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Magister

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Magister[edit]

Magister tree

Having studied the intricacies of the arcane tirelessly, the Magister has gained an understanding of magic that few mortals ever achieve.

Much like an Archmage, this Arcane Epic Destiny has the option of specializing in a particular school of magic, making spells of that school more difficult to resist or adding additional effects to them. the Magister can also hinder enemy magic or bolster ally spells with powerful sigils, and can even create an aura that grants magical immunity to the Magister and all allies who stand within it.

Requirements[edit]

At level 20, your Destiny may be to become a Magister if you have at least one of:

Innate abilities[edit]

Granted automatically as you level up in the destiny.

Arcane Study 1.gif
Arcane study I: Gain 50 spell points. Each additional level of Magister after this one grants 50 Spell Points and +1 to your Warlock, Wizard, Sorcerer, Bard and Artificer caster levels if have any levels in the class. +1 to All Spell DCs.
EDP Cost: 0 Ranks: Automatic Progression: 0 No requirements
Arcane Study 2.gif
Arcane study II: You gain 50 Spell Points and +1 to your Warlock, Wizard, Sorcerer, Bard and Artificer caster levels if have any levels in the class. +1 to All Spell DCs
EDP Cost: 0 Ranks: Automatic Progression: 4 No requirements
Arcane Study 3.gif
Arcane study III: You gain 50 Spell Points and +1 to your Warlock, Wizard, Sorcerer, Bard and Artificer caster levels if have any levels in the class. +1 to All Spell DC
EDP Cost: 0 Ranks: Automatic Progression: 8 No requirements
Arcane Study 4.gif
Arcane study IV: You gain 50 Spell Points and +1 to your Warlock, Wizard, Sorcerer, Bard and Artificer caster levels if have any levels in the class. +1 to All Spell DC
EDP Cost: 0 Ranks: Automatic Progression: 12 No requirements
Arcane Study 5.gif
Arcane study V: You gain 50 Spell Points and +1 to your Warlock, Wizard, Sorcerer, Bard and Artificer caster levels if have any levels in the class. +1 to All Spell DC
EDP Cost: 0 Ranks: Automatic Progression: 16 No requirements
Arcane Spellsurge.gif
Arcane Spellsurge: Your understanding of magic is so keen that you can periodically enter a state of heightened arcane channeling. Activate Arcane Spellsurge to add +5 to all of your spell DCs for the next 20 seconds. Cooldown: 1 minute Passive: You gain 50 Spell Points and +1 to your Warlock, Wizard, Sorcerer, Bard and Artificer caster levels if have any levels in the class. +1 to All Spell DCs
EDP Cost: 0 Ranks: Automatic Progression: 20 No requirements

Tier One[edit]

  • Abilities in this tier can be purchased after taking the Magister destiny.
Sigil of Spell Warding.gif
Sigil of Warding: Inscribes a runic sigil on the ground where you designate. It remains there for 60 seconds and adds [1/2/3] AC and [5/10/15] PRR to you and any allies standing within its radius. No more than a single Sigil per caster can exist at one time - if you cast another, your previous one is immediately erased.

Cooldown: 30 seconds

Cost: 20 spell points
EDP Cost: 1 Ranks: 3 Progression: 0 No requirements
Imperceptible Casting.gif
Imperceptible Casting: Your deep understanding of the arcane allows you to cast powerful spells using only the merest gestures and whispers. For the next 30 seconds, you gain +10 Universal Spell Power and the threat you generate from spells is reduced by 95%. Cooldown: 1 minute
EDP Cost: 1 Ranks: 1 Progression: 0 No requirements
Unearthly Reactions.gif
Unearthly Reactions: From years of honing your mind, your wits have become quick to react to danger. You gain +[1/2/3] Dodge, +[2/4/6] to Reflex saves. Rank 3: When you tumble, you will phase out from reality briefly, passing through enemies as you do so.
EDP Cost: 1 Ranks: 3 Progression: 0 No requirements
Impregnable Mind.gif
Impregnable Mind: Your mind is protected by powerful psychic wards. You gain +[2/4/6] concentration and +[2/4/6] to Will saves. Rank 3: You will also no longer automatically fail Will saves on a 1.
EDP Cost: 1 Ranks: 3 Progression: 0 No requirements
Int or Cha.gif
Intelligence/Charisma: Passive Bonus: +1 Intelligence/Charisma.
EDP Cost: 2 Ranks: 1 Progression: 0 No requirements

Tier Two[edit]

  • After 4 points are spent, abilities in this tier can be purchased.
Sigil of Lifeshielding.gif
Sigil of Lifeshielding: Inscribes a runic sigil on the ground where you designate. It remains there for 60 seconds and grants all the same protection of a Deathward spell (immunity to death spells, Energy Drain, and Negative energy damage) to you and any allies standing within it's radius. Any Undead enemies that enter the sigil's radius take [1/2/3]d6 Light damage every 2 seconds as long as they remain within. No more than a single Sigil per caster can exist at one time - if you cast another, your previous one is immediately erased.

Cooldown: 30 seconds

Cost: 20 spell points
EDP Cost: 1 Ranks: 3 Progression: 4 No requirements
Fade Into the Weave.gif
Fade Into the Weave: Your mind and body are so closely interweaved with the essence of magic that you can meld into it when you are in danger. Upon activating this ability you gain +25 Universal Spell Power, trigger a Diplomacy effect, and for the next 20 seconds you are invisible. This invisibility does not break if you cast spells or attack enemies. Cooldown: 2 minutes
EDP Cost: 1 Ranks: 1 Progression: 4 Requires: Impreceptible Casting
Spell School Specialist.gif
[Spell School] Specialist: Choose a school. You gain +1 to the DCs of spells from that school per tier.
EDP Cost: 1 Ranks: 3 Progression: 4 Requires: Spell Focus for the selected school
Int or Cha.gif
Intelligence/Charisma: Passive Bonus: +1 Intelligence/Charisma.
EDP Cost: 2 Ranks: 1 Progression: 4 No requirements

Tier Three[edit]

  • After 8 points are spent, abilities in this tier can be purchased.
Sigil of Energy Negation.gif
Sigil of Energy Negation: Inscribes a runic sigil on the ground where you designate. It remains there for 60 seconds and grants [20/40/60] stacking resistance vs. Fire, Cold, Electricity and Acid damage to you and any allies standing within its radius. No more than a single Sigil per caster can exist at one time - if you cast another, your previous one is immediately erased.

Cooldown: 30 seconds

Cost: 20 spell points
EDP Cost: 1 Ranks: 3 Progression: 8 No requirements
Variable Resistance.gif
Variable Resistance: Whenever you take fire, cold, electric, or acid damage, you gain 10 stacking resistance to that element for [1/2/3] minutes. If you are hit by the same energy type consecutively, the effect can stack up to 3 times for 30 stacking resistance. The whole stack is cleared if you take damage from a different energy type.
EDP Cost: 1 Ranks: 3 Progression: 8 No requirements
Piercing Spellcraft.gif
Piercing Spellcraft: You understand magical wardings well enough to know just how to breach such defenses. You gain +[1/2/3] bonus to spell penetration.
EDP Cost: 1 Ranks: 3 Progression: 8 Requires: Spell Penetration
Spell School Augmentation.gif
[Spell School] Augmentation: Passive Bonus: Chosen school spells have [5/10/15]% chance to reduce target <save depending on school> by 5 or 10 for [10/20/30] seconds.
Conjuration/Evocation: Reflex -10. Enchantment/Illusion: Will -10. Necromancy (tests) / Transmutation: Fortitude -5. Abjuration: [5/10/15]% chance to increase target's Armor Class by 5 for [2/?/?] minutes.
EDP Cost: 1 Ranks: 3 Progression: 8 Requires: [Spell School] Specialist 1
Int or Cha.gif
Intelligence/Charisma: Passive Bonus: +1 Intelligence/Charisma.
EDP Cost: 2 Ranks: 1 Progression: 8 No requirements

Tier Four[edit]

  • After 12 points are spent, abilities in this tier can be purchased.
Sigil of Battering Spellcraft.gif
Sigil of Battering Spellcraft: Inscribes a runic sigil on the ground where you designate. It remains there for 60 seconds and grants +[15/30/45] stacking spellpower to you and any to allies standing within its radius. No more than a single Sigil per caster can exist at one time - if you cast another, your previous one is immediately erased.

Cooldown: 30 seconds

Cost: 20 spell points
EDP Cost: 1 Ranks: 3 Progression: 12 No requirements
Nullmagic Guard.gif
Nullmagic Guard: When you take damage, there is a [2/4/6]% chance that a burst of antimagic energy expands from your body. Nearby enemies are subject to a Dispel Magic effect, which may strip them of their magical protections, and will be rendered unable to cast spells and lose [2/3/4] Spell Resistance for [10/20/30] seconds.
EDP Cost: 1 Ranks: 3 Progression: 12 No requirements
Call Kindred Being.gif
Call Kindred Being: Active Ability: (Cooldown 60 seconds) Summon an epic (CR20) creature to aid you. The creature type depends on school familiarity as follows: Abjuration summons an Animated Armor, Conjuration summons a Golem, Enchantment summons a Succubus, Evocation summons a Living Meteor Swarm, Illusion summons a Dream Reaver, Necromancy summons a Lich, Transmutation summons a Gargoyle. Note--the golem sometimes turns hostile and attacks the party.
EDP Cost: 1 Ranks: 1 Progression: 12 Requires: [Spell School] Familiarity
Spell School Familiarity.gif
[Spell School] Familiarity: Passive Bonus: Reduces cooldown for chosen school spells by [5/10/15]%.
EDP Cost: 1 Ranks: 3 Progression: 12 Requires: Spell School Augmentation
Int or Cha.gif
Intelligence/Charisma: Passive Bonus: +1 Intelligence/Charisma.
EDP Cost: 2 Ranks: 1 Progression: 12 No requirements

Tier Five[edit]

  • After 16 points are spent, abilities in this tier can be purchased.
Nullmagic Strike.gif
Nullmagic Strike: Passive Bonus: Offensive spells you cast, melee and ranged attacks have a [5/10/15]% chance to subject the target to a Dispel Magic effect, which may strip them of their magical protections, and will render them unable to cast spells and lose [2/3/4] Spell Resistance for [10/20/30] seconds.
EDP Cost: 1 Ranks: 3 Progression: 16 Requires: Nullmagic Guard
Grand Summoner.gif
Grand Summoner: Passive Bonus: Summons gain +4 to all ability scores, increased health, increased fort (50%) and a 40% increase to movement speed. Stack with augment summoning and similar effects.
EDP Cost: 1 Ranks: 1 Progression: 16 Requires: Call Kindred Being, Augment Summoning
Master of Spell School.gif
Master of [Spell School]: Passive Bonus: Caster level and maximum caster level for choosen school increased by [1/2/3].
EDP Cost: 1 Ranks: 3 Progression: 16 Requires: [Spell School] Familiarity
Int or Cha.gif
Intelligence/Charisma: Passive Bonus: +1 Intelligence/Charisma.
EDP Cost: 2 Ranks: 1. Progression: 16 No requirements

Tier Six[edit]

  • After 20 points are spent, abilities in this tier can be purchased.
Arcane Tempest.gif
Arcane Tempest: Creates a chaotic massively powerful storm of force energy that deals 1d6+6 Force damage per caster level every 2 seconds for 10 seconds.

Cooldown: 30 seconds

Cost: 30 spell points
EDP Cost: 2 Ranks: 1 Progression: 20 Requires: Sigil of Battering Spellcraft
Nullmagic Aura.gif
'Nullmagic Aura' Epic Moment: Your comprehension of the arcane allows you to unravel spells at the base level, before they do any harm. When activated, for 20 seconds, you and allies near you are immune to harmful spells. Cooldown: 4 minutes
EDP Cost: 2 Ranks: 1 Progression: 20 Requires: Nullmagic Strike
Arcane Adept.gif
Arcane Adept: Your vast understanding of magic allow you to bend spells in ways that make you energy use far more efficient. All spells you cast receive an enhancement bonus of -10% to their spell point costs.
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements
Int or Cha.gif
Intelligence/Charisma: Passive Bonus: +1 Intelligence/Charisma.
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements