Spitt-Balln ideas for an Archmage revamp

Smokewolf

Frequently banned member.
After some input from others and some fleshing out...
(Last updated 24 August 2026)
Summary: This revamp transforms Archmage from a collection of passive bonuses and Spell-Like Abilities into a cohesive tree built around generalist magic, metamagic mastery, and sustained offensive spellcasting.

Core Abilities

Archmage (AP 1, Requires Wizard Level 1): All cores, including this one, provide +1 Evocation DC, +1 Spell Penetration, +5 Universal Spell Power.

Arcane Bolt (AP 1, Requires Wizard Level 3): SLA: (SP Cost: 4, Cooldown: 4 seconds.) You fire a bolt of raw energy from your finger that deals 1d6+2 (3 to 8) points of Force Damage per caster level to a single target. A successful Reflex save reduces the damage by half. This ability counts as a level 2 Wizard spell, with no MCL. This damage scales with 100% Force Spell Power. Allowed Metamagic: Maximize, Empower, Quicken, Heighten, Embolden, Intensify.

Tactical Bond (AP 1, Requires Wizard Level 6): SLA: (Activation Cost: 5 SP. Cooldown: 12 seconds.) You form an arcane bond with a willing ally. While active, 33% of the threat you generate is transferred to your bonded ally. This effect ends if either character dies, rests, or moves too far away. Only one bond may be active at a time.

Arcane Blast (AP 1, Requires Wizard Level 12): SLA: (SP Cost: 6, Cooldown: 6 seconds.) You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1d6+5 (5 to 11) points of Force Damage per caster level to all within its radius. A successful Reflex save reduces the damage by half. This ability counts as a level 4 Wizard spell, with no MCL. This damage scales with 100% Force Spell Power. Allowed Metamagic: Maximize, Empower, Quicken, Heighten, Embolden, Intensify.

Forceful Magic (AP 1, Requires Wizard Level 18): Spell Imbue Toggle: Your direct-damage spells and SLAs gain one 1d6 Force Spell Imbue Die for each Metamagic feat you possess. This effect may trigger once per target, per spell or SLA cast. This damage scales with 100% Force Spell Power.

Master of Magic (AP 1, Requires Wizard Level 20): Gain +4 Intelligence, +20 Universal Spell Power, and reduce the Spell Point cost of all Metamagic feats by 1. (Heighten Spell costs 1 fewer Spell Point per level of heightening.) Additionally, Tactical Bond now transfers 66% of the threat you generate to your bonded ally.


Tier One (Wizard Level 1)

Energy of the Scholar (AP 1, Ranks 3): Your studies have increased your maximum Spell Points by an additional [30/60/100]. Rank 3: You gain the Mobile Spellcasting feat.

Inertia (AP 1, Ranks 3): Whenever you cast a damaging spell or SLA, gain +3 to your Universal Spell Power for 6 seconds. This stacks up to [1/3/5] times.

Somatic Mastery (AP 1, Ranks 3): You have mastered the gestures required for spellcasting, reducing the chance of Arcane Spell Failure by 5%/10%/15%.

Subtle Spellcasting (AP 1, Ranks 3): Toggle: Your damaging spells generate [10/20/30]% less hate than they normally would, making enemies less likely to attack you.

Traditionalist Caster (AP 2, Ranks 1): Your Wizard can now wield a Staff in one hand simultaneously with an Orb in the other. Passive: +3% Spell Critical Chance while wielding both a Staff and an Orb.


Tier Two (Wizard Level 2, 5 APs spent on tree)

Deep Thought (AP 1, Ranks 3): You slowly regenerate your spell points at a rate of 1 every 2 seconds, for 30/60/120 seconds. Cooldown: 20 seconds, 5 Charges per rest. Each spell or SLA cast has a 2% chance to restore one charge. Passive: You gain +1 Spell Point Regeneration for each Mental Toughness feat you possess.

Efficient Metamagic (AP 1, Ranks 3): Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Efficient Empower: Using the Empower Spell Metamagic costs you [2/4/6] fewer Spell Points.
  • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you [1/2/4] fewer Spell Points.
  • Efficient Maximize: Using the Maximize Spell Metamagic costs you [3/6/9] fewer Spell Points.
  • Efficient Quicken: Using the Quicken Spell Metamagic costs you [1/2/4] fewer Spell Points.
Efficient Metamagic (AP 1, Ranks 3): Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.

Efficient Metamagic (AP 1, Ranks 3): Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.

Spell Expertise I (AP 2, Ranks 1): Gain +1% Spell Critical Chance. Your Evocation spells gain +1 Caster Level and +1 Maximum Caster Level.


Tier Three (Wizard Level 3, 10 APs spent on tree)

Elemental Convergence (AP 2, Ranks 1): Your Acid, Cold, Electric, and Fire spells use your highest Spell Power and Spell Critical Chance. Spell-Like Abilities do not benefit from this Convergence.

Intelligence (AP 2, Ranks 1): +1 Intelligence.

Spell Expertise II (AP 2, Ranks 1, Requires Spell Expertise I): Gain +1% Spell Critical Chance. Your Evocation spells gain +1 Caster Level and +1 Maximum Caster Level.

Spell Penetration (AP 1, Ranks 3): You add +1 to your Caster Level check to overcome an enemy's Spell Resistance. Rank 3: Your spells automatically dispel Nightshield and Shield spell effects.

Velocity Squared (AP 2, Ranks 1): While holding a Staff or Orb, you can run 1% faster for each of your Heroic Wizard levels.


Tier Four (Wizard Level 4, 20 APs spent on tree)

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

Intelligence (AP 2, Ranks 1): +1 Intelligence.

Spell Expertise III (AP 2, Ranks 1, Requires Spell Expertise II): Gain +1% Spell Critical Chance. Your Evocation spells gain +1 Caster Level and +1 Maximum Caster Level.

Spell Mastery I (AP 2, Ranks 1): You have attained a higher mastery of magic. The DCs of spells you cast are increased by 1.


Tier Five (Requires Wizard Level 5, Character Level 12, 30 APs spent in tree )

Arcane Supremacy (AP 2, Ranks 1): Clickable effect, +25% Spell Critical Chance, +100% Spell Critical Damage. 15 seconds duration, with 60 second cooldown.

Spell Expertise IV (AP 2, Ranks 1, Requires Spell Expertise III): Gain +1% Spell Critical Chance. Your Evocation spells gain +1 Caster Level and +1 Maximum Caster Level.

Spell Mastery II (AP 2, Ranks 1, Requires Spell Mastery I): You have attained a greater mastery of magic. The DCs of spells you cast are increased by 2.

Unified Theory (AP 2, Ranks 1): Choose one:
  • Blast Wave: SLA: SP Cost: 12, Cooldown: 18 seconds. Release a wave of compressed force that travels forward from you, dealing 1d6+6 (7 to 12) Force Damage per caster level to enemies caught in its path. Enemies that fail a Reflex save are knocked prone. This damage scales with 100% Force Spell Power, with no MCL. Allowed Metamagic: Maximize, Empower, Quicken, Embolden, Intensify.
  • Chain Reaction: Enemies slain by your spells or SLAs erupt in an explosion of magical force, dealing 1d6 Force Damage per caster level to nearby enemies. This damage scales with 100% Force Spell Power.
  • Shear Force: Repeated Force impacts strain a creature's physical structure, increasing the Force Damage it takes by 2% for 10 seconds. This effect stacks up to 10 times.

@Tonquin

Constructive comments are welcome.

-Smoke
 
Last edited:
Upvote 2

Jaspar

Well-known member
Then go ahead and do it... Create a thread and provide ample details.

I already provided all that is needed. Why continue to add layers of pointless complexity? That is what developers do because they hate having to work on creations of others. They want to make their own stamp.

Reduce Ambush for AT, boost Force damage spells, and add more DC and Spell Pen in the Archmage tree. And then come up with one or 2 good spells and put them in Epic Destinies so people dont need to cast level 2 spells when they are level 36.
 

l_remmie

Well-known member
@l_remmie

Have been considering this for Tier III. Is this what you're looking for?

Elemental Convergence (AP 2, Ranks 1): Your Acid, Cold, Electric, and Fire spells use your highest Elemental Spell Power and Spell Critical Chance. Spell-Like Abilities do not benefit from convergence.
More hoops to jump through lets you get away with more raw power. This might just work you wont get to shop for the good epic sla. But you do get your high lvl spells.
 

l_remmie

Well-known member
Class and tree identity are a thing and a finite resource.

Saying the archmage should be best at everything is not a realistic avenue within the game. Each enhancement tree should have a distinct identity and be best at exactly that.

I think archmage going force/evo is just fine.
Especially with what is already in game now.

You can always design an archetype with a new identity and game niche.
 

Smokewolf

Frequently banned member.
I already provided all that is needed. Why continue to add layers of pointless complexity? That is what developers do because they hate having to work on creations of others. They want to make their own stamp.

Reduce Ambush for AT, boost Force damage spells, and add more DC and Spell Pen in the Archmage tree. And then come up with one or 2 good spells and put them in Epic Destinies so people dont need to cast level 2 spells when they are level 36.
Sure.
 

l_remmie

Well-known member
You didn't set the imbue dice.
I assume 1d6 at 100% is fine. Casters don't get as many hits in as others but good aoe makes up for it.

It shouldn't work for every single impact of a magic missile etc though. That would be even stronger than trickster right there and make casting other spells almost useless.
 

Smokewolf

Frequently banned member.
You didn't set the imbue dice.
I assume 1d6 at 100% is fine. Casters don't get as many hits in as others but good aoe makes up for it.

It shouldn't work for every single impact of a magic missile etc though. That would be even stronger than trickster right there and make casting other spells almost useless.
Correct... The dice is the standard 1d6. Will adjust the text to remove any ambiguity about multiple hits.
 

Smokewolf

Frequently banned member.
You didn't set the imbue dice.
I assume 1d6 at 100% is fine. Casters don't get as many hits in as others but good aoe makes up for it.

It shouldn't work for every single impact of a magic missile etc though. That would be even stronger than trickster right there and make casting other spells almost useless.
Updated the OP to remove any further ambiguity...

Forceful Magic (AP 1, Requires Wizard Level 18): Spell Imbue Toggle: Your direct-damage spells and SLAs gain one 1d6 Force Spell Imbue Die for each Metamagic feat you possess. This effect may trigger only once per spell or SLA cast. This damage scales with 100% Force Spell Power.

Saying the archmage should be best at everything is not a realistic avenue within the game. Each enhancement tree should have a distinct identity and be best at exactly that.
I'm not pushing Archmage to do everything, as I'm clearly focusing on spell based DPS. While PM will remain for DCs and EK for melee its aspect.

Elemental Convergence (AP 2, Ranks 1): Your Acid, Cold, Electric, and Fire spells use your highest Spell Power and Spell Critical Chance. Spell-Like Abilities do not benefit from convergence.
I've removed one word (Elemental) that should broaden its appeal somewhat. What do you think, too much?
 
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