i was hoping to inspire the arch mage tree to be redone cause its really weak. so my idea is keeping most of the core sla's from it but, making it more potent or worth playing.
core 1- +10 all spell power and +30 spell points. maintain all core 1 sla's
core 2-maintain sla's except control undead replace with spell choke from 2nd edition dnd. i recommend it doing 1d6 force or untyped damage to living creatures not undead or oozes or constructs saving throw vs stun while choked counts as a 2nd level sla lasts 10 sec saving throw every 2 sec single creature only. passive +1 stacking spell penetration
core 3-passive +1 stacking spell penetration maintain sla's and fix halt undead so auto target works with it
core 4 - passive +1 spell dc's stacking to specialty selected and stacking +30 spell points maintain sla's maybe replace fire shield with force missiles as sla with 1 level higher than spell
core 5 - passive +1 stacking spell dc's to specialty selected and +1 stacking spell penetration. maintain sla's except necromancy replace with choke mass 1d8 force or untyped damage as level 5 sla costing 15 spell points cooldown of 10 sec non breathing monsters are immune. undead with this spell can still have their necks snapped.
core 6- passive +2 stacking spell dc for selected specialty previously picked +2 int +10 spell craft. choose between specialist or generalist. specialist gives new core sla's transmutation: the mass ability increasers illusion: invisibility mass Abjuration: greater dispel magic Conjuration: acid fog Enchantment: symbol of persuasion but with a much faster cooldown and it lasts longer when triggered like 30sec evocation: prismatic spray or arcane tempest necromancy: necro ray. Generalist gives an additional+2 int stacking and +10 concentration and a +3 max caster level with all spells including sla's and +1 caster level including sla's
tier 1- spell points (1ap each) 30, 60, 100.- traditional cater the 3,6,10 universal power. - generalist spell crits cost 2 ap for 1% force, necro, light, fire, cold, Eletric, acid increased chance and damage on crit multiplier. - subtle spellcasting the norm 10, 20, 30% each worth 1 ap. - then the norm scroll wand 25,50,75% 1 ap each
tier 2- arcane bolt or necro bolt 1d6 points of damage as level 2 spell sla 8/6/4 spell points 15/10/5 cooldown as normal. - generalist spell crits cost 2 ap for 2% force, necro, light, fire, cold, Eletric, acid increased chance and damage on crit multiplier. - metal magic as already there with the added feature of being able to reduce extend and reduced ap cost to get meta tree enhancements, so 1 point to acquire for wizard only.
tier 3 - spell penetration as already there. - increased int as already there. - generalist spell crits cost 2 ap for 2% force, necro, light, fire, cold, Eletric, acid increased chance and damage on crit multiplier. - generalist spellcasting cost 2 ap and gives a stacking +1 to all spell dcs
tier 4- heighten as is. - generalist spellcasting again stacking cost 2 ap and increases all spell dc's by 1. - generalist spell crits cost 2 ap for 3% force, necro, light, fire, cold, Eletric, acid increased chance and damage on crit multiplier. - int 2 ap +1 stacking as already there. - arcane blast or necro (as on the necro tree) 12/8/6 spell point cost ap 1 point each rank cooldown 18/12/6 but 1d8 points of force damage and counts as a level 5 spell sla.
tier 5- arcane chain 20/15/10 spell point cost cooldown 30/25/20sec 1 ap each acts like chain lightning but with force 1d8 + 6 force damage counts as a level 7 sla. - battle mage cooldown of 45 sec lasts 30 increased spell crit chance by 20% increased crit multiplier by 3 and reduced spell cost by 5% cost 3 ap. - generalist spellcasting cost 2 ap and increases all spell dc's by 2. - generalist practice cost 2 ap grants all spells from another core specialty. - generalist spell mastery reduces all meta magic costs by 1 or 5% general spell cost discount