EverQuest Summoners
The EverQuest website for the Magician class.

Complete Magician AA Advancement Listing
Comprehensive Guide to Magician AA

View the Forums for extra details

Note: Not ranked in any particular order.

For a more subjective look at various AAs, see Most Useful Magician AA Abilities - Quick Reference.

General:

Innate Strength - 1/1/1/1/1
Innate Stamina - 1/1/1/1/1
Innate Agility - 1/1/1/1/1
Innate Dexterity - 1/1/1/1/1
Innate Intelligence - 1/1/1/1/1
Innate Wisdom - 1/1/1/1/1
Innate Charisma - 1/1/1/1/1
Innate Fire Resistance - 1/1/1/1/1
Innate Cold Resistance - 1/1/1/1/1
Innate Magic Resistance - 1/1/1/1/1
Innate Poison Resistance - 1/1/1/1/1
Innate Disease Resistance - 1/1/1/1/1
Innate Run Speed - 1/1/1
Innate Metabolism - 1/1/1
Innate Lung Capacity - 1/1/1
First Aid - 1/1/1
New Tanaan Crafting Mastery - 3/3/3/3/3/3
Innate Regeneration - 1/1/1

Spending 6 points in this area will earn the title Baron (Baroness)

Arch:

Spell Casting Mastery - 2/4/6
Spell Casting Fury - 2/4/6
Channeling Focus - 2/4/6
Spell Casting Subtlety - 2/4/6
Spell Casting Expertise - 2/4/6
Spell Casting Deftness - 2/4/6
Natural Durability - 2/4/6
Combat Stability - 2/4/6
Combat Agility - 2/4/6
Mental Clarity - 2/4/6

Spending 12 points in this area will earn the title Master (Mistress)

Class:

Mass Group Buff - 9
Quick Damage - 3/6/9
Mend Companion - 5
Frenzied Burnout - 6
Elemental Form: Fire - 3/6/9
Elemental Form: Water - 3/6/9
Elemental Form: Earth - 3/6/9
Elemental Form: Air - 3/6/9
Improved Reclaim Energy - 3
Turn Summoned - 5
Elemental Pact - 5
Pet Discipline - 6
Quick Summoning - 3/6/9

Spending 24 points in this area will earn the title Sage

PoP Advance:

Advanced Innate Strength - 1/1/1/1/1/1/1/1/1/1
Advanced Innate Stamina- 1/1/1/1/1/1/1/1/1/1
Advanced Innate Agility - 1/1/1/1/1/1/1/1/1/1
Advanced Innate Dexterity - 1/1/1/1/1/1/1/1/1/1
Advanced Innate Intelligence - 1/1/1/1/1/1/1/1/1/1
Advanced Innate Wisdom - 1/1/1/1/1/1/1/1/1/1
Advanced Innate Charisma - 1/1/1/1/1/1/1/1/1/1
Warding of Solusek - 1/1/1/1/1/1/1/1/1/1
Blessing of E'ci - 1/1/1/1/1/1/1/1/1/1
Marr's Protection - 1/1/1/1/1/1/1/1/1/1
Shroud of The Faceless - 1/1/1/1/1/1/1/1/1/1
Bertoxxulous' Gift - 1/1/1/1/1/1/1/1/1/1
Planar Power - 2/2/2/2/2
Innate Enlightenment - 3/3/3/3/3

PoP Ability:

Mastery of the Past - 3/3/3
Lightning Reflexes - 3/3/3/3/3
Innate Defense- 3/3/3/3/3
Hastened Mending - 2/2/2
Hastened Banishment - 2/4/6
Servant of Ro - 3/3/3
Suspend Minion - 5/3
Host of the Elements - 5/4/3
Fury of Magic - 3/6/9

GoD Ability:

Swift Journey - 5/10
Convalescence - 3/6
Lasting Breath - 2/4
Packrat - 3/6/9/12/15
Secondary Forte - 9
Persistent Casting - 3/6/9
Pet Affinity - 12
Fury of Magic Mastery - 3/6/9
Shared Health - 3/6/9/12/15
Elemental Fury - 3/3/3/3/3
Elemental Alacrity - 5/5/5/5/5
Elemental Agility - 3/6/9
Elemental Durability - 3/6/9

Omens Ability:

Eternal Breath - 5
Blacksmithing Mastery - 3/6/9
Baking Mastery - 3/6/9
Brewing Mastery - 3/6/9
Fletching Mastery - 3/6/9
Pottery Mastery - 3/6/9
Tailoring Mastery - 3/6/9
Salvage - 5/5/5
Origin - 7
Chaotic Potential - 5/5/5/5/5
Discordant Defiance - 5/5/5/5/5
Mystical Attuning - 5/5/5/5/5
Delay Death - 3/3/3/3/3
Healthy Aura - 3/3/3/3/3
Reflexive Mastery - 5/5/5/5/5
Defensive Instincts - 5/5/5/5/5
Mnemonic Retention - 3
Expansive Mind - 5/5/5/5/5
Arcane Tongues - 3/6/9
Persistent Minion - 7
Replenish Companion - 3/6/9
Advanced Pet Discipline - 5/3
Destructive Fury - 3/6/9
Elemental Swarm - 3/6/9
Heart of Flames - 9
Heart of Vapor - 9
Heart of Ice - 9
Heart of Stone - 9

Legend

Offense - Directly increases offense capabilities

Defense - Directly increases defense capabilities

Statistical - Provides a direct increase in character statistics

Pet - Affects the pet instead of the player

Support - Neither directly offensive nor defensive. Most passive abilities fall into this

General Skills

Innate Strength
Progression: Innate Strength - Advanced Innate Strength
Category: Statistical
Requirements: Level 51
1 / 1 / 1 / 1 / 1
Increases base STR by 2 per level.
Only useful for magicians if encumberance is an issue. Usually it's better to just buy weight reducing bags.

Innate Stamina
Progression: Innate Stamina - Advanced Innate Stamina
Category: Statistical
Requirements: Level 51
1 / 1 / 1 / 1 / 1
Increases base STA by 2 per level.
Marginally useful for magicians. At level 65 with 5 points in this skill, this increase only amounts to a maximum 26 hit points without Natural Durability.

Innate Agility
Progression: Innate Agility - Advanced Innate Agility
Category: Statistical
Requirements: Level 51
1 / 1 / 1 / 1 / 1
Increases base AGI by 2 per level.
Minor usefulness to magicians, due to already low midigation abilities.

Innate Dexterity
Progression: Innate Dexterity - Advanced Innate Dexterity
Category: Statistical
Requirements: Level 51
1 / 1 / 1 / 1 / 1
Increases base DEX by 2 per level.
Slightly helpful to magicians. DEX is used in conjunction with channeling skill, and every bit of DEX helps increase channeling success.

Innate Intelligence
Progression: Innate Intelligence - Advanced Innate Intelligence
Category: Statistical
Requirements: Level 51
1 / 1 / 1 / 1 / 1
Increases base INT by 2 per level.
Useful for magicians with little to no access to INT gear, but useless if already at cap. With level 65 and more than 200 INT with 5 points in this skill, this amounts to 65 more mana. With less than 200 INT, this amounts to 130 mana.

Innate Wisdom
Progression: Innate Wisdom - Advanced Innate Wisdom
Category: Statistical
Requirements: Level 51
1 / 1 / 1 / 1 / 1
Increases base WIS by 2 per level.
Useless for magicians, as wisdom has no relevance to magicians.

Innate Charisma
Progression: Innate Charisma - Advanced Innate Charisma
Category: Statistical
Requirements: Level 51
1 / 1 / 1 / 1 / 1
Increases base CHA by 2 per level.
Useful for extra saves with Call of the Arch Mage and Elemental Silence. Also helps to decrease vendor prices. However, it's usually better to buy Charisma gear than purchase this ability.

Innate Fire Protection
Progression: Innate Fire Protectio - Warding of Solusek
Category: Statistical
Requirements: Level 51
1 / 1 / 1 / 1 / 1
Increases base Fire Resistance by 2 per level.
Useful to help save versus fire based spells.

Innate Cold Protection
Progression: Innate Cold Protection - Blessing of E'ci
Category: Statistical
Requirements: Level 51
1 / 1 / 1 / 1 / 1
Increases base Cold Resistance by 2 per level.
Useful to help save versus cold based spells.

Innate Magic Protection
Progression: Innate Magic Protection - Marr's Protection
Category: Statistical
Requirements: Level 51
1 / 1 / 1 / 1 / 1
Increases base Magic Resistance by 2 per level.
Useful to help save versus magic based spells.

Innate Poison Protection
Progression: Innate Poison Protection - Shroud of the Faceless
Category: Statistical
Requirements: Level 51
1 / 1 / 1 / 1 / 1
Increases base Poison Resistance by 2 per level.
Useful to help save versus poison based spells. This is particularly useful, since there are few magician usable items with saves versus Poison.

Innate Disease Protection
Progression: Innate Disease Protection - Bertoxxulous's Gift
Category: Statistical
Requirements: Level 51
1 / 1 / 1 / 1 / 1
Increases base Disease Resistance by 2 per level.
Useful to help save versus disease based spells. This is particularly useful, since there are few magician usable items with saves versus Disease.

Innate Run Speed
Progression: Innate Run Speed - Swift Journey
Category: Defense/Support
Requirements: Level 51
1 / 1 / 1
Increases innate run speed by 10% per level.
Highly useful for all classes, especially solo magicians. This run speed does not stack with run speed spells such as Spirit of Wolf; rather run speed spells overwrite this ability. Marginally useful outdoors because of that, but highly useful indoors unless Spirit of the Shrew is available.

Innate Metabolism
Category: Support
Requirements: Level 51
1 / 1 / 1
Decreases food consumption by 10, 25, and 50%.
While mages can already summon food and drink in unlimited quantities, sometimes player-made Stat food (such as Misty Thicket Picnics) will be desired. This also significantly decreases food consumption of horses and drogmors (which inherently increases food consumption dramatically).

Innate Lung Capacity
Progression: Innate Lung Capacity - Lasting Breath - Eternal Breath
Category: Support
Requirements: Level 51
1 / 1 / 1
Increases air capacity by 10%, 25%, and 50%.
Almost useless for magicians, since magicians have the ability to summon Waterstones which grant Enduring Breath to the user.

First Aid
Category: Support
Requirements: Level 51
1 / 1 / 1
Increases the Bind Wound cap by 10% per level.
Quite useful for solo magicians, since you can now bandage while meditating. At level 3, this allows the magician to bandage to 100%.

New Tanaan Crafting Mastery
Category: Support
Requirements: Level 51
3 / 3 / 3 / 3 / 3 / 3
Allows more than one tradeskill to exceed 200.
While useless for most, for the tradeskill fanatics this is a dream come true. This allows players to reach 250 skill in all 7 major tradeskills: Baking, Brewing, Fletching, Jewelcraft, Pottery, Smithing, and Tailoring.

Innate Regeneration
Progression: Innate Regeneration - Convalescence
Category: Statistical
Requirements: Level 51
1 / 1 / 1
Increases innate HP regeneration by 1 point per level.
This is most ideal for soloing where magicians do not have access to healing spells, but has utility elsewhere as well. With Level 65 and 3 points in this ability, a magician will completely negate the effects of a Rod of Mystical Transevergence while buffless, sitting and standing.

Archetype Abilities

Spell Casting Mastery
Category: Support
Requirements: Level 55 - 6 points in General Abilities
2 / 4 / 6
Increases innate mana preservation by 2.5%, 5%, and 10%
This ability is the most powerful ability magicians have access to. At level 3, 10% mana is saved on all spells. This stacks with all innate specialization and all mana preservation effects. (note: the in-game description is wrong. Its been tested repeatedly, and this explanation is correct.

Spell Casting Fury
Progression: Spell Casting Fury - Fury of Magic - Fury of Magic Mastery - Destructive Fury
and Spell Casting Fury - Quick Damage
Category: Offense
Requirements: Level 55 - 6 points in General Abilities
2 / 4 / 6
Increases chance to perform critical nukes to 2%, 4%, and 7%.
With level 1, spells have a 2% chance to perform a 33% critical blast. At level 2, spells have a 4% chance to perform 66% critical blasts. At level 3, spells will do double damage 7% of the time. Over time this ability will provide a significant increase in magician DPS.

Channeling Focus
Category: Defense/Support
Requirements: Level 55 - 6 points in General Abilities
2 / 4 / 6
Increases channeling abilities by 5%, 10%, and 15%.
This increases the chance for a magician to take hits and continue to channel spells on the attacker. This is most useful for the solo magician and very marginal use in groups or raids.

Spell Casting Subtlety
Category: Offense/Defense
Requirements: Level 55 - 6 points in General Abilities
2 / 4 / 6
Decreases spell aggro by 5%, 10%, and 20%.
Highly useful for all magicians. Decreases aggro generated by 20% at level 3, which allows a magician to "chainnuke" longer than he normally could before gaining undesired aggro.

Spell Casting Expertise
Progression: Spell Casting Expertise - Mastery of the Past
Category: Support
Requirements: Level 55 - 6 points in General Abilities
2 / 4 / 6
Removes the chance to fizzle on spells below level 20, 35, and 52.
Only minor use for magicians, since most high level magicians rarely cast low level spells. However, level 1 removes the chance to fizzle Gate (it does not remove the chance for Gate to collapse)

Spell Casting Deftness
Category: Support
Level 55 - 6 points in General Abilities
2 / 4 / 6
Reduces cast time on beneficial buff spells with cast times greater than 4 seconds by 5%, 15%, and 25%.
Marginally useful for magicians, since magicians have very few buff spells.

Natural Durability
Category: Defense/Statistical
Requirements: Level 55 - 6 points in General Abilities
2 / 4 / 6
Increases HP from STA and items by 2%, 5%, and 10%.
This increases the HP granted from a magicians STA and from +HP on items. At level 3 a 10STA 100HP item will actually be seen as a 11STA 110HP item. No matter how you look at it, more HP is very important, and its something you can never have enough of.

Combat Stability
Progression: Combat Stability - Innate Defense - Defensive Instincts
Category: Defense
Requirements: Level 55 - 6 points in General Abilities
2 / 4 / 6
Increase melee midigation by 2%, 5%, and 10%.
Most useful for the solo magician since one should rarely get hit on raids and groups.

Combat Agility
Progression: Combat Agility - Lightning Reflexes - Reflexive Mastery
Category: Defense
Requirements: Level 55 - 6 points in General Abilities
2 / 4 / 6
Increases melee avoidance by 2%, 5%, and 10%.
Highly useful for all mages. Less hits means less heals, and less hits means a greater chance of survival.

Mental Clarity
Category: Support
Requirements: Level 55 - 6 points in General Abilities
2 / 4 / 6
Increases base mana regeneration by 1 point per level.
This increases base mana regeneration, and stacks with all forms of mana regeneration. Mental Clarity 1 is relatively cheap. However Mental Clarity 2 and 3 are considered expensive.

Class Abilities

Mass Group Buff
Category: Support
Requirements: Level 59 - 12 points in Archetype Abilities
9
Reuse Time: 72 minutes
Allows for group buffs to be cast on all players within range of the spell. Also doubles the mana cost of the spell.
Almost useless for magicians, since the only three spells that can be used are group damage shields. However on some fights this can mean the difference between success and failure.

Quick Damage
Progression: Spell Casting Fury - Quick Damage
Category: Offensive
Requirements: Level 59 - Spell Casting Fury 3
3 / 6 / 9
Increases the innate spell haste of nukes and rains with cast times greater than 4 seconds by 2%, 5%, and 10%.
An incredibly powerful ability for Magicians. For almost all high end nukes and rains for Magicians, the innate spell haste increases. This provides a huge effect in the short term damage potential for mages. This ability will not let you exceed the spell haste cap of 50%.


Mend Companion
Progression: Mend Companion - Replenish Companion
and Mend Companion - Hasted Mend
Category: Pet Defense
Level 59 - 12 points in Archetype Abilities
5
Reuse Time: 36 minutes
Allows Magicians to perform a Lay-On-Hands type ability for their pets.
At level 65, this ability does 2146 hp worth of healing. Highly useful for soloing. Reuse time can be further decreased by the PoP ability Hasted Mend.

Frenzied Burnout
Category: Pet Offense
Level 59 - 12 points in Archetype Abilities
6
Reuse Time: 72 minutes
Duration: 36 seconds
Increases pet haste by 15%, and allows the pet to perform flurries and rampages.
Almost useless for magicians, but can provide a short increase in pet damage, and could mean the difference between victory and defeat. Frenzied Burnout's haste is similar to Bard Overhaste, and stacks with all forms of haste. It also allows the pet to exceed the haste cap.

Elemental Form: Fire
Progression: Elemental Form: Fire - Heart of Flame
Category: SUpport
Requirements: Level 59 - 12 points in Archetype Abilities
3 / 6 / 9
Cast Time: 8 seconds
Duration: 36 minutes
Reuse Time: 15 minutes
Turns the magician into a fire elemental, granting 10, 20, and 30 points of damage shield, as well as 10, 20, and 30 INT.
Marginal use outdoors, since one cannot ride horses and be an elemental at the same time. Most useful for indoors. This is the most useless elemental form.

Elemental Form: Water
Progression: Elemental Form: Water - Heart of Ice
Category: Support
Requirements: Level 59 - 12 points in Archetype Abilities
3 / 6 / 9
Cast Time: 8 seconds
Duration: 36 minutes
Reuse Time: 15 minutes
Turns the magician into a water elemental, granting enduring breath and increasing mana regeneration by 1, 2, and 4 points per level.
Marginal use outdoors, since one cannot ride horses and be an elemental at the same time. Most useful for indoors and underwater.

Elemental Form: Earth
Progression: Elemental Form: Earth - Heart of Stone
Category: Support
Requirements: Level 59 - 12 points in Archetype Abilities
3 / 6 / 9
Cast Time: 8 seconds
Duration: 36 minutes
Reuse Time: 15 minutes
Turns the magician into an earth elemental, granting 5, 10, and 20 STA as well as 50, 100, and 200 HP.
Marginal use outdoors, since one cannot ride horses and be an elemental at the same time. Most useful indoors.

Elemental Form: Air
Progression: Elemental Form: Air - Heart of Vapor
Category: Support
Requirements: Level 59 - 12 points in Archetype Abilities
3 / 6 / 9
Cast Time: 8 seconds
Duration: 36 minutes
Reuse Time: 15 minutes
Turns the magician into an air elemental, granting levitation and increasing all resists by 10, 15, and 25.
Marginal use outdoors, since one cannot ride horses and be an elemental at the same time. Useless in zones where levitation does not work. Quite useful for area effect battles, where resists are the key to survival.

Improved Reclaim Energy
Category: Support
Requirements: Level 59 - 12 points in Archetype Abilities
3
Alters the formula to Reclaim Energy
Changes the formula to Reclaim Energy to return 95% of the mana used to summon the pet. This considers all forms of mana preservation present on the mage at the time the pet is summoned. Normal Reclaim Energy is only 75%. This is most useful to mages that employ chain-summoning techniques for killing monsters.

Turn Summoned
Progression: Turn Summoned - Hasted Banishment
Category: Offense
Requirements: Level 59 - 12 points in Archetype Abilities
5
Reuse Time: 72 minutes
Allows magicians to cast an area effect Fear + DoT on summoned creatures, centered around the magician.
Almost useless, since very few areas have large quantities of summoned creatures. Furthermore, the spell is resistable, and can have high resists. Even worse is that all level 55+ mobs are immune to fear, and therefore cannot be affected by this ability.

Elemental Pact
Category: Support
Requirements: Level 59 - 12 points in Archetype Abilities
5
Eliminates the consumption of malachite when summoning pets.
Removes the malachite cost of summoning pets, but does not remove the need to carry malachite; at least one must be carried at all times. Worth noting that Servant of Marr, Child of Ro, and Rathe's Son do not consume malachite, reducing the value of this AA; however Ward of Xegony and Monster Summoning IV do consume malachite.

Pet Discipline
Progression: Pet Discipline - Advanced Pet Discipline
Category: Pet Support/Defense
Requirements: Level 59 - 12 points in Archetype Abilities
6
Allows a magician to execute a /pet hold command, forcing the pet to stop attacking until told to attack.
By far one of the magicians most powerful abilities, this removes most liability with using a pet by allowing the mage to control when to attack. Highly useful for the raid mage, and very useful for both the solo and the group mage.

Quick Summoning
Category: Support
Requirements: Level 59 - 12 points in Archetype Abilities
3 / 6 / 9
Decreases cast time on summons (pets and items) by 10%, 25%, and 50%.
Highly useful for Call of the Hero, and highly useful for chaining pets. Worth noting that spell haste is capped at 50%, which Quick Summoning 3 reaches.

PoP Advancement

Advanced Innate Strength
Progression: Innate Strength - Advanced Innate Strength
Category: Statistical
Requirements: Level 61 / 61 / 62 / 62 / 63 / 63 / 64 / 64 / 65 / 65 - Innate Strength 5
1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1
Increases base STR by 2 per level.
Only useful for magicians if encumberance is an issue. Usually it's better to just buy weight reducing bags.

Advanced Innate Stamina
Progression: Innate Stamina - Advanced Innate Stamina
Category: Statistical
Requirements: Level 61 / 61 / 62 / 62 / 63 / 63 / 64 / 64 / 65 / 65 - Innate Stamina 5
1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1
Increases base STA by 2 per level.
Marginally useful for magicians. At level 65 with 10 points in this skill, this increase only amounts to a maximum 52 hit points without Natural Durability.

Advanced Innate Agility
Progression: Innate Agility - Advanced Innate Agility
Category: Statistical
Requirements: Level 61 / 61 / 62 / 62 / 63 / 63 / 64 / 64 / 65 / 65 - Innate Agility 5
1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1
Increases base AGI by 2 per level.
Minor usefulness to magicians, due to already low midigation abilities.

Advanced Innate Dexterity
Progression: Innate Dexterity - Advanced Innate Dexterity
Category: Statistical
Requirements: Level 61 / 61 / 62 / 62 / 63 / 63 / 64 / 64 / 65 / 65 - Innate Dexterity 5
1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1
Increases base DEX by 2 per level.
Slightly helpful to magicians. DEX is used in conjunction with channeling skill, and every bit of DEX helps increase channeling success.

Advanced Innate Intelligence
Progression: Innate Intelligence - Advanced Innate Intelligence
Category: Statistical
Requirements: Level 61 / 61 / 62 / 62 / 63 / 63 / 64 / 64 / 65 / 65 - Innate Intelligence 5
1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1
Increases base INT by 2 per level.
Useful for magicians with little to no access to INT gear, but useless if already at cap. With level 65 and more than 200 INT with 10 points in this skill, this amounts to 130 more mana. With less than 200 INT, this amounts to 260 mana.

Advanced Innate Wisdom
Progression: Innate Wisdom - Advanced Innate Wisdom
Category: Statistical
Requirements: Level 61 / 61 / 62 / 62 / 63 / 63 / 64 / 64 / 65 / 65 - Innate Wisdom 5
1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1
Increases base WIS by 2 per level.
Useless for magicians, as wisdom has no relevance to magicians.

Advanced Innate Charisma
Progression: Innate Charisma - Advanced Innate Charisma
Category: Statistical
Requirements: Level 61 / 61 / 62 / 62 / 63 / 63 / 64 / 64 / 65 / 65 - Innate Charisma 5
1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1
Increases base CHA by 2 per level.
Useful for extra saves with Call of the Arch Mage and Elemental Silence. Also helps to decrease vendor prices. However, it's usually better to buy Charisma gear than purchase this ability.

Warding of Solusek
Progression: Innate Fire Protection - Warding of Solusek
Category: Statistical
Requirements: Level 61 / 61 / 62 / 62 / 63 / 63 / 64 / 64 / 65 / 65 - Innate Fire Protection 5
1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1
Increases base Fire Resistance by 2 per level.
Useful to help save versus fire based spells.

Blessing of E'ci
Progression: Innate Cold Protection - Blessing of E'ci
Category: Statistical
Requirements: Level 61 / 61 / 62 / 62 / 63 / 63 / 64 / 64 / 65 / 65 - Innate Cold Protection 5
1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1
Increases base Cold Resistance by 2 per level.
Useful to help save versus cold based spells.

Marr's Protection
Progression: Innate Magic Protection - Marr's Protection
Category: Statistical
Requirements: Level 61 / 61 / 62 / 62 / 63 / 63 / 64 / 64 / 65 / 65 - Innate Magic Protection 5
1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1
Increases base Magic Resistance by 2 per level.
Useful to help save versus magic based spells.

Shroud of the Faceless
Progression: Innate Poison Protection - Shroud of the Faceless
Category: Statistical
Requirements: Level 61 / 61 / 62 / 62 / 63 / 63 / 64 / 64 / 65 / 65 - Innate Poison Protection 5
1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1
Increases base Poison Resistance by 2 per level.
Useful to help save versus poison based spells. This is particularly useful, since there are few magician usable items with saves versus Poison.

Bertoxxulous's Gift
Progression: Innate Disease Protection - Bertoxxulous's Gift
Category: Statistical
Requirements: Level 61 / 61 / 62 / 62 / 63 / 63 / 64 / 64 / 65 / 65 - Innate Disease Protection 5
1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1 / 1
Increases base Disease Resistance by 2 per level.
Useful to help save versus disease based spells. This is particularly useful, since there are few magician usable items with saves versus Disease.

Planar Power
Progression: Planar Power - Chaotic Potential
Category: Statistical/Support
Requirements: Level 61 / 62 / 63 / 64 / 65
2 / 2 / 2 / 2 / 2
Increases stat caps by 5 per level.
At level 65 and Planar Power 5, all stats cap at 305 instead of 280. Raising STA from 280 to 305 increases Magician HP by about 32, and raising INT from 280 to 305 increases Magician Mana by about 162.

Innate Enlightenment
Category: Statistical/Support
Requirements: Level 61 / 62 / 63 / 64 / 65
3 / 3 / 3 / 3 / 3
Increases INT and WIS stat caps by 10 per level.
At level 65 and Innate Enlightenment 5, INT caps at 330 instead of 280, with Planar Power 5 INT caps at 355. Raising INT from 280 to 330, or 305 to 355 increases Magician Mana by about 487.

Pop Abilities

Mastery of the Past
Progression: Spell Casting Expertise - Mastery of the Past
Category: Support
Requirements: Level 62 / 63 / 64 - Spell Casting Expertise 3
2 / 4 / 6
Further removes the chance to fizzle on spells below level 54, 56, and 58.
More useful than Spell Casting Expertise, but expensive to train. Removes the chance to fizzle on high level spells, and can be quite useful. Worhth noting Rod of Mystical Transvergence, Mass Mystical Transvergence, and Call of the Hero are affected by level 2 of this ability.

Lightning Reflexes
Progression: Combat Agility - Lightning Reflexes - Reflexive Mastery
Category: Defense
Requirements: Level 61 / 62 / 63 / 64 / 65 - Combat Agility 3
3 / 3 / 3 / 3 / 3
Further increases the damage avoidance offered from Combat Agility.

Innate Defense
Progression: Combat Stability - Innate Defense - Defensive Instincts
Category: Defense
Requirements: Level 61 / 62 / 63 / 64 / 65 - Combat Stability 3
3 / 3 / 3 / 3 / 3
Further increases the damage midigation offered from Combat Stability.

Hasted Mending
Progression: Mend Companion - Hasted Mending
Category: Pet Defense
Requirements: Level 63 / 64 / 65 - Mend Companion
2 / 2 / 2
Decreases the reuse time on Mend Companion by 25% (not 10%) per level.
Highly useful for the solo magician, as it allows his Mend to be used much more regularly, saving significant mana over time. Also useful for group mages as it increases the frequency Mend can be used as an emergency pet heal. Level 3 reduces Mend Companion's reuse to only 9 minutes.

Hasted Banishment
Progression: Turn Summoned - Hasted Banishment
Category: Offense
Requirements: Level 61 / 63 / 65 - Turn Summoned
2 / 2 / 2
Decreases the reuse time on Turn Summoned by 10% per level.
Only useful if the magician has plans to mass area effect summoned creatures. Level 3 reduces the reuse of Turn Summoned to 50 minutes 24 seconds.

Servant of Ro
Category: Offense
Requirements: Level 61 / 63 / 65
3 / 3 / 3
Cast Time: 0.5 seconds
Recast Time: 9 minutes
Summons a drake to attack the current target for 45, 70, and 90 seconds.
The drake casts a low resist fire 150 DD every 3 seconds, which over the course of the ability amounts to significant damage. Level 1 can do up to 2250 damage, Level 2 up to 3500, and level 3 4500 damage.

Suspended Minion
Progression: Suspended Minion - Persistent Minion
Category: Defense/Support
Requirements: Level 62 / 64
5 / 3
Cast Time: 4 seconds
Reuse Time: 1 second
Allows a magician to suspend their pet. With level 1 only HP is saved, but with level 2 both gear and buffs are saved.
Highly useful in any circumstance. Allows for a magician to have fully equipped backup pets, or to pocket his pet so he may cast invisibility and move to a different location.

Host of the Elements
Progression: Host of the Elements - Elemental Swarm
Category: Offense
Requirements: Level 63 / 64 / 65
5 / 4 / 3
Cast Time: 6.5 seconds
Recast Time: 22 minutes
Summons 5, 7, and 9 miniature elementals to attack for 30 seconds.
Highly useful when soloing, but risky when grouping and raiding when the push on monsters is critical to control. Each miniature elemental does a maximum of approximately 20 dps, and the push provided by each highly decreases the chance of a monster to channel through a spell.

Fury of Magic
Progression: Spell Casting Fury - Fury of Magic - Fury of Magic Mastery - Destructive Fury
Category: Offense
Requirements: Level 61 / 63 / 65 - Spell Casting Fury 3
3 / 6 / 9
Further increases the chance to perform a critical blast by approx 2% per level
While significantly more expensive than Spell Casting Fury, this increases overall DPS quite significantly. Overall crit rate with Fury of Magic 3 is 13%.

Gates of Discord Abilities

Swift Journey
Progression: Innate Run Speed - Swift Journey
Category: Support/Defense
Requirements: Level 61 - Innate Run Speed 3
5 / 10
Also known as Run4 and Run5. Further increases innate run speed by 10% per rank.
Again does not stack with run speed spells. Worth noting that Run5 is only 5% slower than the highest form of Spirit of Wolf, and 15% faster that Journeymans Boots.

Convalescence
Progression: Innate Regeneration - Convalescence
Category: Statistical
Requirements: Level 61 - Innate Regeneration 3
3 / 6
Further increases base innate HP regeneration by 1 per level.
Less useful than Innate Regeneration due to the high AA cost. However additional regen is always helpful.

Lasting Breath
Progression: Innate Lung Capacity - Lasting Breath - Eternal Breath
Category: Support
Requirements: Level 61 - Innate Lung Capacity 3
2 / 4
Increases innate lung capacity by 75% and 100% over base.
For a magician, its once again useless.

Packrat
Category: Support
Requirements: Level 61
3 / 3 / 3 / 3 / 3
Provides innate weight reduction to all gear and items.
For STR limited players or players with little weight reduction bags, this might be a benefit. However its more directly useful to just buy weight reduction bags.

Secondary Forte
Category: Support
Requirements: Level 55 - 6 points in General Abilities
15
Allows the caster to dual specialize in a second specialization, up to 100 skill, saving an additional 2.5% mana on the new specialization. This is only marginal useful, and the prohibitively high AA cost greatly reduces the value of this AA.

Persistent Casting
Category: Defense/Support
Requirements: Level 55 - 6 points in General Abilities
3 / 6 / 9
Increases your chance to resist stuns, such as from spells and melee attacks.
This is mostly useful for the solo mages where the Mage will take more stuns, and marginally useful for group/raid mages where the Mage should take fewer stuns.

Pet Affinity
Category: Pet Support
Requirements: Level 65
20
Allows your pet to be a valid target for group spells.
This allows your pet to be hit by all forms of group spells, including buffs, heals, damage shields and bard songs. Very useful for raiding Magician, marginally useful for group magicians, and somewhat useful for solo magicians.

Fury of Magic Mastery
Progression: Spell Casting Fury - Fury of Magic - Fury of Magic Mastery - Destructive Fury
Category: Offense
Requirements: Level 65 - Fury of Magic 3
4 / 8 / 12
Further increases the chance to crit over Fury of Magic by 1% per rank. Very high AA cost, but does provide an increase in overall magician damage. Crit rate at level 3 of Fury of Magic Mastery is 16%.

Shared Health
Category: Defense
Requirements: Level 65
3 / 6 / 9 / 12 / 15
Cast Time: Instant
Recast Time: 15 Minutes
Gives Magician pets the ability to /shield their master for 12 seconds per rank, up to 1 minute.
Once this ability is activated, pets will /shield their master from incoming damage, effectively cutting incoming damage to the mage in half with the pet taking 50% to 75% of the damage intended for the magician. Each rank adds 12 seconds to this ability. Note that this ability fails if the magician is too far from his pet, or moves out of range.

Elemental Fury
Category: Pet Offense
Requirements: Level 65
3 / 3 / 3 / 3 / 3
Imbues Magician elementals with the chance to perform criticals hits thru melee. Each rank adds an approximate 1% chance to critical hit. Each critical is up to 63% additional damage over the original base damage.

Elemental Alacrity
Category: Pet Offense
Requirements: Level 65
3 / 6 / 9 / 12 / 15
Imbues Magician elementals with the chance to perform flurry attacks. Each rank adds an approx 1.5 flurries per minute. A flurry is up to two additional swings on the primary hand.

Elemental Agility
Category: Pet Defense
Requirements: Level 65
4 / 8 / 12
Increases Magician pet avoidance by an approximate 2%, 5%, and 10%. This seems to have less effect on pets than players, however.

Elemental Durability
Category: Pet Defense/Pet Statistical
Requirements: Level 65
4 / 8 / 12
Increases Magician pet HP by 2%, 5%, and 10% above the base. Its unknown if this affects items on the pet. It does not affect buff spells.

Omens of War Abilities

Eternal Breath
Progression: Innate Lung Capacity - Lasting Breath - Eternal Breath
Category: Support
Requirements: Level 68 - Lasting Breath 2
5
Grants you the permanent ability to breathe underwater and in airless environments.
Extremely useful, allows you to free up a buff slot or focus effect and breathe in airless environments.

Blacksmithing Mastery
Category: Support
Requirements: Level 59
3 / 6 / 9
Decreases the failure rate of blacksmithing combines by 10, 25, and 50%.
For the tradeskiller who does smithing, this is a dream come true. By reducing failures by 50%, you are able to make far better use out of tradeskill components, and increase profits!

Baking Mastery
Category: Support
Requirements: Level 59
3 / 6 / 9
Decreases the failure rate of baking combines by 10, 25, and 50%.
Same as Blacksmithing Mastery, except for baking.

Brewing Mastery
Category: Support
Requirements: Level 59
3 / 6 / 9
Decreases the failure rate of brewing combines by 10, 25, and 50%.
Same as Blacksmithing Mastery, except for brewing.

Fletching Mastery
Category: Support
Requirements: Level 59
3 / 6 / 9
Decreases the failure rate of fletching combines by 10, 25, and 50%.
Same as Blacksmithing Mastery, except for fletching.

Pottery Mastery
Category: Support
Requirements: Level 59
3 / 6 / 9
Decreases the failure rate of pottery combines by 10, 25, and 50%.
Same as Blacksmithing Mastery, except for pottery.

Tailoring Mastery
Category: Support
Requirements: Level 59
3 / 6 / 9
Decreases the failure rate of tailoring combines by 10, 25, and 50%.
Same as Blacksmithing Mastery, except for tailoring.

Salvage
Category: Support
Requirements: Level 60 / 65 / 70
5 / 5 / 5
Grants the ability to recover items lost on failed combines.
For the tradeskiller, this is a dream come true. Combined with a specific tradeskill mastery, this dramatically decreases wasted components on combines.

Origin
Category: Support
Requirements: Level 67
7
Cast Time: 15 seconds
Reuse Time: 72 minutes
Gates the user to his starting city and guild master's building.
For Magicians this is useful as a somewhat-emergency gate, should he find himself in a hurry to return to his home town city as opposed to his bind points. A word of caution: If your hometown faction is destroyed, this will be a one way trip to instant death.

Chaotic Potential
Progression: Planar Power - Chaotic Potential
Category: Statistical
Requirements: Level 66 / 67 / 68 / 69 / 70 - Planar Power 5
5 / 5 / 5 / 5 / 5
Further increases statistics above that offered by Planar Power by 5 points per rank. At level 5, INT can reach 405, and every other stat can reach 355.

Discordant Defiance
Category: Defense
Requirements: Level 66 / 67 / 68 / 69 / 70
5 / 5 / 5 / 5 / 5
Increases the maximum that your resistances can reach by 5. The maximum your resistances can reach with this ability is 525.

Mystical Attuning
Category: Support
Requirements: Level 51 / 55 / 60 / 65 / 70
5 / 5 / 5 / 5 / 5
Increases the maximum amount of Buffs and effects that can affect you by 1 per rank. At level 5, you can have up to 20 buffs.

Delay Death
Category: Defense
Requirements: Level 66 / 67 / 68 / 69 / 70
3 / 3 / 3 / 3 / 3
Increases the maximum amount of Hit Points you can fall below zero by 50 per rank. At level 5 you can go as low as -260 HP before dying. You still fall unconscious if you fall below zero.

Healthy Aura
Category: Statistical
Requirements: Level 66 / 67 / 68 / 69 / 70
3 / 3 / 3 / 3 / 3
Increases your natural regeneration by 1 point per rank.

Reflexive Mastery
Progression: Combat Agility - Lightning Reflexes - Reflexive Mastery
Category: Defense
Requirements: Level 66 / 67 / 68 / 69 / 70 - Lightning Reflexes 5
5 / 5 / 5 / 5 / 5
Further increases the chance to completely avoid melee damage. This enhances Lightning Reflexes.

Defensive Instincts
Progression: Combat Stability - Innate Defense - Defensive Instincts
Category: Defense
Requirements: Level 66 / 67 / 68 / 69 / 70 - Innate Defense 5
5 / 5 / 5 / 5 / 5
Further increases your mitigation to incoming melee damage. This enhances Innate Defense.

Mnemonic Retention
Category: Support
Requirements: Level 55
3
This grants you the ability to use an additional spell slot for memorizing spells. With this ability you can have up to 9 spells memorized.

Expansive Mind
Category: Statistical
Requirements: Level 66 / 67 / 68 / 69 / 70
5 / 5 / 5 / 5 / 5
This ability expands the worn mana regeneration cap by 1 point per rank. With this ability you can reach as high as 20 mana regeneration with items.

Arcane Tongues
Category: Support
Requirements: Level 59
3 / 6 / 9
Decreases the failure rate of research combines by 10, 25, and 50%.
Same as Blacksmithing Mastery, except for research.

Persistent Minion
Progression: Suspended Minion - Persistent Minion
Category: Pet Support
Requirements: Level 67 - Suspended Minion 2
7
This ability enhances Suspended Minion (You will not need a new hot button). It allows suspended pets to zone with you. This also allows pets to remain permanently if you camp while your pet is suspended.
This is an INCREDIBLY powerful ability. This lets you travel virtually everywhere with your pet provided you don't die. This also lets you camp and log in with your pet, provided you suspend it. There is no time limit to retrieve a summoned pet after you camp. Your pet still dies if you die, even while suspended.

Replenish Companion
Progression: Mend Companion - Replenish Companion
Category: Pet Defense
Requirements: Level 67 / 68 / 69 - Mend Companion
3 / 6 / 9
Cast Time: Instant
Reuse Time: 36 minutes (9 minutes with Hasted Mend 3)
Enhances Mend Companion. This upgrades your existing Mend Companion ability (You will need a new hot button), allowing you to mend up to 3000, 5000, and 7000 of your pet's hit points. This shares the same timer as Mend Companion, and is affected by Hasted Mend.

Advanced Pet Discipline
Progression: Pet Discipline - Advanced Pet Discipline
Category: Pet Support
Requirements: Level 67 / 69 - Pet Discipline
5 / 3
Enhances Pet Discipline. The first rank grants you a /pet focus toggle ability, and the second provides a /pet no cast toggle ability. Pet Focus forces your pet to ignore all targets until the current target is vanquished. The second rank forces your pet to cease casting all spells.

Destructive Fury
Progression: Spell Casting Fury - Fury of Magic - Fury of Magic Mastery - Destructive Fury
Category: Offense
Requirements: Level 66 / 68 / 70 - Fury of Magic Mastery 3
3 / 6 / 9
This ability enhances your critical nukes. Each rank directly adds 5% damage to your crits, up to a maximum 15%. Focus effects still only work off the base damage of the nuke, however this will add significant damage to your nukes (up to 2.4% more overall damage). This ability does not increase the frequency of your critical nukes.

Elemental Swarm
Progression: Host of the Elements - Elemental Swarm
Category: Offense
Requirements: Level 70 / 70 / 70 - Host of the Elements 3
3 / 6 / 9
Cast Time: 6.5 seconds
Reuse Time: 15 minutes
Summons 9 miniature elementals for 30, 45, and 60 seconds.
This ability upgrades Host of the Elements (you will need a new hot button). These miniature elementals do approximately 30 dps each, and have more HP than their Host of the Elements counterparts.

Heart of Flames
Progression: Elemental Form: Fire - Heart of Flames
Category: Offense
Requirements: Level 70 / - Elemental Form: Fire 1
9
Cast Time: Instant
Reuse Time: 22 minutes
Imbues you with the heart of flame, increasing your fire based nuke damage by 50% for 90 seconds.
For the duration of this buff your fire nukes will be focused by 50% (average 25.5%), and it stacks with critical blasts and worn focus effects, but does not stack with bard songs. This will provide a significant increase in offensive power. This form contains no illusion, so you may use this while on horseback or under another illusion. This and the other three heart forms share the same reuse timer.

Heart of Vapor
Progression: Elemental Form: Air - Heart of Vapor
Category: Offense
Requirements: Level 70 / - Elemental Form: Air 1
9
Cast Time: Instant
Reuse Time: 22 minutes
Imbues you with the heart of vapor, decreasing your offensive spell aggro by 50% for 90 seconds.
For the duration of this buff your offensive spells will have 50% less aggro. This stacks with all other forms of aggro reduction abilities. This form contains no illusion, so you may use this while on horseback or under another illusion. This and the other three heart forms share the same reuse timer.

Heart of Ice
Progression: Elemental Form: Water - Heart of Ice
Category: Defense
Requirements: Level 70 / - Elemental Form: Water 1
9
Cast Time: Instant
Reuse Time: 22 minutes
Imbues you with the heart of ice, increasing your spell absorbtion abilities for 90 seconds.
For the duration of this buff you will absorb 50% spell damage, up to 5000 damage. This stacks with some abilities, but not all. This form contains no illusion, so you may use this while on horseback or under another illusion. This and the other three heart forms share the same reuse timer.

Heart of Stone
Progression: Elemental Form: Earth - Heart of Stone
Category: Defense
Requirements: Level 70 / - Elemental Form: Earth 1
9
Cast Time: Instant
Reuse Time: 22 minutes
Imbues you with the heart of stone, increasing your melee absorbtion abilities for 90 seconds.
For the duration of this buff you will absorb 50% of the incoming melee damage, up to 5000 damage. This stacks with most abilities. This form contains no illusion, so you may use this while on horseback or under another illusion. This and the other three heart forms share the same reuse timer.

Compiled By:
Sage Xalmat Lunaire, Arch Convoker of Brell Serilis
and
Sage Matthius Cinderfist

2005.04.03