The following is the list of the Wizard's Paragon Classes.
Archmage
"Do you know the deepest secrets of magic? I do…"
Prerequisite: Wizard class
The highest art is magic- often referred to as the Art. Its most advance practitioners are frequently archmages, characters who bend spells in ways unenviable to others spell casters. An Archmage gains strange powers and abilities to alter spells in remarkable ways, but must sacrifice some of their spell capabilities in order to master these arcane secrets.
Archmage Path Features.
Mastery of Extension (11th): You become an expert at working with the foundations of a spell. Which will allow you to extend the duration considerably for some spells. All spells that have a duration of 5 minutes now maybe increased a minute per level.
Spell Mastery (13th level): An archmage learns secret lore unknown to lesser wizards or sorcerers. They gain the opportunity research various subjects that improves here spell casting making them truelly the experts in the field. When you cast any spell you gain a +1 bonus for every 2 levels to all intelligence rolls, and damage. However you lose 1 Encounter slot forever.
Mastery of Counter Spelling (15th level): An archmage is so skilled in understanding the nature of spells that they can make dispel Spell Turning an at-will spell exploit. Allowing you to use this spell at will like other at-will spells. However you must trade 1 daily slot and lose it forever.
Archmage's Greater Magic Missie Storm |
Wizard Attack 11 |
You launch a storm silvery bolts of force at enemies |
Encounter | Arcane, Force, Implement
Standard Action | Range 20 Squares
Target: Closest Creature, then the next closest creature, then the next closest creature.
Special: If only casting on 1 creature then all missiles hit that creature.
Attack: Intelligence vs Reflex |
Hit: 1d6 per level with a maximum of 12 levels. (12 targets) |
Greater Mage Armor |
Wizard Utility 12 |
An empowered and impressive magical armor forms upon your shoulders and body protecting you as if it was real armor but remains weightless. |
Daily | Arcane, Conjuration
Standard Action | Melee touch
Target: Your or one ally. |
Effect: The target gains +10 AC (Deflection) to all attacks until the end of the encounter or for 5 minutes. |
Limited Wish Spell |
Wizard Utility 20 |
Call forth a supernatural being to answer a limited wish of your desire. |
Daily | Arcane, Conjuration
Standard Action | Personal |
Effect: A lesser wish lets you create nearly any type of effect. For example, lesser wish can do any of the following things.
- Duplicate any sorcerer / wizard spell less then level 20.
- Undo the harmful effects of many spells such as insanity, curses, and so on.
- Produce any other effect whose power level is in line with the above effects, such as single creature automatically hitting on its next attack or taking a -7 penalty on it's next saving throw.
- Learn a clue or insight about a particular subject.
- Success on any skill encounter. |
Arcane Archer
"We the quessir have for centuries mastered the art of magic and bows. Now listen closely for I will teach this to you only once. "
Prerequisite: Wizard class, (Bow Proficiency)
Among the elven population there are many elves who have used magic in there bow skills. Imbuing there arrows with magical power to be delivered by a shot from a long bow. Rarely they teach these skills to outsiders however such cases have not been unheard of. The traditions of the arcane archer touch deep with in the Star Elf Society and are looked upon highly.
++Arcane Archer Paths
Enhance Arrow (11th): At 11th level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining +1 for every five levels you are. (+1 at level 5, +2 level 10, +3 level 15, +4 level 20, +5 level 25).
Imbue Arrow (11th): Also at 11th level, an arcane archer gains the ability to imbue arrows with magic. (Cannot imbue gun's ammo.) When the arrow is fired, the spell's area is centered on where the arrow lands. even if the spell could normally be centered only on the caster. This ability allows the archer to use the brow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
Bow Proficiency (11th): Wizard obtains the bow proficiency to use bows.
Seeker Arrow |
Arcane Archer Attack 11 |
You pull back on your bow with your arrow and with your magic enchant it to seek out your target no matter how tough the shot. |
Encounter | Arcane, Enchantments
Standard Action | Personal |
Effect: An arcane archer can launch an arrow at a target known to them within range, and the arrow travels to the target even if it has turn corners. Only an unavoidable obsticals or the limit of the arrow's range prevents the arrow's flight. |
Phase Arrow |
Arcane Archer Attack 14 |
You pull back on your bow with your arrow and with your magic enchant it to seek out your target even through walls. |
Encounter | Arcane, Enchantments
Standard Action | Personal |
Effect: An arcane archer's arrow phases in and out of reality avoiding obstructions and striking it's target true. |
Death Arrow |
Arcane Archer Attack 20 |
You pull back on your bow with your arrow and with your magic enchant it to seek out your target even through walls. |
Daily | Arcane, Enchantments
Standard Action | Personal
Target: One Creature |
Attack: Intelligence vs Fortitude |
Effect: Arrow gains a death spell. When target is struck with this arrow they must make fortitude save or die. |
Battle Mage
"You think I'm just a simple scholar, my head buried amid my scrolls and books? Think again!"
Prerequisite: Wizard Class
You didn't leave behind the thrill of battle when you took up the mantle of wizard, so why should you stand back and let the fighters have all the fun? You have developed skills and techniques that have turned you into a true battle mage, ready to deal damage up close and personal or from a far, depending on the situation and how the mood strikes you. You have even learned of technique for using arcane energy to temporarily stave off death- and you can't wait to try it out in battle!
Battle Mage Path Features
Arcane Riposte (11th Level): Imbued with magical might, your hands bristle with arcane energy in the heat of battle. When a creature provokes an opportunity attack from you, make an opportunity attack with one of your hands (Dexterity vs AC). Choose cold, fire, force, or lighting. You deal 1d8 + Intelligence modifier damage of that type with this attack.
Battle Mage action (11th Level): When you spend an action point to take an extra action, you also gain a +$ bonus to attack rolls until the start of your next turn.
**Battle Edge (16th Level): When you first become bloodied in an encounter, you can use any at-will power you know as an immediate reaction.''
Phase Arrow |
Arcane Archer Attack 14 |
You pull back on your bow with your arrow and with your magic enchant it to seek out your target even through walls. |
Encounter | Arcane, Enchantments
Standard Action | Personal |
Effect: An arcane archer's arrow phases in and out of reality avoiding obstructions and striking it's target true. |
Forceful Retort |
Battle Mage Attack 11 |
The power and certainty of your words knock your enemies off their feet. |
Encounter | Arcane, Implement
Standard Action | Close burst 1
Target: Each enemy in burst
Attack: Intelligence vs Fortitude |
Hit: 3d8 + Intelligence modifier force damage, and you push the target 1 square and it is knocked prone. |
Arcane Rejuvenation |
Battle Mage Utility 12 |
In a bad spot, you draw on arcane energy to help you stay on your feet. |
Daily | Arcane, Healing
Immediate Interrupt | Personal
Trigger: You take any sort of wounding damage.
Effect: You regain wounds / hit points equal to your level + your intelligence modifier. |
*Closing Spell* |
Battle Mage Attack 20 |
You save the best for last- a devastating display of pure elemental power that your enemies aren't likely to see again. |
Daily | Arcane, implement; cold, fire, lighting or thunder
Standard Action | Area burst 5 within 20 squares
Trigger: EAch enemy in burst
Attack: Intelligence vs Reflex |
Hit: 3d10+Intellgience modifier damage of a particular damage type, chosen by you from the following list: cold, fire, lighting, or thunder. Add 5d10 damage of the same damage type if you have no other daily powers remaining. |
Spellstorm Mage
"I stand in the center of a storm you cannot see, a storm of arcane spells waiting to be snatched from the maelstrom and used as i see fit."
Prerequisite: Wizard Class.
To you, the arcane energy flowing through the world is like a raging storm that only you can see. Moreover, you can shape and control this arcane storm to accomplish amazing things. The storm consists of individual spells, like each drop of rain in the maelstrom, and you stand among the arcane torrent and use it to enhance the power what you wield.
Spellstorm Mage Path Features
Extra Damage Action (11th level): When you spend an action point to take an extra action, you also add one-half your elevel to the damage dealt by any of your standard action attacks this turn.
Storm Spell (11th level): Once per day, you can reach into the spellstorm and extract a spell you have already used so that you can use it again. Make a Widom check. The result indicates the kind of spell you can extract. You can instead of extract a spell using a lower result than the result you rolled, if you so choose. 0-10 Encounter utility spell, 11 - 15 Encounter attack spells, 16-20 Daily utility spells. 21 or higher daily Attack Spells.
Storm Fury (16th level): When you first become bloodied in an encounter, you unleash a burst of arcane energy that deals 5 + your Wisdom modifier lighting damage to all your enemies within 10 squares of you.
Storm Cage |
Battle Mage Attack 11 |
You trap your enemies in a cage made of lighting and filled with roaring thunder. |
Encounter | Arcane, Conjuration, Lighting, Implement
Standard Action | Area burst 2 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs Reflex |
Hit: 4d6 + Intelligence modifier lightning and thunder damage. |
Effect: You conjure a wall in the 16 outer squares of burst (forming a square enclosure). Any creature that starts its turn adjacent to the wall or moves into a wall square cots 1 extra square of movement. The wall does not grant coverer or concealment It last until the end of your next turn. |
Sudden Storm |
Battle Mage Utility 12 |
With a wave of your hand, you create an area of torrential rain that creatures have difficulty passing through. |
Daily Arcane | Arcane, Zone
Standard Action | Area burst 2 within 20 squares |
Effect: The burst creates a zone of wind and rain that last until the end of your next turn. Squares in the zone are difficult terrain and are lightly obscured. As a move action you can move the zone up to 5 squares. |
Sustain Minor: The zone persists. |
Maelstorm of Magic |
Battle Mage Attack 20 |
Arcane winds and a hailstorm of force energy surrounds you, battering your enemies and teleporting them from one place to the next. |
Daily, | Arcane, Force, Impelment, Teleportation
Standard Action | Close: burst 10
Target: Each enemy in burst
Attack: Intelligence vs Fortitude |
Hit: 3d8 + Intelligence modifier force damage, and you can teleport the target to a location of your choice within the burst. |
Miss: Half damage, and no teleportation. |