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kenawyn
10-16-2020, 12:27 PM
Watching Axel's video about the Archmage tree got me thinking. Now that the Fables of the Feywild expansion is coming out and development resources will free up maybe it is time to talk about the Archmage rework.

The design goals
- Keep the specialist mage flavor
- Make use of spells instead of SLAs
- Introduce some PnP Archmage abilities
- Support spell casting with active abilities
- Support multiple play-styles (damage dealer, controller, stealth caster, support..)



Core abilities

Core 1 - Archmage Specialization
(AP Cost: 1, Ranks: 1, Requires: Wizard level 1)

Choose a spell school to specialize in.

Specialist Feature: gain an additional first level spell slot and permanently memorize the following spell.


Abjuration: Shield
Conjuration: Mage Armor
Enchantment: Hypnotism
Evocation: Magic Missile
Illusion: Color Spray
Necromancy: Cause Fear
Transmutation: Jump

Passive:

For each core ability including this one you gain a stacking 5% spell cost reduction to your spells in your chosen school.
For each enhancement point spent in the Archmage tree you gain +1.5 Universal Spell Power.
For each enhancement point spent in the Archmage tree you gain +2.5 Maximum Spell points.


Core 2 - High Arcana: Arcane Fire
(AP Cost: 1, Ranks: 1, Requires: Archmage Specialization, Wizard level 3)

Specialist Feature: gain an additional second level spell slot and permanently memorize the following spell.


Abjuration: Resist Energy
Conjuration: Web
Enchantment: Otto's Resistible Dance
Evocation: Gust of Wind
Illusion: Invisibility
Necromancy: Command Undead
Transmutation: Knock

The Archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy.

Arcane Fire (Su)


Level: Wiz 2
Spell Point Cost: 6
Components: Verbal, Somatic
Metamagic: Empower, Maximize, Quicken, Heighten
Range: Double
Target: Foe, Directional, Breakable
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Cooldown: 12 seconds

Blasts a target with arcane fire dealing (1d3+3) x Caster level magic damage on impact.
This is a projectile attack that scales with 100% force spell power.

Note: If a Mastery of Elements Toggle is active the spell changes its type to the toggled element.

Passive:

+5% chance to critically hit with Force spells.


Core 3 - High Arcana: Mastery of Elements
(AP Cost: 1, Ranks: 1, Requires: High Arcana: Arcane Fire, Wizard level 6)

Specialist Feature: gain an additional third level spell slot and permanently memorize the following spell.


Abjuration: Protection from Energy
Conjuration: Stinking Cloud
Enchantment: Hold Person
Evocation: Chain Missile
Illusion: Displacement
Necromancy: Halt Undead
Transmutation: Haste

The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses.

Mastery of Elements - Toggle (Su)


Mastey of Elements (Acid): any arcane spells with an elemental descriptor are cast as Acid spells.
Mastey of Elements (Cold): any arcane spells with an elemental descriptor are cast as Cold spells.
Mastey of Elements (Fire): any arcane spells with an elemental descriptor are cast as Fire spells.
Mastey of Elements (Electric): any arcane spells with an elemental descriptor are cast as Electric spells.
Mastey of Elements (Sonic): any arcane spells with an elemental descriptor are cast as Sonic spells.


Design Notes:

Toggle activation cost 15 SP. Deactivation cost 0 SP.
Only arcane spells with an elemental descriptior can be affected by this ability.
Spells cast while a toggle is active will use the toggled element to calculate their effects (spell power, critical).
The Arcane Fire SLA is affected by this ability.


Passive:

+5% chance to critically hit with elemental spells (Acid, Cold, Fire, Electric and Sonic)


Core 4 - High Arcana: Mastery of Counterspelling sort of...
(AP Cost: 1, Ranks: 1, Requires: High Arcana: Mastery of Elements, Wizard level 12)

Specialist Feature: gain an additional fourth level spell slot and permanently memorize the following spell.


Abjuration: Stoneskin
Conjuration: Dimension Door
Enchantment: Charm Monster
Evocation: Fire Shield
Illusion: Phantasmal Killer
Necromancy: Enervation
Transmutation: Polymorph Self

New Spell - Polymorph Self


School: Transmutation
Level: Wiz 4
Spell Point Cost: 25
Components: Verbal, Somatic, Material
Metamagic: Quicken, Extend
Range: Personal
Target: Self
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Cooldown: 12 seconds

You assume the form of an other creature. The assumed form can’t have more Hit Dice than your caster level, to a maximum of 15 HD at 15th level.

Available forms:

Sea Lion (animal) - aquatic form; gains water breathing and increased movement speed under water
Young Dragon - physical stats and short range flight ability
...

TODO: We need a list of at least 4-6 creatures, so please post suggestions for this spell.

Design Notes:

Attributes: replace base Strength, Dexterity and Constitution scores.
Armor: You use your new forms armor AC, but guards and passive bonuses from your armor still apply.
Shield: You cannot add your shield AC, on-hit abilities, but guards and passive bonuses apply.
Weapons: You use your new forms attack, which are considered creature weapons.
Equipment: You benefit from all passive equipment bonuses like deflection, dodge, natural armor, saves, movement speed.. etc
Special Abilities: gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Spellcasting: While polymorphed you cannot cast spells, unless the new form allows it.
Other: Upon changing, the subject regains lost hit points as if it had rested for a night. If slain, the subject reverts to its original form, though it remains dead.



Passive:

+10 Magical Resistance Rating
+10 Maximum Magical Resistance Rating


Core 5 - High Arcana: Mastery of Metamagic
(AP Cost: 1, Ranks: 1, Requires: High Arcana: Mastery of Counterspelling, Wizard level 18)

Specialist Feature: gain an additional fifth level spell slot and permanently memorize the following spell.


Abjuration: Dismissal
Conjuration: Cloudkill
Enchantment: Hold Monster
Evocation: Cyclonic Blast
Illusion: Persistant Image
Necromancy: Waves of Fatigue
Transmutation: Baleful Polymorph

New Spell - Persistent Image


School: Illusion
Level: Wiz 5
Spell Point Cost: 30
Components: Verbal, Somatic
Metamagic: Quicken, Extend
Range: Standard
Target: Positional
Duration: 6 seconds/level (D)
Saving Throw: None
Spell Resistance: No
Cooldown: 4.5 seconds

Same as Distract from Feydark illusionist, but project a humanoid form.


New Spell - Baleful Polymorph


School: Transmutation
Level: Wiz 5
Spell Point Cost: 30
Components: Verbal, Somatic
Metamagic: Quicken, Heighten, Enlarge
Range: Standard
Target: Foe
Duration: Permanent, or 1 minute
Saving Throw: Fortitude negates, Will partial
Spell Resistance: Yes
Cooldown 4.5 seconds

If Fortitude saving throw is failed turns the target into a harmless animal - frog, small fox, squirrel... etc.
If Will save is successful the target will revert to its original form after 1 minute. The reverted target loses all agro.


You have mastered the application of metamagic to your spells.

Passive:

Gain the Eschew Materials as a bonus feat.
All metamagic feats cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)


Capstone - Master of Magic
(AP Cost: 1, Ranks: 1, Requires: High Arcana: Mastery of Metamagic, Wizard level 20)

Through extensive training and countless hours of study, you have mastered the manipulation of magical energy.

Spell Trap (Su): the Archmage is surrounded by a barrier of magical protection that absorbs incoming spells and restores Spell Points for each absorbed spell.


Ability Costs 50 Spell Points to activate.
Duration 108 seconds.
Cooldown 6 minutes.
The spell provides 30 levels of protection (i.e., ten Frost Lances or five Disintegrates).
Each time the spell trap neutralizes an incoming spell it's protection level is reduced by the neutralized spells level.
If the barrier has more levels of protection remaining than the incoming spells level the spell trap absorbs the spell and the caster regains Spell Points 5 times the spell level of the absorbed spell.
If the barrier is hit by a higher level spell than the remaining protection is able to absorb, the incoming spell is negated but no Spell Points are regained.
If the levels of protection are expended the spell ends.
The spell trap only works on spells. Spell Like abilities, psionics and supernatural abilities pierce through it effortlessly.

For example:

The caster has 5 levels of protection remaining and is hit by a Frost Lance.
The spell trap absorbs the spell lowering its protection levels by 3 and the caster regains 15 SP.
The caster has 2 levels of protection remaining and is hit by an other Frost Lance.
The spell trap has not enough protection levels to absorb the spell, so it is neutralized instead. No SP is regained and the spell Trap ends.

Passive:

+4 Intelligence
+5 Spellcraft
+1 Caster Level to all spells.
+1 Maximum Caster Level to all spells.

kenawyn
10-16-2020, 12:28 PM
Tiered abilities

Tier 1 (Requires character level 1, 1 AP spent in the tree)

Subtle Spellcasting: Your spells generate [20/30/40]% less hate, making enemies less likely to attack you.
(AP Cost: 1, Ranks: 3, Requires: No requirements)

Energy of the Scholar: Your studies have increased your maxiumum Spell Points by an additional 30/60/90.
(AP Cost: 1, Ranks: 3, Requires: No requirements)

Traditionalist Caster: +[3/6/10] Universal Spell Power when wielding an Orb or Staff.
(AP Cost: 1, Ranks: 3, Requires: No requirements)

Specialist Lore I: You learn new spell casting methods for your school.
(AP Cost: 1, Ranks: 2, Requires: No requirements)


Abjuration: you gain +[1/2/3] Spellcraft and Concentration. Rank 3: +1 Saves vs Spells
Conjuration: you gain +[1/2/3] Spellcraft and Concentration. Rank 3: +1 Saves vs Spells
Enchantment: you gain +[1/2/3] Spellcraft and Concentration. Rank 3: +2 Enchantment Save
Evocation: you gain +[1/2/3] Spellcraft and Concentration. Rank 3: +1 Saves vs Spells
Illusion: you gain +[1/2/3] Spellcraft and Concentration. Rank 3: +2 Saves vs Illusion
Necromancy: you gain +[1/2/3] Spellcraft and Concentration. Rank 3: +1 Saves vs Spells
Transmutation: you gain +[1/2/3] Spellcraft and Concentration. Rank 3: +1 Saves vs Spells

Wand and Scroll Mastery: improves the effectiveness from your wands, scrolls and other items that cast spells.
(AP Cost: 1, Ranks: 3, Requires: No requirements)


+25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and
+1/+2/+3 to the save DC of your offensive wands.


Note: Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.


Tier 2 (Requires character level 2, 5 APs spent in the tree)

Arcane Secret: Select an arcane secret.
(AP Cost: 1, Ranks: 3, Requires: No requirements)


Metaspel Surge: your next spell has its metamagic cost reduced to 0.
Hidden Spell: your next spell has its aggro reduced to 0 and you do not break invisible while casting.
Compelling Power: your next spell forces the target to make two saving throws and take the worst result.
Piercing Spellcraft: your next spell ignores target spell resistance. The target is affected by Shattermantle for 9 seconds.
Echo of Power: your next spell leaves an echo of magic behind, you gain 5+5*spell_level temporary SP for 9 seconds.
Guided Magic: your next spell ignores dodge, concealment and evasion.
Fortified Spell: your next spell cannot be dispelled. Summoning a creature with Fortified Spell makes it immune to banishment effects.
Perilous Power: your next spell gains a +25% critical chance and +50% critical damage, but you suffer 2d4 burn damage.


Rules:

Arcane Secret is a self buff that alters the behavior of your next arcane spell.
Activating an Arcane Secret is instantaneous and does not affect spell casting speed.
Only one Arcane Secret can be in effect at any given time.
Arcane Secrets only affect arcane spells and have no effect on divine spells or spell like abilities (SLAs).
Casting an arcane spell removes the arcane secret buff even if the arcane secret had no effect on the spell.
Compelling Power and Slippery Mind cancel each-other out if a spell targeting a will save is cast.
Guided Magic does not make your spells track the target.
The damage from Perilous Power cannot be reduced or resisted.


Efficient Metamagic: Choose a metamagic path. Reduce the spell point cost of metamagic in that path.
(AP Cost: 2, Ranks: 3, Requires: No requirements)


Path of Utility:

Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.


Path of Power:

Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.



Design Notes: When i asked around, it turned out very few people take these feats, so my idea was to combine them to increases their value.

Efficient Metamagic: Choose another metamagic path. Reduce the spell point cost of metamagic in that path.
(AP Cost: 2, Ranks: 3, Requires: Efficient Metamagic)

Specialist Lore II: You learn new spell casting methods for your school.
(AP Cost: 2, Ranks: 1, Requires: Specialist Ability I)


Abjuration: your Shield spell grants you +10 PRR and Nightshield spell grants you +10 MRR.
Conjuration: your Magic Armor spell grants +10 PRR to its target.
Enchantment: creatures breaking free from your control spells will be dazed for 6 seconds.
Evocation: your Acid, Cold, Electric, Fire, Force and Untyped spells have an additional 4% to critically hit.
Illusion: your Color Spray spell will now render targets helpless - same as Greater Color Spray.
Necromancy: creatures frightened by your fear spells will be rooted in place by fear.
Transmutation: your spells that increase movement speed now grant an additional +10% alchemical bonus to movement speed.

Astral Trance: Once per rest you can enter an Arcane Trance to collect untapped energies from the astral plane.
(AP Cost: 2, Ranks: 1, Requires: No requirements)


Trance Duration: 9 seconds.
Spell Points collected: 80-700 SP depending on your level.
If you are interrupted during the process your trance is wasted and you recover no SP.


Tier 3 (Requires character level 3, 10 APs spent in the tree)

Arcane Secret II: select an additional arcane secret.
(AP Cost: 1, Ranks: 3, Requires: Arcane Secret I)

Empty Slot

Spell Penetration: You add +1/2/4 to your Caster Level check to overcome an enemy's Spell Resistance..
(AP Cost: 2, Ranks: 3, Requires: No requirements)

Specialist Lore III: You learn new spell casting methods for your school.
(AP Cost: 2, Ranks: 2, Requires: Specialist Ability II)


Abjuration: your resist energy spell is more effective +5/+10 to energy resistance.
Conjuration: your summoned creatures gain +5/+10 PRR and MRR.
Enchantment: you have an easier time overcoming enemy spell resistance. Gain +1/2 Spell Penetration.
Evocation: your Acid, Cold, Electric, Fire, Force and Untyped have an additional 3/6% to critically hit.
Illusion: your Blur spell becomes more effective granting a +5/+10% bonus to concealment.
Necromancy: you have an easier time overcoming enemy spell resistance. Gain +1/2 Spell Penetration.
Transmutation:

Intelligence: +1 Intelligence.
(AP Cost: 2, Ranks: 1, Requires: No requirements)


Tier 4 (Requires character level 4, 20 APs spent in the tree)

Arcane Secret III: select an additional arcane secret.
(AP Cost: 1, Ranks: 3, Requires: Arcane Secret II)

Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Points per heightened level.
(AP Cost: 1, Ranks: 2, Requires: Efficient Metamagic)

School Mastery I: You have attained mastery in the school of magic that you specialize in.
(AP Cost: 2, Ranks: 1, Requires: No requirements)


+1 Maximum Caster Level to your primary school.
+1 to the save DCs of spells in your primary school.

Specialist Lore IV: You learn new spell casting methods for your school.
(AP Cost: 2, Ranks: 1, Requires: Specialist Ability III)


Abjuration: your resist energy spells are more effective granting the target a +10 elemental absorption.
Conjuration: your cloud spells are more effective increasing cloud concealment by 5%.
Enchantment: your dance spells are more effective granting the target(s) -4 AC, -10 reflex save penalty.
Evocation: Critical damage of your Acid, Cold, Electric, Fire, Force and Untyped damage spells increased by 25%.
Illusion: your invisibility spells are more effective. They no longer break when you are interacting with objects.
Necromancy: your fear spells are more effective. Targets that are immune to fear become shaken.
Transmutation: your attribute enhancing spells are more effective granting +6 enhancement bonus to target(s).

Intelligence: +1 Intelligence.
(AP Cost: 2, Ranks: 1, Requires: No requirements)


Tier 5 (Requires character level 12, 30 APs spent in the tree)

Arcane Mastery: Choose one:
(AP Cost: 2, Ranks: 1, Requires: No requirements)


Arcane Supremacy: when activated gain +25% Spell Critical Chance, +100% Spell Critical Damage. 12 seconds duration. Cooldown 120 seconds.
Arcane Dominance: when activated gain +4 DC, +4 Spell Penetration. 12 seconds duration. Cooldown 120 seconds.

Archmage Focus: +1/2 to the save DCs of spells in your primary school.
(AP Cost: 2, Ranks: 2, Requires: School Mastery II)

School Mastery II: You have attained new levels of mastery in the school of magic that you specialize in.
(AP Cost: 2, Ranks: 1, Requires: )


+1 Caster Level to your primary school.
+1 Maximum Caster Level to your primary school.

Secondary School Mastery: Select one of the spell schools you are not specialized in. The DC of spells you cast from that school are increased by 1 and they benefit from the same spell cost reduction as your primary school.
(AP Cost: 2, Ranks: 1, Requires: School Mastery)


+1 DC to spells from your secondary school.
Your secondary school gains the spell cost reduction of your primary school (30% with Capstone).

Enhanced Specialization: You specialize deeper into your school unlocking new abilities.
(AP Cost: 2, Ranks: 1, Requires: No requirements)


Enhanced Specialization: Abjuration: Spell Breaker

When casting any dispel magic spell, you can add your class level and abjuration modifiers to the dispel check.
Enhanced Specialization: Conjuration: Summoner

When summoning a monster your creature gains 50% fortification, 2 Hit Dice and +4 to all Attributes.
Enhanced Specialization: Enhancement: Charmer

Charmed and dominated monsters no longer automatically succeed their will saves on a natural 20 and suffer a -4 penalty when trying to break free from your control.
Enhanced Specialization: Evocation: Battle Mage

Casting elemental damage spells of the same element will apply a stacking 3% vulnerability of that element to the target(s) for 12 seconds. This effect can stack up 5 times. If you hit the target with a spell using a different element the vulnerability count is reset to 0%.
Enhanced Specialization: Illusion: Shadow Weaver

Your invisibility spells will mask the auditory presence of your target. They count as sneaking with a move silently score of your class level + illusion modifiers. This does not affect their movement speed.
Enhanced Specialization: Necromancy: Master of Curses

Your non-damaging/non-lethal necromancy spells apply a stacking -1 debuff to the target's saves for 12 seconds. This effect can stack up to 5 times.
Enhanced Specialization: Transmutation: Shaper

Your attribute enhancing spells grant the targets +4 alchemical bonus to their appropriate attribute(s).

straytext
10-16-2020, 01:34 PM
Heck, I'd like it if they just created parity with the other trees.

3 Spell Penetration is 6 APs in AM. 3 in every other tree with Spell Pen.
90 Spell Points is 6 APs in AM. 3 in every other tree with Spell Points. And, it's not even the same number of Spell Points. Feydark gets 100 spell points for 3 APs. AM is 6 for 90.

I like the SLAs. I just wish the rest of the tree cost the same as it does anywhere else for the same benefit. AM isn't even competitive with the other Wizard trees. Going all the way in either EK or PM makes sense and leaves you room to dabble in other trees. Going all the way in AM literally gimps your build.