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Wizard enhancements (history)

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Wizard
Starting a...

Enhancements
Tactics
Equipment
Spells

Wizards have two enhancement lines available as of Update 19: Archmage and Pale Master.

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]

WizardArchmage.png
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.
AP Cost: 1 Level: 6 Progression: 19 Requires: Wizard Archmage I, Spell Focus: <School>
WizardArchmage.png
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.
AP Cost: 1 Level: 12 Progression: 43 Requires: Wizard Archmage III, Spell Focus: <School>
WizardArchmage.png
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.
AP Cost: 1 Level: 15 Progression: 55 Requires: Wizard Archmage IV, Archmage Spell Mastery I: <School>, Greater Spell Focus: <School>
Pale Master Shroud of the Lich.png
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.
AP Cost: 2 Level: 18 Progression: 66 Requires: Toughness, Wizard Pale Master III
Pale Master Shroud of the Vampire.png
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.
AP Cost: 1 Level: 12 Progression: 43 Requires: Toughness, Wizard Pale Master II
Pale Master Shroud of the Wraith.png
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.
AP Cost: 1 Level: 12 Progression: 43 Requires: Mental Toughness, Wizard Pale Master II
Pale Master Shroud of the Zombie.png
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.
AP Cost: 1 Level: 6 Progression: 19 Requires: Wizard Pale Master I
Human Intelligence.gif
Wizard Intelligence I: Grants a +1 increase to Intelligence score.
AP Cost: 2 Level: 2 Progression: 2 No requirements
Human Intelligence.gif
Wizard Intelligence II: Grants an additional +1 to your Intelligence score.
AP Cost: 4 Level: 6 Progression: 16 Requires: Wizard Intelligence I
Human Intelligence.gif
Wizard Intelligence III: Grants an additional +1 to your Intelligence score.
AP Cost: 6 Level: 10 Progression: 30 Requires: Wizard Intelligence II

Combat Enhancements[edit]

Shield.png
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.
AP Cost: 1 Level: 6 Progression: 19 Requires: Archmage I, Spell Focus: Abjuration
Icon resistenergy.png
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.
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
ProtectionFromEnergy.png
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.
AP Cost: 1 Level: 12 Progression: 43 Requires: Archmage III, Greater Spell Focus: Abjuration, Abjuration II - Resist Energy
Stoneskin.png
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.
AP Cost: 1 Level: 15 Progression: 55 Requires: Archmage IV, Archmage Spell Mastery II: Abjuration, Abjuration III - Protection from Energy
Dismissal.png
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.
AP Cost: 1 Level: 18 Progression: 67 Requires: Archmage V, Abjuration IV – Stoneskin
Archmage arcaneblast bolt.png
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.)
AP Cost: 1 Level: 9 Progression: 31 Requires: Wizard Archmage II
Archmage arcaneblast bolt.png
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.)
AP Cost: 1 Level: 15 Progression: 55 Requires: Wizard Archmage IV, Arcane Bolt
Grease.png
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.
AP Cost: 1 Level: 6 Progression: 19 Requires: Archmage I, Spell Focus: Conjuration
Web.png
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.
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
StinkingCloud.png
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.
AP Cost: 1 Level: 12 Progression: 43 Requires: Archmage III, Greater Spell Focus: Conjuration, Conjuration II – Web
DimensionDoor.png
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.
AP Cost: 1 Level: 15 Progression: 55 Requires: Archmage IV, Archmage Spell Mastery II: Conjuration, Conjuration III - Stinking Cloud
Cloudkill.png
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.
AP Cost: 1 Level: 18 Progression: 67 Requires: Archmage V, Conjuration IV - Dimension Door
Hypnotism.png
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.
AP Cost: 1 Level: 6 Progression: 19 Requires: Archmage I, Spell Focus: Enchantment
OttosResistibleDance.png
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.
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
HoldPerson.png
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.
AP Cost: 1 Level: 12 Progression: 43 Requires: Archmage III, Greater Spell Focus: Enchantment, Enchantment II - Otto's Resistible Dance
CharmMonster.png
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.
AP Cost: 1 Level: 15 Progression: 55 Requires: Archmage IV, Archmage Spell Mastery II: Enchantment, Enchantment III - Hold Person
HoldMonster.png
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.
AP Cost: 1 Level: 18 Progression: 67 Requires: Archmage V, Enchantment IV - Charm Monster
ArcaneArcherImbueForceArrows.png
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.
AP Cost: 1 Level: 6 Progression: 19 Requires: Archmage I, Spell Focus: Evocation
Arcane Spell Gust Of Wind.png
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.
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
Arcane Spell Chain Missiles.png
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.
AP Cost: 1 Level: 12 Progression: 43 Requires: Archmage III, Greater Spell Focus: Evocation, Evocation II - Gust of Wind
FireShield.png
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.
AP Cost: 1 Level: 15 Progression: 55 Requires: Archmage IV, Archmage Spell Mastery II: Evocation, Evocation III - Chain Missiles
Arcane Spell Cyclonic Blast.png
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.
AP Cost: 1 Level: 18 Progression: 67 Requires: Archmage V, Evocation IV - Fire Shield
Invisibility.png
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.
AP Cost: 1 Level: 6 Progression: 19 Requires: Archmage I, Spell Focus: Illusion
Blur icon.png
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.
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
Displacement icon.png
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.
AP Cost: 1 Level: 12 Progression: 43 Requires: Archmage III, Greater Spell Focus: Illusion, Illusion II – Blur
PhantasmalKiller.png
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.
AP Cost: 1 Level: 15 Progression: 55 Requires: Archmage IV, Archmage Spell Mastery II: Illusion, Illusion III – Displacement
ShadowWalk.png
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.
AP Cost: 1 Level: 18 Progression: 67 Requires: Archmage V, Illusion IV - Phantasmal Killer
ChillTouch.png
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.
AP Cost: 1 Level: 6 Progression: 19 Requires: Archmage I, Spell Focus: Necromancy
CommandUndead.png
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.
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
HaltUndead.png
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.
AP Cost: 1 Level: 12 Progression: 43 Requires: Archmage III, Greater Spell Focus: Necromancy, Necromancy II - Command Undead
Enervation.png
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.
AP Cost: 1 Level: 15 Progression: 55 Requires: Archmage IV, Archmage Spell Mastery II: Necromancy, Necromancy III - Halt Undead
WavesOfFatigue.png
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.
AP Cost: 1 Level: 18 Progression: 67 Requires: Archmage V, Necromancy IV – Enervation
Pale Master Summon Knight.png
Summon Skeletal Knight: Creates a skeletal knight to attack your enemies. This ability costs 10 hit points and 5 spell points to activate.
AP Cost: 1 Level: 6 Progression: 19 Requires: Wizard Pale Master I
Pale Master Summon Archer.png
Summon Skeleton Archer: Creates a skeletal archer to attack your enemies. This ability costs 10 hit points and 5 spell points to activate.
AP Cost: 1 Level: 6 Progression: 19 Requires: Summon Skeletal Knight
PaleMasterSummonMage.png
Summon Skeleton Mage: Creates a skeletal mage to attack your enemies. This ability costs 10 hit points and 10 spell points to activate.
AP Cost: 1 Level: 6 Progression: 19 Requires: Summon Skeleton Archer
Pale Master Summon Knight.png
Summon Blackbone Knight: Creates a blackbone knight to attack your enemies. This ability costs 20 hit points and 10 spell points to activate.
AP Cost: 1 Level: 12 Progression: 43 Requires: Wizard Flame Manipulation III, Summon Skeletal Knight, Wizard Pale Master II
Pale Master Summon Archer.png
Summon Blackbone Archer: Creates a blackbone archer to attack your enemies. This ability costs 20 hit points and 10 spell points to activate.
AP Cost: 1 Level: 12 Progression: 43 Requires: Wizard Combustive Spellcasting I, Summon Skeleton Archer, Summon Blackbone Knight
PaleMasterSummonMage.png
Summon Blackbone Mage: Creates a blackbone mage to attack your enemies. This ability costs 20 hit points and 20 spell points to activate.
AP Cost: 1 Level: 12 Progression: 43 Requires: Wizard Deadly Flame I, Summon Skeleton Mage, Summon Blackbone Archer
Pale Master Summon Knight.png
Summon Frostmarrow Knight: Creates a frostmarrow knight to attack your enemies. This ability costs 30 hit points and 15 spell points to activate.
AP Cost: 1 Level: 18 Progression: 67 Requires: Wizard Frost Manipulation V, Summon Blackbone Knight, Wizard Pale Master III
Pale Master Summon Archer.png
Summon Frostmarrow Archer: Creates a frostmarrow archer to attack your enemies. This ability costs 30 hit points and 15 spell points to activate.
AP Cost: 1 Level: 18 Progression: 67 Requires: Wizard Glacial Spellcasting II , Summon Blackbone Archer, Summon Frostmarrow Knight
PaleMasterSummonMage.png
Summon Frostmarrow Mage: Creates a frostmarrow mage to attack your enemies. This ability costs 30 hit points and 30 spell points to activate.
AP Cost: 1 Level: 18 Progression: 67 Requires: Wizard Deadly Ice II, Summon Blackbone Mage, Summon Frostmarrow Archer
Sp rgr jump.png
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.
AP Cost: 1 Level: 6 Progression: 19 Requires: Archmage I, Spell Focus: Transmutation
Knock.png
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.
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
Haste.png
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.
AP Cost: 1 Level: 12 Progression: 43 Requires: Archmage III, Greater Spell Focus: Transmutation, Transmutation II – Knock
StoneToFlesh.png
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.
AP Cost: 1 Level: 15 Progression: 55 Requires: Archmage IV, Archmage Spell Mastery II: Transmutation, Transmutation III – Haste
FleshToStone.png
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.
AP Cost: 1 Level: 18 Progression: 67 Requires: Archmage V, Transmutation IV - Stone to Flesh
SorcererSubtleSpellcasting.png
Wizard Subtle Spellcasting I: Your damaging spells generate 10% less hate, making enemies less likely to attack you.
AP Cost: 1 Level: 4 Progression: 11 No requirements
SorcererSubtleSpellcasting.png
Wizard Subtle Spellcasting II: Your damaging spells generate 20% less hate, making enemies less likely to attack you.
AP Cost: 2 Level: 7 Progression: 22 Requires: Wizard Subtle Spellcasting I
SorcererSubtleSpellcasting.png
Wizard Subtle Spellcasting III: Your damaging spells generate 30% less hate, making enemies less likely to attack you.
AP Cost: 3 Level: 10 Progression: 33 Requires: Wizard Subtle Spellcasting II
SorcererSubtleSpellcasting.png
Wizard Subtle Spellcasting IV: Your damaging spells generate 40% less hate, making enemies less likely to attack you.
AP Cost: 4 Level: 13 Progression: 44 Requires: Wizard Subtle Spellcasting III

Spell Enhancements[edit]

Energy of the Zealot.jpg
Wizard Energy of the Scholar I: Grants a 20 point increase to spell points.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Energy of the Zealot.jpg
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
Energy of the Zealot.jpg
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
Energy of the Zealot.jpg
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
Spell Penetration.gif
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
Spell Penetration.gif
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
Spell Penetration.gif
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
EnhIcon WandHeightening.png
Wizard Wand Heightening I: You add +1 to the DC of your offensive wands.
AP Cost: 1 Level: 3 Progression: 7 No requirements
EnhIcon WandHeightening.png
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
EnhIcon WandHeightening.png
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
Wand Scroll Mastery.gif
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
Wand Scroll Mastery.gif
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
Wand Scroll Mastery.gif
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
Wand Scroll Mastery.gif
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]

AcidManipulation.png
Wizard Acid Manipulation I: Increases your Spellpower by 40 when casting acid spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
AcidManipulation.png
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
AcidManipulation.png
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
AcidManipulation.png
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
AcidManipulation.png
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
AcidManipulation.png
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
AcidManipulation.png
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
SorcererLineageOfDeadlyEnergy.png
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
SorcererLineageOfDeadlyEnergy.png
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
SorcererLineageOfDeadlyEnergy.png
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
SorcererLineageOfDeadlyEnergy.png
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
SorcererLineageOfDeadlyEnergy.png
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
SorcererLineageOfDeadlyEnergy.png
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
SorcererLineageOfEnergy.png
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
SorcererLineageOfEnergy.png
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
SorcererLineageOfEnergy.png
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
SorcererLineageOfEnergy.png
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
SorcererLineageOfEnergy.png
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
SorcererLineageOfEnergy.png
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]

FrostManipulation.png
Wizard Frost Manipulation I: Increases your Spellpower by 40 when casting cold spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
FrostManipulation.png
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
FrostManipulation.png
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
FrostManipulation.png
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
FrostManipulation.png
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
FrostManipulation.png
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
FrostManipulation.png
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
DeadlyIce.png
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
DeadlyIce.png
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
DeadlyIce.png
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
DeadlyIce.png
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
DeadlyIce.png
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
DeadlyIce.png
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
GlacialSpellcasting.png
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
GlacialSpellcasting.png
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
GlacialSpellcasting.png
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
GlacialSpellcasting.png
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
GlacialSpellcasting.png
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
GlacialSpellcasting.png
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]

SorcererEnergyManipulation.png
Wizard Storm Manipulation I: Increases your Spellpower by 40 when casting electrical or sonic spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
SorcererEnergyManipulation.png
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
SorcererEnergyManipulation.png
Wizard Storm Manipulation III: Increases your Spellpower by 60 when casting electrical or sonic spells.
AP Cost: 1 Level: 5 Progression: 15 Requires: Wizard Storm Manipulation II
SorcererEnergyManipulation.png
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
SorcererEnergyManipulation.png
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
SorcererEnergyManipulation.png
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
SorcererEnergyManipulation.png
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
DeadlyShocks.png
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%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Wizard Charged Spellcasting I, Wizard Storm Manipulation I
DeadlyShocks.png
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
DeadlyShocks.png
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
DeadlyShocks.png
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
DeadlyShocks.png
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
DeadlyShocks.png
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
ChargedSpellcasting.png
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
ChargedSpellcasting.png
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
ChargedSpellcasting.png
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
ChargedSpellcasting.png
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
ChargedSpellcasting.png
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
ChargedSpellcasting.png
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]

SorcererElementalManipulation.png
Wizard Flame Manipulation I: Increases your Spellpower by 40 when casting fire spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
SorcererElementalManipulation.png
Wizard Flame Manipulation II: Increases your Spellpower by 50 when casting fire spells.
AP Cost: 1 Level: 3 Progression: 7 Requires: Wizard Flame Manipulation I
SorcererElementalManipulation.png
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
SorcererElementalManipulation.png
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
SorcererElementalManipulation.png
Wizard Flame Manipulation V: Increases your Spellpower by 80 when casting fire spells.
AP Cost: 1 Level: 9 Progression: 31 Requires: Wizard Flame Manipulation IV
SorcererElementalManipulation.png
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
SorcererElementalManipulation.png
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
SorcererLineageOfDeadlyElements.png
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
SorcererLineageOfDeadlyElements.png
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
SorcererLineageOfDeadlyElements.png
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%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Wizard Deadly Flame II, Wizard Flame Manipulation III
SorcererLineageOfDeadlyElements.png
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
SorcererLineageOfDeadlyElements.png
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
SorcererLineageOfDeadlyElements.png
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
SorcererLineageOfElements.png
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
SorcererLineageOfElements.png
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
SorcererLineageOfElements.png
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
SorcererLineageOfElements.png
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
SorcererLineageOfElements.png
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
SorcererLineageOfElements.png
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]

ForceManipulation.png
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
ForceManipulation.png
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
ForceManipulation.png
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
ForceManipulation.png
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
ForceManipulation.png
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
ForceManipulation.png
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
ForceManipulation.png
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
DeadlyKinetics.png
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
DeadlyKinetics.png
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
DeadlyKinetics.png
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
DeadlyKinetics.png
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
DeadlyKinetics.png
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
DeadlyKinetics.png
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
KineticsSpellcasting.png
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
KineticsSpellcasting.png
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
KineticsSpellcasting.png
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
KineticsSpellcasting.png
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
KineticsSpellcasting.png
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
KineticsSpellcasting.png
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]

SorcererForceManipulation.png
Wizard Repair Manipulation I: Increases your Spellpower by 40 when casting repair or rust spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
SorcererForceManipulation.png
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
SorcererForceManipulation.png
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
SorcererForceManipulation.png
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
SorcererForceManipulation.png
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
SorcererForceManipulation.png
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
SorcererForceManipulation.png
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
SorcererLineageOfDeadlyForce.png
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
SorcererLineageOfDeadlyForce.png
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
SorcererLineageOfDeadlyForce.png
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
SorcererLineageOfDeadlyForce.png
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
SorcererLineageOfDeadlyForce.png
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
SorcererLineageOfDeadlyForce.png
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
SorcererLineageOfForce.png
Wizard Reconstructive Spellcasting I: Grants a 4% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Repair Manipulation I
SorcererLineageOfForce.png
Wizard Reconstructive Spellcasting II: Grants a 5% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Wizard Reconstructive Spellcasting I, Wizard Repair Manipulation II
SorcererLineageOfForce.png
Wizard Reconstructive Spellcasting III: Grants a 6% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Wizard Reconstructive Spellcasting II, Wizard Repair Manipulation III
SorcererLineageOfForce.png
Wizard Reconstructive Spellcasting IV: Grants a 7% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Wizard Reconstructive Spellcasting III, Wizard Repair Manipulation IV
SorcererLineageOfForce.png
Wizard Reconstructive Spellcasting V: Grants a 8% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Wizard Reconstructive Spellcasting IV, Wizard Repair Manipulation V
SorcererLineageOfForce.png
Wizard Reconstructive Spellcasting VI: Grants a 9% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Wizard Reconstructive Spellcasting V, Wizard Repair Manipulation VI

Metamagic[edit]

Improved Empower Healing.gif
Wizard Improved Empowering I: Using the Empower Spell feat costs you 2 fewer spell points.
AP Cost: 2 Level: 2 Progression: 2 Requires: Empower Spell
Improved Empower Healing.gif
Wizard Improved Empowering II: Using the Empower Spell feat costs you 4 fewer spell points.
AP Cost: 4 Level: 6 Progression: 16 Requires: Wizard Improved Empowering I
Improved Empower Healing.gif
Wizard Improved Empowering III: Using the Empower Spell feat costs you 6 fewer spell points.
AP Cost: 6 Level: 10 Progression: 30 Requires: Wizard Improved Empowering II
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Wizard Improved Enlarge I: Using the Enlarge Spell feat costs you 1 less spell point.
AP Cost: 2 Level: 2 Progression: 2 Requires: Enlarge Spell
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Wizard Improved Enlarge II: Using the Enlarge Spell feat costs you 2 fewer spell points.
AP Cost: 4 Level: 6 Progression: 16 Requires: Wizard Improved Enlarge I
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Wizard Improved Enlarge III: Using the Enlarge Spell feat costs you 4 fewer spell points.
AP Cost: 6 Level: 10 Progression: 30 Requires: Wizard Improved Enlarge II
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Wizard Improved Heightening I: Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
AP Cost: 4 Level: 6 Progression: 16 Requires: Heighten Spell
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Wizard Improved Heightening II: Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening.
AP Cost: 6 Level: 10 Progression: 30 Requires: Wizard Improved Heightening I
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Wizard Improved Maximizing I: Using the Maximize Spell feat costs you 3 fewer spell points.
AP Cost: 2 Level: 2 Progression: 2 Requires: Maximize Spell
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Wizard Improved Maximizing II: Using the Maximize Spell feat costs you 6 fewer spell points.
AP Cost: 4 Level: 6 Progression: 16 Requires: Wizard Improved Maximizing I
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Wizard Improved Maximizing III: Using the Maximize Spell feat costs you 9 fewer spell points.
AP Cost: 6 Level: 10 Progression: 30 Requires: Wizard Improved Maximizing II
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Wizard Improved Quickening I: Using the Quicken Spell feat costs you 1 less spell point.
AP Cost: 2 Level: 2 Progression: 2 Requires: Quicken Spell
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Wizard Improved Quickening II: Using the Quicken Spell feat costs you 2 fewer spell points.
AP Cost: 4 Level: 6 Progression: 16 Requires: Wizard Improved Quickening I
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Wizard Improved Quickening III: Using the Quicken Spell feat costs you 4 fewer spell points.
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.

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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.
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
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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.
AP Cost: 1 Level: 9 Progression: 31 Requires: Wizard Archmage I, Wizard Intelligence II
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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.
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
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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.
AP Cost: 1 Level: 15 Progression: 55 Requires: Wizard Archmage III, Wizard Intelligence III
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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.
AP Cost: 1 Level: 18 Progression: 67 Requires: Wizard Archmage IV, Wizard Energy of the Scholar IV, Improved Concentration IV
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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.
AP Cost: 4 Level: 6 Progression: 16 Requires: Wizard Energy of the Scholar I, Wizard Intelligence I, Spell Focus: Necromancy
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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.
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
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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.
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.

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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.)
AP Cost: 2 Level: 20 Progression: 74 No requirements

Enhancement changes Alpha Testing on Lamannia[edit]