit points of force damage per Caster level to a single target for 1 spell point. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell point total by 50. (Not affected by metamagic feats.)
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Wizard Archmage II | |
Arcane Blast: You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1d6 hit points of force damage per Caster level to all within its radius for 5 spell points. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell point total by 100. (Not affected by metamagic feats.)
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Wizard Archmage IV, Arcane Bolt |
Conjuration I – Grease: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Archmage I, Spell Focus: Conjuration | |
Conjuration II – Web: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Archmage II, Conjuration I – Grease, and one of Archmage Spell Mastery I: Conjuration, Archmage Secondary Spell Mastery I: Conjuration | |
Conjuration III - Stinking Cloud: 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. Has 15 seconds cooldown.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Archmage III, Greater Spell Focus: Conjuration, Conjuration II – Web | |
Conjuration IV - Dimension Door: 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. Has 15 seconds cooldown.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Archmage IV, Archmage Spell Mastery II: Conjuration, Conjuration III - Stinking Cloud | |
Conjuration V – Cloudkill: You have committed the spell Cloudkill permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 15 seconds cooldown.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Archmage V, Conjuration IV - Dimension Door |
Enchantment I – Hypnotism: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Archmage I, Spell Focus: Enchantment | |
Enchantment II - Otto's Resistible Dance: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Archmage II, Enchantment I – Hypnotism, and one of Archmage Spell Mastery I: Enchantment, Archmage Secondary Spell Mastery I: Enchantment | |
Enchantment III - Hold Person: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Archmage III, Greater Spell Focus: Enchantment, Enchantment II - Otto's Resistible Dance | |
Enchantment IV - Charm Monster: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Archmage IV, Archmage Spell Mastery II: Enchantment, Enchantment III - Hold Person | |
Enchantment V - Hold Monster: You have committed the spell Hold Monster permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Archmage V, Enchantment IV - Charm Monster |
Evocation I - Magic Missile: You have committed the spell Magic Missile permanently to memory as a spell-like ability. Using this ability costs you 2 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Archmage I, Spell Focus: Evocation | |
Evocation II - Gust of Wind: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Archmage II, Evocation I - Magic Missile, and one of Archmage Spell Mastery I: Evocation, Archmage Secondary Spell Mastery I: Evocation | |
Evocation III - Chain Missiles: 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 50. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Archmage III, Greater Spell Focus: Evocation, Evocation II - Gust of Wind | |
Evocation IV - Fire Shield: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Archmage IV, Archmage Spell Mastery II: Evocation, Evocation III - Chain Missiles | |
Evocation V - Cyclonic Blast: You have committed the spell Cyclonic Blast permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Archmage V, Evocation IV - Fire Shield |
Illusion I – Invisibility: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Archmage I, Spell Focus: Illusion | |
Illusion II – Blur: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Archmage II, Illusion I – Invisibility, and one of Archmage Spell Mastery I: Illusion, Archmage Secondary Spell Mastery I: Illusion | |
Illusion III – Displacement: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Archmage III, Greater Spell Focus: Illusion, Illusion II – Blur | |
Illusion IV - Phantasmal Killer: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Archmage IV, Archmage Spell Mastery II: Illusion, Illusion III – Displacement | |
Illusion V - Shadow Walk: You have committed the spell Shadow Walk permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Archmage V, Illusion IV - Phantasmal Killer |
Necromancy I - Chill Touch: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Archmage I, Spell Focus: Necromancy | |
Necromancy II - Command Undead: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Archmage II, Necromancy I - Chill Touch, and one of Archmage Spell Mastery I: Necromancy, Archmage Secondary Spell Mastery I: Necromancy | |
Necromancy III - Halt Undead: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Archmage III, Greater Spell Focus: Necromancy, Necromancy II - Command Undead | |
Necromancy IV – Enervation: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Archmage IV, Archmage Spell Mastery II: Necromancy, Necromancy III - Halt Undead | |
Necromancy V - Waves of Fatigue: You have committed the spell Waves of Fatigue permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Archmage V, Necromancy IV – Enervation |
Summon Skeletal Knight: Creates a skeletal knight to attack your enemies. This ability costs 10 hit points and 5 spell points to activate.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Wizard Pale Master I | |
Summon Skeleton Archer: Creates a skeletal archer to attack your enemies. This ability costs 10 hit points and 5 spell points to activate.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Summon Skeletal Knight | |
Summon Skeleton Mage: Creates a skeletal mage to attack your enemies. This ability costs 10 hit points and 10 spell points to activate.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Summon Skeleton Archer | |
Summon Blackbone Knight: Creates a blackbone knight to attack your enemies. This ability costs 20 hit points and 10 spell points to activate.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Wizard Flame Manipulation III, Summon Skeletal Knight, Wizard Pale Master II | |
Summon Blackbone Archer: Creates a blackbone archer to attack your enemies. This ability costs 20 hit points and 10 spell points to activate.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Wizard Combustive Spellcasting I, Summon Skeleton Archer, Summon Blackbone Knight | |
Summon Blackbone Mage: Creates a blackbone mage to attack your enemies. This ability costs 20 hit points and 20 spell points to activate.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Wizard Deadly Flame I, Summon Skeleton Mage, Summon Blackbone Archer | |
Summon Frostmarrow Knight: Creates a frostmarrow knight to attack your enemies. This ability costs 30 hit points and 15 spell points to activate.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Wizard Frost Manipulation V, Summon Blackbone Knight, Wizard Pale Master III | |
Summon Frostmarrow Archer: Creates a frostmarrow archer to attack your enemies. This ability costs 30 hit points and 15 spell points to activate.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Wizard Glacial Spellcasting II , Summon Blackbone Archer, Summon Frostmarrow Knight | |
Summon Frostmarrow Mage: Creates a frostmarrow mage to attack your enemies. This ability costs 30 hit points and 30 spell points to activate.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Wizard Deadly Ice II, Summon Blackbone Mage, Summon Frostmarrow Archer |
Transmutation I – Jump: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Archmage I, Spell Focus: Transmutation | |
Transmutation II – Knock: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Archmage II, Transmutation I – Jump, and one of Archmage Spell Mastery I: Transmutation, Archmage Secondary Spell Mastery I: Transmutation | |
Transmutation III – Haste: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Archmage III, Greater Spell Focus: Transmutation, Transmutation II – Knock | |
Transmutation IV - Stone to Flesh: 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. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Archmage IV, Archmage Spell Mastery II: Transmutation, Transmutation III – Haste | |
Transmutation V - Flesh to Stone: You have committed the spell Flesh to Stone permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125. Has 6 seconds cooldown.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Archmage V, Transmutation IV - Stone to Flesh |
Wizard Subtle Spellcasting I: Your damaging spells generate 10% less hate, making enemies less likely to attack you.
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AP Cost: 1 | Level: 4 | Progression: 11 | No requirements | |
Wizard Subtle Spellcasting II: Your damaging spells generate 20% less hate, making enemies less likely to attack you.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Wizard Subtle Spellcasting I | |
Wizard Subtle Spellcasting III: Your damaging spells generate 30% less hate, making enemies less likely to attack you.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Wizard Subtle Spellcasting II | |
Wizard Subtle Spellcasting IV: Your damaging spells generate 40% less hate, making enemies less likely to attack you.
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AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Wizard Subtle Spellcasting III |
Spell Enhancements[edit]
Wizard Energy of the Scholar I: Grants a 20 point increase to spell points.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Wizard Energy of the Scholar II: Grants an additional 30 spell points, bringing your total increase to 50 points.
| ||||
AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Wizard Energy of the Scholar I | |
Wizard Energy of the Scholar III: Grants an additional 30 spell points, bringing your total increase to 80 points.
| ||||
AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Wizard Energy of the Scholar II | |
Wizard Energy of the Scholar IV: Grants an additional 30 spell points, bringing your total increase to 110 points.
| ||||
AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Wizard Energy of the Scholar III |
Wizard Spell Penetration I: You add +1 to your level when attempting to overcome an enemy's SR.
| ||||
AP Cost: 2 | Level: 5 | Progression: 14 | No requirements | |
Wizard Spell Penetration II: You add +2 to your level when attempting to overcome an enemy's SR.
| ||||
AP Cost: 4 | Level: 9 | Progression: 28 | Requires: Wizard Spell Penetration I | |
Wizard Spell Penetration III: You add +3 to your level when attempting to overcome an enemy's SR.
| ||||
AP Cost: 6 | Level: 13 | Progression: 42 | Requires: Wizard Spell Penetration II |
Wizard Wand Heightening I: You add +1 to the DC of your offensive wands.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Wizard Wand Heightening II: You add an additional +1 to the DC of your offensive wands, bringing the total increase to 2.
| ||||
AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Wizard Wand Heightening I | |
Wizard Wand Heightening III: You add an additional +1 to the DC of your offensive wands, bringing the total increase to 3.
| ||||
AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Wizard Wand Heightening II |
Wizard Wand and Scroll Mastery I: Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Wizard Wand and Scroll Mastery II: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 35%.
| ||||
AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Wizard Wand and Scroll Mastery I | |
Wizard Wand and Scroll Mastery III: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
| ||||
AP Cost: 3 | Level: 8 | Progression: 25 | Requires: Wizard Wand and Scroll Mastery II | |
Wizard Wand and Scroll Mastery IV: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 55%.
| ||||
AP Cost: 4 | Level: 11 | Progression: 36 | Requires: Wizard Wand and Scroll Mastery III |
Acid[edit]
Wizard Acid Manipulation I: Increases your Spellpower by 40 when casting acid spells.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Wizard Acid Manipulation II: Increases your Spellpower by 50 when casting acid spells.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Wizard Acid Manipulation I | |
Wizard Acid Manipulation III: Increases your Spellpower by 60 when casting acid spells.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Wizard Energy Manipulation II | |
Wizard Acid Manipulation IV: Increases your Spellpower by 70 when casting acid spells.
| ||||
AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Wizard Acid Manipulation III | |
Wizard Acid Manipulation V: Increases your Spellpower by 80 when casting acid spells.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Wizard Acid Manipulation IV | |
Wizard Acid Manipulation VI: Increases your Spellpower by 90 when casting acid spells.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Wizard Acid Manipulation V | |
Wizard Acid Manipulation VII: Increases your Spellpower by 100 when casting acid spells.
| ||||
AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Wizard Acid Manipulation VI |
Wizard Deadly Acid I: Your acid spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to 75%.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Wizard Corrosive Spellcasting I, Wizard Acid Manipulation I | |
Wizard Deadly Acid II: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 85%.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Wizard Deadly Acid I, Wizard Acid Manipulation II | |
Wizard Deadly Acid III: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 95%.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Wizard Deadly Acid II, Wizard Acid Manipulation III | |
Wizard Deadly Acid IV: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 105%.
| ||||
AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Wizard Deadly Acid III, Wizard Acid Manipulation IV | |
Wizard Deadly Acid V: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 115%.
| ||||
AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Wizard Deadly Acid IV, Wizard Acid Manipulation V | |
Wizard Deadly Acid VI: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 125%.
| ||||
AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Wizard Deadly Acid V, Wizard Acid Manipulation VI |
Wizard Corrosive Spellcasting I: Grants a 4% chance for acid spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Wizard Acid Manipulation I | |
Wizard Corrosive Spellcasting II: Grants a 5% chance for acid spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Wizard Corrosive Spellcasting I, Wizard Acid Manipulation II | |
Wizard Corrosive Spellcasting III: Grants a 6% chance for acid spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Wizard Corrosive Spellcasting II, Wizard Acid Manipulation III | |
Wizard Corrosive Spellcasting IV: Grants a 7% chance for acid spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Wizard Corrosive Spellcasting III, Wizard Acid Manipulation IV | |
Wizard Corrosive Spellcasting V: Grants a 8% chance for acid spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Wizard Corrosive Spellcasting IV, Wizard Acid Manipulation V | |
Wizard Corrosive Spellcasting VI: Grants a 9% chance for acid spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Wizard Corrosive Spellcasting V, Wizard Acid Manipulation VI |
Cold[edit]
Wizard Frost Manipulation I: Increases your Spellpower by 40 when casting cold spells.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Wizard Frost Manipulation II: Increases your Spellpower by 50 when casting cold spells.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Wizard Frost Manipulation I | |
Wizard Frost Manipulation III: Increases your Spellpower by 60 when casting cold spells.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Wizard Frost Manipulation II | |
Wizard Frost Manipulation IV: Increases your Spellpower by 70 when casting cold spells.
| ||||
AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Wizard Frost Manipulation III | |
Wizard Frost Manipulation V: Increases your Spellpower by 80 when casting cold spells.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Wizard Frost Manipulation IV | |
Wizard Frost Manipulation VI: Increases your Spellpower by 90 when casting cold spells.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Wizard Frost Manipulation V | |
Wizard Frost Manipulation VII: Increases your Spellpower by 100 when casting cold spells.
| ||||
AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Wizard Frost Manipulation VI |
Wizard Deadly Ice I: Your cold spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Wizard Glacial Spellcasting I, Wizard Frost Manipulation I | |
Wizard Deadly Ice II: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Wizard Deadly Ice I, Wizard Frost Manipulation II | |
Wizard Deadly Ice III: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Wizard Deadly Ice II, Wizard Frost Manipulation III | |
Wizard Deadly Ice IV: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
| ||||
AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Wizard Deadly Ice III, Wizard Frost Manipulation IV | |
Wizard Deadly Ice V: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
| ||||
AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Wizard Deadly Ice IV, Wizard Frost Manipulation V | |
Wizard Deadly Ice VI: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
| ||||
AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Wizard Deadly Ice V, Wizard Frost Manipulation VI |
Wizard Glacial Spellcasting I: Grants a 4% chance for cold spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Frost Manipulation I | |
Wizard Glacial Spellcasting II: Grants a 5% chance for cold spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Wizard Glacial Spellcasting I, Wizard Frost Manipulation II | |
Wizard Glacial Spellcasting III: Grants a 6% chance for cold spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Wizard Glacial Spellcasting II, Wizard Frost Manipulation III | |
Wizard Glacial Spellcasting IV: Grants a 7% chance for cold spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Wizard Glacial Spellcasting III, Wizard Frost Manipulation IV | |
Wizard Glacial Spellcasting V: Grants a 8% chance for cold spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Wizard Glacial Spellcasting IV, Wizard Frost Manipulation V | |
Wizard Glacial Spellcasting VI: Grants a 9% chance for cold spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Wizard Glacial Spellcasting V, Wizard Frost Manipulation VI |
Electricity[edit]
Wizard Storm Manipulation I: Increases your Spellpower by 40 when casting electrical or sonic spells.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Wizard Storm Manipulation II: Increases your Spellpower by 50 when casting electrical or sonic spells.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Wizard Storm Manipulation I | |
Wizard Storm Manipulation III: Increases your Spellpower by 60 when casting electrical or sonic spells.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Wizard Storm Manipulation II | |
Wizard Storm Manipulation IV: Increases your Spellpower by 70 when casting electrical or sonic spells.
| ||||
AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Wizard Storm Manipulation III | |
Wizard Storm Manipulation V: Increases your Spellpower by 80 when casting electrical or sonic spells.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Wizard Storm Manipulation IV | |
Wizard Storm Manipulation VI: Increases your Spellpower by 90 when casting electrical or sonic spells.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Wizard Storm Manipulation V | |
Wizard Storm Manipulation VII: Increases your Spellpower by 100 when casting electrical or sonic spells.
| ||||
AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Wizard Storm Manipulation VI |
Wizard Deadly Shocks I: Your electrical and sonic spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Wizard Charged Spellcasting I, Wizard Storm Manipulation I | |
Wizard Deadly Shocks II: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Wizard Deadly Shocks I, Wizard Storm Manipulation II | |
Wizard Deadly Shocks III: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Wizard Deadly Shocks II, Wizard Storm Manipulation III | |
Wizard Deadly Shocks IV: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
| ||||
AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Wizard Deadly Shocks III, Wizard Storm Manipulation IV | |
Wizard Deadly Shocks V: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
| ||||
AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Wizard Deadly Shocks IV, Wizard Storm Manipulation V | |
Wizard Deadly Shocks VI: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
| ||||
AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Wizard Deadly Shocks V, Wizard Storm Manipulation VI |
Wizard Charged Spellcasting I: Grants a 4% chance for electrical and sonic spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Storm Manipulation I | |
Wizard Charged Spellcasting II: Grants a 5% chance for electrical and sonic spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Wizard Charged Spellcasting I, Wizard Storm Manipulation II | |
Wizard Charged Spellcasting III: Grants a 6% chance for electrical and sonic spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Wizard Charged Spellcasting II, Wizard Storm Manipulation III | |
Wizard Charged Spellcasting IV: Grants a 7% chance for electrical and sonic spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Wizard Charged Spellcasting III, Wizard Storm Manipulation IV | |
Wizard Charged Spellcasting V: Grants a 8% chance for electrical and sonic spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Wizard Charged Spellcasting IV, Wizard Storm Manipulation V | |
Wizard Charged Spellcasting VI: Grants a 9% chance for electrical and sonic spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Wizard Charged Spellcasting V, Wizard Storm Manipulation VI |
Fire[edit]
Wizard Flame Manipulation I: Increases your Spellpower by 40 when casting fire spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Wizard Flame Manipulation II: Increases your Spellpower by 50 when casting fire spells.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Wizard Flame Manipulation I | |
Wizard Flame Manipulation III: Increases your Spellpower by 60 when casting fire spells.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Wizard Flame Manipulation II | |
Wizard Flame Manipulation IV: Increases your Spellpower by 70 when casting fire spells.
| ||||
AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Wizard Flame Manipulation III | |
Wizard Flame Manipulation V: Increases your Spellpower by 80 when casting fire spells.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Wizard Flame Manipulation IV | |
Wizard Flame Manipulation VI: Increases your Spellpower by 90 when casting fire spells.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Wizard Flame Manipulation V | |
Wizard Flame Manipulation VII: Increases your Spellpower by 100 when casting fire spells.
| ||||
AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Wizard Flame Manipulation VI |
Wizard Deadly Flame I: Your fire spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Wizard Combustive Spellcasting I, Wizard Flame Manipulation I | |
Wizard Deadly Flame II: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Wizard Deadly Flame I, Wizard Flame Manipulation II | |
Wizard Deadly Flame III: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Wizard Deadly Flame II, Wizard Flame Manipulation III | |
Wizard Deadly Flame IV: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
| ||||
AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Wizard Deadly Flame III, Wizard Flame Manipulation IV | |
Wizard Deadly Flame V: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
| ||||
AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Wizard Deadly Flame IV, Wizard Flame Manipulation V | |
Wizard Deadly Flame VI: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
| ||||
AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Wizard Deadly Flame V, Wizard Flame Manipulation VI |
Wizard Combustive Spellcasting I: Grants a 4% chance for fire spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Flame Manipulation I | |
Wizard Combustive Spellcasting II: Grants a 5% chance for fire spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Wizard Combustive Spellcasting I, Wizard Flame Manipulation II | |
Wizard Combustive Spellcasting III: Grants a 6% chance for fire spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Wizard Combustive Spellcasting II, Wizard Flame Manipulation III | |
Wizard Combustive Spellcasting IV: Grants a 7% chance for fire spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Wizard Combustive Spellcasting III, Wizard Flame Manipulation IV | |
Wizard Combustive Spellcasting V: Grants a 8% chance for fire spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Wizard Combustive Spellcasting IV, Wizard Flame Manipulation V | |
Wizard Combustive Spellcasting VI: Grants a 9% chance for fire spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Wizard Combustive Spellcasting V, Wizard Flame Manipulation VI |
Force[edit]
Wizard Force Manipulation I: Increases your Spellpower by 40 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Wizard Force Manipulation II: Increases your Spellpower by 50 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Wizard Force Manipulation I | |
Wizard Force Manipulation III: Increases your Spellpower by 60 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Wizard Force Manipulation II | |
Wizard Force Manipulation IV: Increases your Spellpower by 70 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Wizard Force Manipulation III | |
Wizard Force Manipulation V: Increases your Spellpower by 80 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 10 | Progression: 35 | Requires: Wizard Force Manipulation IV | |
Wizard Force Manipulation VI: Increases your Spellpower by 90 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Wizard Force Manipulation V | |
Wizard Force Manipulation VII: Increases your Spellpower by 100 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Wizard Force Manipulation VI |
Wizard Deadly Kinetics I: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
| ||||
AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Wizard Kinetic Spellcasting I, Wizard Force Manipulation I | |
Wizard Deadly Kinetics II: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
| ||||
AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Wizard Deadly Kinetics I, Wizard Force Manipulation II | |
Wizard Deadly Kinetics III: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
| ||||
AP Cost: 1 | Level: 10 | Progression: 35 | Requires: Wizard Deadly Kinetics II, Wizard Force Manipulation III | |
Wizard Deadly Kinetics IV: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
| ||||
AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Wizard Deadly Kinetics III, Wizard Force Manipulation IV | |
Wizard Deadly Kinetics V: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
| ||||
AP Cost: 1 | Level: 16 | Progression: 59 | Requires: Wizard Deadly Kinetics IV, Wizard Force Manipulation V | |
Wizard Deadly Kinetics VI: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
| ||||
AP Cost: 1 | Level: 19 | Progression: 71 | Requires: Wizard Deadly Kinetics V, Wizard Force Manipulation VI |
Wizard Kinetic Spellcasting I: Grants a 4% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Force Manipulation I | |
Wizard Kinetic Spellcasting II: Grants a 5% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Wizard Kinetic Spellcasting I, Wizard Force Manipulation II | |
Wizard Kinetic Spellcasting III: Grants a 6% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Wizard Kinetic Spellcasting II, Wizard Force Manipulation III | |
Wizard Kinetic Spellcasting IV: Grants a 7% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
| ||||
AP Cost: 1 | Level: 11 | Progression: 43 | Requires: Wizard Kinetic Spellcasting III, Wizard Force Manipulation IV | |
Wizard Kinetic Spellcasting V: Grants a 8% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
| ||||
AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Wizard Kinetic Spellcasting IV, Wizard Force Manipulation V | |
Wizard Kinetic Spellcasting VI: Grants a 9% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
| ||||
AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Wizard Kinetic Spellcasting V, Wizard Force Manipulation VI |
Repair[edit]
Wizard Repair Manipulation I: Increases your Spellpower by 40 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Wizard Repair Manipulation II: Increases your Spellpower by 50 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Wizard Repair Manipulation I | |
Wizard Repair Manipulation III: Increases your Spellpower by 60 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Wizard Repair Manipulation II | |
Wizard Repair Manipulation IV: Increases your Spellpower by 70 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Wizard Repair Manipulation III | |
Wizard Repair Manipulation V: Increases your Spellpower by 80 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Wizard Repair Manipulation IV | |
Wizard Repair Manipulation VI: Increases your Spellpower by 90 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Wizard Repair Manipulation V | |
Wizard Repair Manipulation VII: Increases your Spellpower by 100 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Wizard Repair Manipulation VI |
Wizard Mighty Reconstruction I: Your repair spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Wizard Reconstructive Spellcasting I, Wizard Repair Manipulation I | |
Wizard Mighty Reconstruction II: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Wizard Mighty Reconstruction I, Wizard Repair Manipulation II | |
Wizard Mighty Reconstruction III: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Wizard Mighty Reconstruction II, Wizard Repair Manipulation III | |
Wizard Mighty Reconstruction IV: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
| ||||
AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Wizard Mighty Reconstruction III, Wizard Repair Manipulation IV | |
Wizard Mighty Reconstruction V: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
| ||||
AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Wizard Mighty Reconstruction IV, Wizard Repair Manipulation V | |
Wizard Mighty Reconstruction VI: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
| ||||
AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Wizard Mighty Reconstruction V, Wizard Repair Manipulation VI |
Wizard Reconstructive Spellcasting I: Grants a 4% chance for repair spells to generate a critical hit.
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AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Repair Manipulation I | |
Wizard Reconstructive Spellcasting II: Grants a 5% chance for repair spells to generate a critical hit.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Wizard Reconstructive Spellcasting I, Wizard Repair Manipulation II | |
Wizard Reconstructive Spellcasting III: Grants a 6% chance for repair spells to generate a critical hit.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Wizard Reconstructive Spellcasting II, Wizard Repair Manipulation III | |
Wizard Reconstructive Spellcasting IV: Grants a 7% chance for repair spells to generate a critical hit.
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AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Wizard Reconstructive Spellcasting III, Wizard Repair Manipulation IV | |
Wizard Reconstructive Spellcasting V: Grants a 8% chance for repair spells to generate a critical hit.
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AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Wizard Reconstructive Spellcasting IV, Wizard Repair Manipulation V | |
Wizard Reconstructive Spellcasting VI: Grants a 9% chance for repair spells to generate a critical hit.
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AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Wizard Reconstructive Spellcasting V, Wizard Repair Manipulation VI |
Metamagic[edit]
Wizard Improved Empowering I: Using the Empower Spell feat costs you 2 fewer spell points.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Empower Spell | |
Wizard Improved Empowering II: Using the Empower Spell feat costs you 4 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Wizard Improved Empowering I | |
Wizard Improved Empowering III: Using the Empower Spell feat costs you 6 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Wizard Improved Empowering II |
Wizard Improved Enlarge I: Using the Enlarge Spell feat costs you 1 less spell point.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Enlarge Spell | |
Wizard Improved Enlarge II: Using the Enlarge Spell feat costs you 2 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Wizard Improved Enlarge I | |
Wizard Improved Enlarge III: Using the Enlarge Spell feat costs you 4 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Wizard Improved Enlarge II |
Wizard Improved Heightening I: Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Heighten Spell | |
Wizard Improved Heightening II: Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Wizard Improved Heightening I |
Wizard Improved Maximizing I: Using the Maximize Spell feat costs you 3 fewer spell points.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Maximize Spell | |
Wizard Improved Maximizing II: Using the Maximize Spell feat costs you 6 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Wizard Improved Maximizing I | |
Wizard Improved Maximizing III: Using the Maximize Spell feat costs you 9 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Wizard Improved Maximizing II |
Wizard Improved Quickening I: Using the Quicken Spell feat costs you 1 less spell point.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Quicken Spell | |
Wizard Improved Quickening II: Using the Quicken Spell feat costs you 2 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Wizard Improved Quickening I | |
Wizard Improved Quickening III: Using the Quicken Spell feat costs you 4 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Wizard Improved Quickening II |
Prestige Enhancements[edit]
A character can train only in one Wizard Prestige path at a time. Each has both passive benefits and active benefits. All requirements must be taken from Wizard class enhancements.
Wizard Archmage I: Passive Benefit: you gain 100 spell points as your mind expands. Active Benefit: you now have the ability to acquire permanently many first level spell-like abilities.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Wizard Intelligence I, Improved Concentration II, Wizard Energy of the Scholar II, Mental Toughness, and one of Spell Focus: Abjuration, Spell Focus: Conjuration, Spell Focus: Evocation, Spell Focus: Enchantment, Spell Focus: Illusion, Spell Focus: Necromancy, Spell Focus: Transmutation | |
Wizard Archmage II: Passive Benefit: you gain 75 spell points as your mind expands. Active Benefit: you now have the ability to acquire permanently many second level spell-like abilities.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Wizard Archmage I, Wizard Intelligence II | |
Wizard Archmage III: Passive Benefit: you gain 75 spell points as your mind expands. Active Benefit: you now have the ability to acquire permanently many third level spell-like abilities.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Wizard Archmage II, Wizard Energy of the Scholar III, Improved Concentration III, and one of Greater Spell Focus: Abjuration, Greater Spell Focus: Conjuration, Greater Spell Focus: Evocation, Greater Spell Focus: Enchantment, Greater Spell Focus: Illusion, Greater Spell Focus: Necromancy, Greater Spell Focus: Transmutation | |
Wizard Archmage IV: Passive Benefit: you gain 75 spell points as your mind expands. Active Benefit: you now have the ability to acquire permanently many fourth level spell-like abilities.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Wizard Archmage III, Wizard Intelligence III | |
Wizard Archmage V: Passive Benefit: you gain 75 spell points as your mind expands. Active Benefit: you now have the ability to acquire permanently many fifth level spell-like abilities.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Wizard Archmage IV, Wizard Energy of the Scholar IV, Improved Concentration IV |
Wizard Pale Master I: Passive Benefit: you gain 5 hit points as your flesh toughens, gain 50 Spellpower when casting negative energy spells, and have a 3% chance for negative energy spells to generate a critical result for 1.5 times the normal damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.) Active Benefit: you can expend 2 Hit Points to produce a touch-ranged negative energy effect at will, or expend hit points and spell points to create an Undead.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Wizard Energy of the Scholar I, Wizard Intelligence I, Spell Focus: Necromancy | |
Wizard Pale Master II: Passive Benefit: you gain 5 additional hit points as your flesh toughens (for a total of +10 hit points), gain 20 additional Spellpower when casting negative energy spells (for a total of +70), and increase your chance to generate a critical result with negative energy spells by 3%. (Your base spell critical chance is now 6% and base critical damage multiplier is 1.5.) Active Benefit: you can expend 5 Hit Points to fire a black bolt of negative energy from your finger, or expend hit points and spell points to create an Undead. You can also assume many traits of an Undead.
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AP Cost: 2 | Level: 12 | Progression: 42 | Requires: Wizard Energy of the Scholar II, Wizard Intelligence II, Greater Spell Focus: Necromancy, Wizard Pale Master I | |
Wizard Pale Master III: Passive Benefit: you gain 10 additional hit points as your flesh toughens (for a total of +20 hit points), gain 20 additional Spellpower when casting negative energy spells (for a total of +90), and increase your chance to generate a critical result with negative energy spells by 3%. (Your base spell critical chance is now 9% and base critical damage multiplier is 1.5.) Active Benefit: you can expend 10 Hit Points to fire a black blast of negative energy from your finger, or expend hit points and spell points to create an Undead.
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AP Cost: 2 | Level: 18 | Progression: 66 | Requires: Wizard Energy of the Scholar III, Wizard Intelligence III, Wizard Pale Master II |
Capstone[edit]
A character can train only in one Wizard Capstone at a time.
Wizard Master of Magic: Grants +2 Intelligence and all metamagics you possess cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)
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AP Cost: 2 | Level: 20 | Progression: 74 | No requirements |