(Author's Note: I made a fatal flaw in my initial interpretation of how the requirements work for Spell-like Abilities. Please keep this in mind as you read on, as I address this fact fully in my next post. I am leaving my first impression intact for several reasons, not the least of which could be considered a suggestion to the developers.)
These are very exciting times, with many great things coming in Update 7! I'd like to go over the new Prestige Enhancement for Wizards, the Archmage.
+400 SP from the five levels of Archmage. Sorcerers now have a run for their money!
-125 max SP for +2 DC on your choice of school. (Two separate, but hierarchal, enhancements)
-150 max SP for two attacks, 1 SP and 5 SP per cast respectively, dealing 20d6 force damage (at level 20) to either one target as a bolt or all targets in a radius as a blast. (Two separate, but hierarchal, enhancements)
Spell-like Abilities (SLA)
-25 max SP per level 1 spell
-50 max SP per level 2 spell
-75 max SP per level 3 spell
-100 max SP per level 4 spell
-125 max SP per level 5 spell
1 SP per cast of a level 1 spell, instead of 10 (a savings of 90%)
3 SP per cast of a level 2 spell, instead of 15 (a savings of 80%)
6 SP per cast of a level 3 spell, instead of 20 (a savings of 70%)
10 SP per cast of a level 4 spell, instead of 25 (a savings of 60%)
15 SP per cast of a level 5 spell, instead of 30 (a savings of 50%)
Based on this information, we can gauge how many times we would need to cast a SLA between shrines to offset the max SP deduction.
3 casts of a level 1 SLA (28 SP SLA vs. 30 SP normal)
5 casts of a level 2 SLA (65 vs. 75)
6 casts of a level 3 SLA (111 vs. 120)
7 casts of a level 4 SLA (170 vs. 175)
9 casts of a level 5 SLA (260 vs. 270)
If, on average, you will not cast a particular SLA at least the minimum above, it's not worth taking. The 6 and 12 second SLA cooldowns should also be taken into consideration (especially for single-target party buffs).
I wonder if Metamagic will still work on these, and if they still retain their material cost. I will assume they do. If so, using metamagic will not always be SP-efficient. A Level 3 SLA, for instance, is 6 vs. 20 (70% savings). If Extended, it becomes 16 vs 30 (~50% savings).
One other thing to keep in mind is that by the time you get your choice of level 1 spell-like abilities, you already have level 3 spells at your disposal. The difference increases the higher you go. What you want to be aware of is many lower level spells get replaced by better, more effective versions down the line. By the time a particular SLA is available to you, you might also, for instance, be able to use the Mass version of that same spell.
Level 1 SLAs available at Caster Level (CL) 6, normal level 3 spells available at CL 5
Level 2 SLAs available at CL 9, normal level 5 spells available at CL 9
Level 3 SLAs available at CL 12, normal level 6 spells available at CL 11
Level 4 SLAs available at CL 15, normal level 8 spells available at CL 15
Level 5 SLAs available at CL 18, normal level 9 spells available at CL 17
Let's look at the actual spells now:
RatingsLevel 1
- Must-have
- Great
- Good
- Decent
- Okay
- Meh
- Poor
- Terrible
- Complete Waste
Shield: A good spell, but self-cast only. With its long duration, you aren't likely to need to recast very often. Rating: Terrible choice.
Grease: Other than as a joke, does anyone ever use Grease? It's certainly the quickest spell to get people to drop group and squelch you, due to its friendly-fire knockdown. If everyone has Freedom of Movement at higher level, you might be able work it in with Heighten. Rating: Terrible choice at low level, but potentially salvageable at high level.
Hypnotism: A decent crowd-control spell at low level, but must be heightened at higher level. If heightened, you still only need to make at least 3 casts to offset the initial investment in SP. Rating: Okay choice.
Magic Missile: Good vs. certain spectral bosses and elemental-immune monsters. Damage caps at level 9, so you will outgrow it. It is useless against any caster mobs that throw on Nightshield or Shield. Honestly, though, you would get more damage out of the Archmage's Arcane Bolt (unless it has a ridiculous cooldown). Rating: Meh choice.
Invisibility: While a helpful spell under specific circumstances (running to a quest), potions are just as good. Rating: Poor choice.
Chill Touch: Melee range and damage caps at level 5 (you will be level 6). Need I say more? Rating: Poor choice.
Jump: A handy buff, but the tripled cooldown will make it cumbersome to give to your entire party. If you keep up on the buff and put it on everyone, you will offset the cost, but I don't think many people have the patience for that. Rating: Meh choice.
Verdict: Despite offering the greatest SP savings, the actual choices are pretty dismal.
Level 2
Resist Energy: If it weren't for the extended cooldown, this would be a must-have, but even so it's still a smart pick. Rating: Great choice.
Web: Every wizard's go-to CC. Rating: Great choice.
Otto's Resistible Dance: A great spell vs. elementals, and generally useful elsewhere, but eventually outmoded by the no-save Irresistible Dance. Rating: Good choice up to mid level, meh choice at high level.
Gust of Wind: A new spell, so hard to judge. Certain enemies love casting clouds, so Gust could see a lot of usage. Rating: Potentially good choice.
Blur: A standard buff, but again, the tripled cooldown will slow down party preparation. Could be worthwhile at lower level, but less so as the buff's duration increases at higher level. Rating: Decent choice.
Command Undead: A good spell in undead quests, but otherwise too specialized to recommend. A charm-focused caster might think otherwise. Rating: Poor to okay choice, depending on build emphasis.
Knock: A handy spell, but you will never cast it often enough to justify the investment. Rating: Complete waste.
Verdict: As a whole, the best selection of spells of any SLA level.
Level 3
Protection from Energy: Rendered pointless by Mass Protection at spell level 7. You cannot get this SLA until level 12, and level 7 spells become available by level 13. You might get some steam out of this during that one level, but otherwise why bother? Rating: Terrible choice.
Stinking Cloud: I'm not big into most cloud spells, since anything inside gets a concealment bonus. If True Sight is available, though, this ceases to be a concern. The benefit of this cloud is the Nausea effect, which slows movement and attack speed. A good spell, but can be saved against and will require Heighten (cutting down on the ability to spam it -- well, that, and the 12 second cooldown). Rating: Okay choice.
Hold Person: A great spell initially, giving your party auto-crits against the target and preventing it from taking any action. A fun spell to spam, justifying the investment. The only problem is the limitation on targets, and at higher level Hold Monster and Mass Holds become available. Rating: Good choice at low level, poor at high level.
Chain Missile: If you like having aggro, this spell will give it to you. It is especially weak against a single target, as only one missile hits. Rating: Terrible choice.
Displacement: A fantastic spell with a short duration means it needs a lot of recasting. Once again, this would be a must-have if the cooldown weren't tripled. Half a minute to buff a party and a minute for a raid every 1-3 minutes can be taxing (Extend would help), so you'll probably have to do it on the move or give preferential treatment to front-liners. Still, who doesn't love its fluffy goodness? Rating: Great choice.
Halt Undead: A nice spell for undead quests, but specialized. Smart undead have high will saves, making this spell difficult to land on them. Unintelligent undead do not get a save versus this spell, which means scrolls would be a better option. If planning to slog through numerous undead quests, this could be pretty good to have; just reset your enhancements afterward. Rating: Decent choice when relevant, otherwise a terrible choice.
Haste: If there is one universally loved spell from a Wizard, it is haste; a requirement for any caster worth his salt. Like Displacement, it has a short duration, but its area-effect means cooldown is not an issue. However, with extend, at high level it's not likely you'll need to cast it more than six times between shrines. Rating: Must-have choi--requirement at low level, but otherwise a decent choice.
Verdict: It's nice to see at least two standard spells as options.
Level 4
Stoneskin: A great spell, but its material cost is exorbitant. It's usually preferred to use wands instead. Rating: Meh choice.
Dimension Door: Like Knock, you will never, ever cast this enough to justify the investment. Rating: Complete waste.
Charm Monster: The spell Suggestion tends to be preferred over this, due to Suggestion lasting its entire duration. In certain defensive quests, being able to spam a cheaper Charm Monster could work well. Rating: Meh choice.
Fire Shield: Like Shield, being only self-cast limits how often you will need to cast it. Rating: Meh choice.
Phantasmal Killer: A mild form of Finger of Death, which requires a Will and Fortitude save, when you already have FoD. It is an Illusion spell, while the popular FoD and Wail are both Necromancy, so you will need a separate DC boost item for PK (unless wearing a Stormreaver Napkin or the like). Rating: Poor choice.
Enervation: Not subject to Spell Resistance like the higher level Energy Drain, so there is a legitimate use for Enervate. A great spell to weaken a target before hitting them with FoD. Rating: Good choice.
Stone to Flesh: Too rarely used, and scrolls work just as good. Rating: Terrible choice.
Verdict: Level 4 doesn't fair too well, with only one good choice.
Level 5
Dismissal: At only a 50% savings when you already have the area-effect Banishment, it's hard to recommend. Rating: Meh choice.
Cloudkill: You're looking at 1d4 CON damage and 2d6 + 18 to 20 acid damage that cannot be empowered or maximized. By and large, a weak cloud spell, especially at level 18 when you can get this SLA. The CON damage will help reduce Fortitude saves, though, so would be a good partner with FoD/Wail. Rating: Okay choice.
Hold Monster: The SP savings of these level 5 spells is pretty dismal, you must cast it many times just to break even, and a higher DC Mass version of this spell is available. Hard to recommend, but sometimes targets are alone. Rating: Meh choice.
Cyclonic Blast: Like Gust, a new spell that cannot be fully judged. Gust would be a better (cheaper) choice if using primarily to remove clouds and firewalls. The prone effect sounds interesting, but dual save checks means it won't happen very often. Rating: Potentially an okay or terrible choice.
Shadow Walk: A helpful running spell, but otherwise limited in application. You will not likely cast this 9 times per rest, unless implementing some odd maneuvering strategy in combat. Rating: Terrible choice.
Waves of Fatigue: This does not stack with the more effective Waves of Exhaustion. Rating: Poor choice.
Flesh to Stone: An excellent spell in any quest with targets you don't want to kill (spiders in that Vale quest, Silver Flame soldiers in that Necro 4 quest). Aside from those instances, I cannot recommend taking this normally, let alone as a SLA. You would need to be constantly using it to justify the investment. By level 18 you have far, far better options. Rating: Poor choice.
Verdict: Level 5 offers little of interest. The ratings suffer in particular because this level has the worst SP savings.
Overall Verdict
It would seem taking Archmage may only be good for the 400 bonus SP, +2 DC of your choice, and a very few amount of spell-like abilities. The arcane bolt and blast also look interesting, but the cooldown and radius are unknown.
+ 400 max SP
-125 for +2 DC
-150 for bolt/blast
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125 SP left for SLAs
-50 for Resist Energy (L2, 3 SP per cast vs. 15 SP)
-75 for Displacement (L3, 6 SP vs. 20)
-100 for Enervation (L4, 10 SP vs. 25)
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-100 max SP
As you can see, that bonus SP from Archmage goes pretty fast.