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Magister
History | ||
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This page is about a subject that no longer exists in-game. | ||
If you can verify that the subject still exists, please edit this page and remove this template. |
ARCANE | Draconic Incarnation |
Fatesinger |
Magus of the Eclipse |
Machro- technic |
DIVINE | Divine Crusader |
Exalted Angel |
Unyielding Sentinel |
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MARTIAL | Grandmaster of Flowers |
Legendary Dreadnought |
Shadow- dancer |
PRIMAL | Fury of the Wild |
Primal Avatar |
Shiradi Champion |
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Magister was the epic destiny initially intended for use by the Wizard class. In Update 51, it was replaced with Magus of the Eclipse.
Magister[edit]
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:
- No Active Epic Destiny and one of:
- Tier Three Draconic Incarnation
- Tier Three Fatesinger
Innate abilities[edit]
Granted automatically as you level up in the destiny.
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, Alchemist, and Artificer caster levels if have any levels in the class. +1 to All Spell DCs.
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EDP Cost: 0 | Ranks: Automatic | Progression: 0 | No requirements | |
Arcane study II: You gain 50 Spell Points and +1 to your Warlock, Wizard, Sorcerer, Bard, Alchemist, and Artificer caster levels if have any levels in the class. +1 to All Spell DCs
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EDP Cost: 0 | Ranks: Automatic | Progression: 4 | No requirements | |
Arcane study III: You gain 50 Spell Points and +1 to your Warlock, Wizard, Sorcerer, Bard, Alchemist, and Artificer caster levels if have any levels in the class. +1 to All Spell DC
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EDP Cost: 0 | Ranks: Automatic | Progression: 8 | No requirements | |
Arcane study IV: You gain 50 Spell Points and +1 to your Warlock, Wizard, Sorcerer, Bard, Alchemist, and Artificer caster levels if have any levels in the class. +1 to All Spell DC
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EDP Cost: 0 | Ranks: Automatic | Progression: 12 | No requirements | |
Arcane study V: You gain 50 Spell Points and +1 to your Warlock, Wizard, Sorcerer, Bard, Alchemist, and Artificer caster levels if have any levels in the class. +1 to All Spell DC
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EDP Cost: 0 | Ranks: Automatic | Progression: 16 | No requirements | |
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, Alchemist, and Artificer caster levels if have any levels in the class. +1 to All Spell DCs
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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 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: 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
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EDP Cost: 1 | Ranks: 1 | Progression: 0 | No requirements | |
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.
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EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
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.
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EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
Intelligence/Charisma: Passive Bonus: +1 Intelligence/Charisma.
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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: 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: 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
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EDP Cost: 1 | Ranks: 1 | Progression: 4 | Requires: Impreceptible Casting | |
[Spell School] Specialist: Choose a school. You gain +1 to the DCs of spells from that school per tier.
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EDP Cost: 1 | Ranks: 3 | Progression: 4 | Requires: Spell Focus for the selected school | |
Intelligence/Charisma: Passive Bonus: +1 Intelligence/Charisma.
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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: 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: 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.
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EDP Cost: 1 | Ranks: 3 | Progression: 8 | No requirements | |
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.
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EDP Cost: 1 | Ranks: 3 | Progression: 8 | Requires: Spell Penetration | |
[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 | |
Intelligence/Charisma: Passive Bonus: +1 Intelligence/Charisma.
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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: 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: 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.
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EDP Cost: 1 | Ranks: 3 | Progression: 12 | No requirements | |
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.
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EDP Cost: 1 | Ranks: 1 | Progression: 12 | Requires: [Spell School] Familiarity | |
[Spell School] Familiarity: Passive Bonus: Reduces cooldown for chosen school spells by [5/10/15]%.
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EDP Cost: 1 | Ranks: 3 | Progression: 12 | Requires: Spell School Augmentation | |
Intelligence/Charisma: Passive Bonus: +1 Intelligence/Charisma.
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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: 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.
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EDP Cost: 1 | Ranks: 3 | Progression: 16 | Requires: Nullmagic Guard | |
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.
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EDP Cost: 1 | Ranks: 1 | Progression: 16 | Requires: Call Kindred Being, Augment Summoning | |
Master of [Spell School]: Passive Bonus: You have achieved a virtually unparalleled mastery of <School> magic. Your caster level and maximum caster level on spells of this school are each increased by +[1/2/3]. You also gain a +[1/2/3] to DCs with spells from this School.
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EDP Cost: 1 | Ranks: 3 | Progression: 16 | Requires: [Spell School] Familiarity | |
Intelligence/Charisma: Passive Bonus: +1 Intelligence/Charisma.
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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: 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: 1 | Ranks: 1 | Progression: 20 | Requires: Sigil of Battering Spellcraft | |
'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
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EDP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Nullmagic Strike | |
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.
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EDP Cost: 1 | Ranks: 1 | Progression: 20 | No requirements | |
Intelligence/Charisma: Passive Bonus: +1 Intelligence/Charisma.
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EDP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements |