BETA — This site is under active development. Data may be incomplete or incorrect.
Bombardier
Alchemist Class Enhancement Tree

Bombardier

Spellvial Selection I 0/1
Spellvial Selection I
Ranks: 1 Cost: 1 AP Requires: 1 AP
Select a spell like ability.
Arcane Knowledge 0/3
Arcane Knowledge
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Spellcraft and Use Magic Device
Magical Subtlety 0/3
Magical Subtlety
Ranks: 3 Cost: 1 AP Requires: 1 AP
-20% Threat with Spells
Spell Critical: Elemental and Poison I 0/1
Spell Critical: Elemental and Poison I
Ranks: 1 Cost: 2 AP Requires: 1 AP
Your Acid, Cold, Electric, Fire, and Poison damage spells have an additional 1% chance to critically hit.
Wand and Scroll Mastery 0/3
Wand and Scroll Mastery
Ranks: 3 Cost: 1 AP Requires: 1 AP
+25% damage and healing from your wands, scrolls, and other items that cast spells, and +1 to the save DCs of your offensive wands.
Efficient Metamagics 0/3
Efficient Metamagics
Ranks: 3 Cost: 2 AP Requires: 5 AP
Select a Metamagic Feat to enhance.
Stone of the Savant 0/1
Stone of the Savant
Ranks: 1 Cost: 2 AP Requires: 5 AP
Alchemist's Stone Toggle: While wielding an Orb in your off-hand, you gain +1 Magical Resistance Rating and Magical Resistance Rating Cap per Alchemist Level. You can only have one Alchemist's Stone Toggle active at a time.
Spell Critical: Elemental and Poison II 0/1
Spell Critical: Elemental and Poison II
Ranks: 1 Cost: 2 AP Requires: 5 AP
Your Acid, Cold, Electric, Fire, and Poison damage spells have an additional 1% chance to critically hit.
Elemental Defenses 0/3
Elemental Defenses
Ranks: 3 Cost: 1 AP Requires: 5 AP
When enemy spells deal elemental damage to you, there's a 25% chance you'll gain 10 temporary hitpoints for 30 seconds. This can trigger up to once every 12 seconds.

(Elemental Damage includes Acid, Cold, Electric, Fire, Sonic.)
Spellvial Selection III 0/1
Spellvial Selection III
Ranks: 1 Cost: 2 AP Requires: 10 AP
Select a spell like ability.
Efficient Metamagics 0/3
Efficient Metamagics
Ranks: 3 Cost: 2 AP Requires: 10 AP
Select a second Metamagic Feat to enhance.
Holistic Ambition 0/1
Holistic Ambition
Ranks: 1 Cost: 2 AP Requires: 10 AP
While your Reaction is Pyrite, you gain +1 Fortitude Save, +1 for every 5 Alchemist levels you have
Spell Critical: Elemental and Poison III 0/1
Spell Critical: Elemental and Poison III
Ranks: 1 Cost: 2 AP Requires: 10 AP
Your Acid, Cold, Electric, Fire, and Poison damage spells have an additional 1% chance to critically hit.
Intelligence 0/1
Intelligence
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Intelligence
Spell-Like Ability: Smoke Bomb 0/1
Spell-Like Ability: Smoke Bomb
Ranks: 1 Cost: 2 AP Requires: 20 AP
Primer Element: Gildleaf

Throw a bottle beneath you that explodes into a cloud of smoke and leaves you Invisible and Displaced for 12 seconds.
Efficient Metamagic: Heighten 0/2
Efficient Metamagic: Heighten
Ranks: 2 Cost: 2 AP Requires: 20 AP
Using the Heighten Spell Metamagic costs you 1 fewer Spell Point per heightened level.
Burning Ambition 0/1
Burning Ambition
Ranks: 1 Cost: 2 AP Requires: 20 AP
When your Reaction is Pyrite, your offensive Crimsonite and Gildleaf Alchemist spells will ignite your enemies with magic, dealing additional damage over time. This damage determines its element based on the element of the spell cast. Different elements can be ignited at the same time.

This ability begins at 1d4 damage, adding another 1d4 for each Burning Ambition die you get from other abilities. This damage scales with Spell Power.
Spell Critical: Elemental and Poison IV 0/1
Spell Critical: Elemental and Poison IV
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your Acid, Cold, Electric, Fire, and Poison damage spells have an additional 1% chance to critically hit.
Intelligence 0/1
Intelligence
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Intelligence
Elemental Obliteration 0/1
Elemental Obliteration
Ranks: 1 Cost: 2 AP Requires: 30 AP
Select an Element for an explosive spell.
Augmentation 0/1
Augmentation
Ranks: 1 Cost: 2 AP Requires: 30 AP
+2 Caster Levels with Crimsonite and Gildleaf spells.
Inferno of Creation 0/1
Inferno of Creation
Ranks: 1 Cost: 1 AP Requires: 30 AP
While your Reaction is Pyrite, you gain +1 Burning Ambition die, and your harmful Crimsonite spells will apply a stack of Vulnerable to enemies that have been recently affected by at least 3 different elements of Burning Ambition.

Vulnerable: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
Conjuration Focus 0/1
Conjuration Focus
Ranks: 1 Cost: 1 AP Requires: 30 AP
+2 to Conjuration DCs
Weakening Mixture 0/1
Weakening Mixture
Ranks: 1 Cost: 1 AP Requires: 30 AP
Select an Element to specialize in.
Core Enhancements
Alchemical Resistance 0/1
Alchemical Resistance
Ranks: 1 Cost: 1 AP
+1 Fortitude save. Each core ability you take in this tree beyond the first grants +5 Fire, Cold, Acid, Electric, and Poison Spell Power, as well as and +1 Burning Ambition Dice
Arcane Oil 0/1
Arcane Oil
Ranks: 1 Cost: 1 AP Requires: 5 AP
All equipped weapons are considered Spellcasting Implements.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Liquid Power I 0/1
Liquid Power I
Ranks: 1 Cost: 1 AP Requires: 10 AP
Select an Element to specialize in.
Liquid Power II 0/1
Liquid Power II
Ranks: 1 Cost: 1 AP Requires: 20 AP
Select an Element to specialize in. You may not select the same element as you did in Liquid Power I.
Liquid Power III 0/1
Liquid Power III
Ranks: 1 Cost: 1 AP Requires: 30 AP
Select an Element to specialize in. You may not select the same element as you did in Liquid Power I or Liquid Power II.
Multivial 0/1
Multivial
Ranks: 1 Cost: 1 AP Requires: 40 AP
Select an Element to specialize in.
Core Enhancements
Enhancement Description
Alchemical Resistance Alchemical Resistance
+1 Fortitude save. Each core ability you take in this tree beyond the first grants +5 Fire, Cold, Acid, Electric, and Poison Spell Power, as well as and +1 Burning Ambition Dice
AP Cost
1
Ranks
1
Progression
0
Prereqs
Alchemist Level 1
Arcane Oil Arcane Oil
All equipped weapons are considered Spellcasting Implements.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Alchemical Resistance, Alchemist Level 3
Liquid Power I Liquid Power I
Select an Element to specialize in.
Liquid Power: FireYou gain +3 Caster Level with Fire Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Liquid Power: ColdYou gain +3 Caster Level with Cold Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Liquid Power: ElectricYou gain +3 Caster Level with Electric Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Liquid Power: AcidYou gain +3 Caster Level with Acid Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Liquid Power: PoisonYou gain +3 Caster Level with Poison Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Arcane Oil, Alchemist Level 6, Alchemist Level 6, Alchemist Level 6, Alchemist Level 6, Alchemist Level 6
Liquid Power II Liquid Power II
Select an Element to specialize in. You may not select the same element as you did in Liquid Power I.
Liquid Power: FireYou gain +3 Caster Level with Fire Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Liquid Power: ColdYou gain +3 Caster Level with Cold Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Liquid Power: ElectricYou gain +3 Caster Level with Electric Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Liquid Power: AcidYou gain +3 Caster Level with Acid Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Liquid Power: PoisonYou gain +3 Caster Level with Poison Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Liquid Power I, Alchemist Level 12, Alchemist Level 12, Alchemist Level 12, Alchemist Level 12, Alchemist Level 12
Liquid Power III Liquid Power III
Select an Element to specialize in. You may not select the same element as you did in Liquid Power I or Liquid Power II.
Liquid Power: FireYou gain +3 Caster Level with Fire Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Liquid Power: ColdYou gain +3 Caster Level with Cold Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Liquid Power: ElectricYou gain +3 Caster Level with Electric Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Liquid Power: AcidYou gain +3 Caster Level with Acid Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Liquid Power: PoisonYou gain +3 Caster Level with Poison Spells.

While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Liquid Power II, Alchemist Level 18, Alchemist Level 18, Alchemist Level 18, Alchemist Level 18, Alchemist Level 18
Multivial Multivial
Select an Element to specialize in.
Spell-Like Ability: Multivial of Flame+4 Intelligence, +2 Conjuration DCs. While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Spell-Like Ability: Multivial of Frost+4 Intelligence, +2 Conjuration DCs. While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Spell-Like Ability: Multivial of Sparks+4 Intelligence, +2 Conjuration DCs. While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Spell-Like Ability: Multivial of Acid+4 Intelligence, +2 Conjuration DCs. While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
Spell-Like Ability: Multivial of Poison+4 Intelligence, +2 Conjuration DCs. While in Pyrite Reaction, you gain +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Liquid Power III, Alchemist Level 20, Alchemist Level 20, Alchemist Level 20, Alchemist Level 20, Alchemist Level 20
Tier 1
Enhancement Description
Spellvial Selection I Spellvial Selection I
Select a spell like ability.
Spell-Like Ability: Vial Smash FirePrimer Element: Crimsonite

Conjuring a bottle of burning liquid, you throw it at your feet dealing 2 to 7 Fire damage per caster level to nearby enemies.

A successful Reflex save reduces the damage by half.
Spell-Like Ability: Vial Smash ColdPrimer Element: Crimsonite

Conjuring a bottle of freezing liquid, you throw it at your feet dealing 2 to 7 Cold damage per caster level to nearby enemies.

A successful Reflex save reduces the damage by half.
Spell-Like Ability: Vial Smash ElectricPrimer Element: Crimsonite

Conjuring a bottle of shocking liquid, you throw it at your feet dealing 2 to 7 Electric damage per caster level to nearby enemies.

A successful Reflex save reduces the damage by half.
Spell-Like Ability: Vial Smash AcidPrimer Element: Crimsonite

Conjuring a bottle of caustic liquid, you throw it at your feet dealing 2 to 7 Acid damage per caster level to nearby enemies

A successful Reflex save reduces the damage by half.
Spell-Like Ability: Vial Smash ColdPrimer Element: Crimsonite

Conjuring a bottle of toxic liquid, you throw it at your feet dealing 2 to 7 Poison damage per caster level to nearby enemies. This poison will leave the enemy Contaminated.

A successful Reflex save reduces the damage by half.
AP Cost
1
Ranks
1
Progression
1
Arcane Knowledge Arcane Knowledge
Rank 1
+1 to Spellcraft and Use Magic Device
Rank 2
+2 to Spellcraft and Use Magic Device
Rank 3
+3 to Spellcraft and Use Magic Device
AP Cost
1
Ranks
3
Progression
1
Magical Subtlety Magical Subtlety
Rank 1
-20% Threat with Spells
Rank 2
-40% Threat with Spells
Rank 3
-60% Threat with Spells
AP Cost
1
Ranks
3
Progression
1
Spell Critical: Elemental and Poison I Spell Critical: Elemental and Poison I
Your Acid, Cold, Electric, Fire, and Poison damage spells have an additional 1% chance to critically hit.
AP Cost
2
Ranks
1
Progression
1
Wand and Scroll Mastery Wand and Scroll Mastery
Rank 1
+25% damage and healing from your wands, scrolls, and other items that cast spells, and +1 to the save DCs of your offensive wands.
Rank 2
+50% damage and healing from your wands, scrolls, and other items that cast spells, and +3 to the save DCs of your offensive wands.
Rank 3
+75% damage and healing from your wands, scrolls, and other items that cast spells, and +6 to the save DCs of your offensive wands.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Efficient Metamagics Efficient Metamagics
Select a Metamagic Feat to enhance.
Rank 1
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 3 fewer Spell Points.
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 1 fewer Spell Point.
Rank 2
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 2 fewer Spell Points.
Rank 3
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 9 fewer Spell Points.
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 4 fewer Spell Points.
AP Cost
2
Ranks
3
Progression
5
Stone of the Savant Stone of the Savant
Alchemist's Stone Toggle: While wielding an Orb in your off-hand, you gain +1 Magical Resistance Rating and Magical Resistance Rating Cap per Alchemist Level. You can only have one Alchemist's Stone Toggle active at a time.
AP Cost
2
Ranks
1
Progression
5
Spell Critical: Elemental and Poison II Spell Critical: Elemental and Poison II
Your Acid, Cold, Electric, Fire, and Poison damage spells have an additional 1% chance to critically hit.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Spell Critical: Elemental and Poison I
Elemental Defenses Elemental Defenses
Rank 1
When enemy spells deal elemental damage to you, there's a 25% chance you'll gain 10 temporary hitpoints for 30 seconds. This can trigger up to once every 12 seconds.

(Elemental Damage includes Acid, Cold, Electric, Fire, Sonic.)
Rank 2
When enemy spells deal elemental damage to you, there's a 25% chance you'll gain 20 temporary hitpoints for 30 seconds. This can trigger up to once every 12 seconds.

(Elemental Damage includes Acid, Cold, Electric, Fire, Sonic.)
Rank 3
When enemy spells deal elemental damage to you, there's a 25% chance you'll gain 30 temporary hitpoints for 30 seconds. This can trigger up to once every 12 seconds.

(Elemental Damage includes Acid, Cold, Electric, Fire, Sonic.)
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Spellvial Selection III Spellvial Selection III
Select a spell like ability.
Spell-Like Ability: Melt ArmorPrimer Element: Gildleaf

Lob a vial of burning liquid at a single foe that deals heavy damage and melts the armor of whatever it strikes. Deals 5 to 10 Fire damage per caster level, to a single target, and reduces their Armor Class and Physical Resistance Rating by 4 for 15 seconds +2 seconds per Caster Level. A successful Reflex save reduces the damage by half.
Spell-Like Ability: Cold SpikePrimer Element: Gildleaf

Lob a vial of freezing liquid at a single foe that deals heavy damage and slows the movement of whatever it strikes. Deals 5 to 10 Cold damage per caster level, to a single foe, and reduces their movement speed by 30% and damage by 4 for 15 seconds +2 seconds per Caster Level. A successful Reflex save reduces the damage by half.
Voltaic BacklashPrimer Element: Gildleaf

Lob a vial of volatile liquid at a single foe that deals heavy damage and disrupts the offensive spellcasting capacity of whatever it strikes. Deals 5 to 10 Electric damage per caster level, and reduces Universal Spell Power by 10 for 15 seconds +2 seconds per Caster Level. A successful Reflex save reduces the damage by half.
Corrode WeaponsPrimer Element: Gildleaf

Lob a vial of caustic liquid at a single foe that deals heavy damage and corrodes the weapons of whatever it strikes. Deals 5 to 10 Acid damage per caster level, to a single target and reduces their accuracy and Melee and Ranged Power by 4 for 15 seconds +2 seconds per Caster Level. A successful Reflex save reduces the damage by half.
Venom ConcentrationPrimer Element: Crimsonite

Conjuring a bottle of magical poison, you throw a projectile at a single foe that deals 1 to 6 Poison damage, +2 per caster level. This poison will eat away at the enemy, dealing its damage every 2 seconds for 16 seconds. You may stack this poison 5 times. This poison will leave the enemy Contaminated.
AP Cost
2
Ranks
1
Progression
10
Efficient Metamagics Efficient Metamagics
Select a second Metamagic Feat to enhance.
Rank 1
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 3 fewer Spell Points.
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 1 fewer Spell Point.
Rank 2
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 2 fewer Spell Points.
Rank 3
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 9 fewer Spell Points.
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 4 fewer Spell Points.
AP Cost
2
Ranks
3
Progression
10
Prereqs
Efficient Metamagics
Holistic Ambition Holistic Ambition
While your Reaction is Pyrite, you gain +1 Fortitude Save, +1 for every 5 Alchemist levels you have
AP Cost
2
Ranks
1
Progression
10
Spell Critical: Elemental and Poison III Spell Critical: Elemental and Poison III
Your Acid, Cold, Electric, Fire, and Poison damage spells have an additional 1% chance to critically hit.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Spell Critical: Elemental and Poison II
Intelligence Intelligence
+1 Intelligence
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Spell-Like Ability: Smoke Bomb Spell-Like Ability: Smoke Bomb
Primer Element: Gildleaf

Throw a bottle beneath you that explodes into a cloud of smoke and leaves you Invisible and Displaced for 12 seconds.
AP Cost
2
Ranks
1
Progression
20
Efficient Metamagic: Heighten Efficient Metamagic: Heighten
Rank 1
Using the Heighten Spell Metamagic costs you 1 fewer Spell Point per heightened level.
Rank 2
Using the Heighten Spell Metamagic costs you 2 fewer Spell Points per heightened level.
AP Cost
2
Ranks
2
Progression
20
Prereqs
Efficient Metamagics
Burning Ambition Burning Ambition
When your Reaction is Pyrite, your offensive Crimsonite and Gildleaf Alchemist spells will ignite your enemies with magic, dealing additional damage over time. This damage determines its element based on the element of the spell cast. Different elements can be ignited at the same time.

This ability begins at 1d4 damage, adding another 1d4 for each Burning Ambition die you get from other abilities. This damage scales with Spell Power.
AP Cost
2
Ranks
1
Progression
20
Spell Critical: Elemental and Poison IV Spell Critical: Elemental and Poison IV
Your Acid, Cold, Electric, Fire, and Poison damage spells have an additional 1% chance to critically hit.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Spell Critical: Elemental and Poison III
Intelligence Intelligence
+1 Intelligence
AP Cost
2
Ranks
1
Progression
20
Prereqs
Intelligence
Tier 5
Enhancement Description
Elemental Obliteration Elemental Obliteration
Select an Element for an explosive spell.
Spell-Like Ability: Fiery ObliterationPrimer Element: Crimsonite

Throw a vial that explodes with fire on impact, dealing 1d6+3 Fire damage per Caster Level to all enemies nearby.
Spell-Like Ability: Frost ObliterationPrimer Element: Crimsonite

Throw a vial that explodes with frost on impact, dealing 1d6+3 Cold damage per Caster Level to all enemies nearby.
Spell-Like Ability: Voltaic ObliterationPrimer Element: Crimsonite

Throw a vial that explodes with electricity on impact, dealing 1d6+3 Electric damage per Caster Level to all enemies nearby.
Spell-Like Ability: Caustic ObliterationPrimer Element: Crimsonite

Throw a vial that explodes with acid on impact, dealing 1d6+3 Acid damage per Caster Level to all enemies nearby.
Spell-Like Ability: Poisonous ObliterationPrimer Element: Crimsonite

Throw a vial that explodes with poison on impact, dealing 1d6+3 Poison damage per Caster Level to all enemies nearby.
AP Cost
2
Ranks
1
Progression
30
Augmentation Augmentation
+2 Caster Levels with Crimsonite and Gildleaf spells.
AP Cost
2
Ranks
1
Progression
30
Inferno of Creation Inferno of Creation
While your Reaction is Pyrite, you gain +1 Burning Ambition die, and your harmful Crimsonite spells will apply a stack of Vulnerable to enemies that have been recently affected by at least 3 different elements of Burning Ambition.

Vulnerable: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Burning Ambition
Conjuration Focus Conjuration Focus
+2 to Conjuration DCs
AP Cost
1
Ranks
1
Progression
30
Weakening Mixture Weakening Mixture
Select an Element to specialize in.
Weakening Mixture: FireWhen you damage an enemy with a Fire spell that is immune to Fire, it makes them vulnerable to Fire for a short period of time.
Weakening Mixture: ColdWhen you damage an enemy with a Cold spell that is immune to Cold, it makes them vulnerable to Cold for a short period of time.
Weakening Mixture: ElectricWhen you damage an enemy with a Electric spell that is immune to Electric, it makes them vulnerable to Electric for a short period of time.
Weakening Mixture: AcidWhen you damage an enemy with a Acid spell that is immune to Acid, it makes them vulnerable to Acid for a short period of time.
Weakening Mixture: PoisonWhen you damage an enemy with a Poison spell that is immune to Poison, it makes them vulnerable to Poison for a short period of time.
AP Cost
1
Ranks
1
Progression
30