| Enhancement | Description |
|---|---|
Elemental Savant
|
Every point you spend in the Air Savant enhancement tree provides +0.75 Universal Spell Power. Passive: +10 Electric and Sonic Spell Power +1 Caster Level when casting Electric, Sonic, and Air spells -10 Acid Spell Power -1 Caster Level when casting Acid or Earth spells Selecting this enhancement will prevent you from spending points in the Earth Savant enhancement tree. |
Elemental Savant
|
Passive: +10 Electric and Sonic Spell Power +1 Caster Level when casting Electric, Sonic, and Air spells -10 Acid Spell Power -1 Caster Level when casting Acid or Earth spells |
Elemental Savant
|
Passive: +10 Electric and Sonic Spell Power +1 Caster Level when casting Electric, Sonic, and Air spells -10 Acid Spell Power -1 Caster Level when casting Acid or Earth spells |
Elemental Savant
|
Passive: On Electric or Sonic Spell Cast: Your target gains randomly gains zero, one, or two stacks of Vulnerable. (Target takes 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.) +10 Electric and Sonic Spell Power +1 Caster Level when casting Electric, Sonic, and Air spells -10 Acid Spell Power -1 Caster Level when casting Acid or Earth spells |
Elemental Savant
|
Passive: Immunity to most knockdown effects +10 Electric and Sonic Spell Power +1 Caster Level when casting Electric, Sonic, and Air spells +1 Maximum Caster Level when casting Electric, Sonic, and Air spells -10 Acid Spell Power -1 Caster Level when casting Acid or Earth spells |
Elemental Savant
|
Activate this ability to transform into an Air Elemental. While in elemental form, you gain +100% fortification. If you are a Warforged, you are no longer considered a Living Construct, and so are immune to Repair spells, but can be healed normally by Positive Energy spells. While in Air Elemental Form, you also gain an additional +20 Electric, and Sonic Spell Power, +2% Electric and Sonic Spell Critical Chance, and a +1 bonus to caster level and max caster level for air, electrical, and sonic spells, but your water, earth, and fire spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to electrical resistance, +20 Physical Resistance Rating, +3% dodge chance, and a -10 penalty to acid resistance. While in Elemental Form, your spells also cost an additional 10% Spell Points to cast. You also gain the following passive benefits, even while not in elemental form: +2 Charisma +10 Electric and Sonic Spell Power +1 Caster Level when casting Electric, Sonic, and Air spells +1 Maximum Caster Level when casting Electric, Sonic, and Air spells -10 Acid Spell Power -1 Caster Level when casting Acid or Earth spells. When your Electric spells strike creature that is resistant or immune to that damage type they will become vulnerable for the next strike. |
| Enhancement | Description |
|---|---|
Shocking Grasp
|
Rank 1 You may cast the spell Shocking Grasp at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.Delivers a jolt of 2 to 7 electricity damage per caster level to any enemy you touch. D&D Dice: Deals 1d6+1 electricity damage per caster level (max 5d6+5). Rank 2 You may cast the spell Shocking Grasp at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.Delivers a jolt of 2 to 7 electricity damage per caster level to any enemy you touch. D&D Dice: Deals 1d6+1 electricity damage per caster level (max 5d6+5). Rank 3 You may cast the spell Shocking Grasp at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.Delivers a jolt of 2 to 7 electricity damage per caster level to any enemy you touch. D&D Dice: Deals 1d6+1 electricity damage per caster level (max 5d6+5). |
Acrobatic
|
Rank 1 You gain +2 to your Tumble, Jump, and Balance skills.Rank 2 You gain +4 to your Tumble, Jump, and Balance skills.Rank 3 You gain +6 to your Tumble, Jump, and Balance skills. In addition, your chance to Dodge enemy attacks is increased by 1%. |
One with the Storm
|
Rank 1 You gain a +3 bonus to your Electricity Resistance.Rank 2 You gain a +6 bonus to your Electricity Resistance.Rank 3 You gain a +10 bonus to your Electricity Resistance. |
Spell Critical: Electric
|
Your Electric and Sonic damage spells have an additional 2% chance to critically hit. |
Electrocution
|
Rank 1 Whenever you cast an Electric or Sonic damage spell, you gain +5 to your Electric and Sonic Spell Power for 6 seconds. This stacks up to 1 times.Rank 2 Whenever you cast an Electric or Sonic damage spell, you gain +5 to your Electric and Sonic Spell Power for 6 seconds. This stacks up to 3 times.Rank 3 Whenever you cast an Electric or Sonic damage spell, you gain +5 to your Electric and Sonic Spell Power for 6 seconds. This stacks up to 5 times. |
| Enhancement | Description |
|---|---|
Efficient Metamagic
|
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic. Cost: 2 AP Rank 1 Rank 2 Rank 3 |
Pierce Electric Resistance
|
Rank 1 Your Electric and Sonic damage spells now bypass 5 points of your target’s resistance to those damage types, if any.Rank 2 Your Electric and Sonic damage spells now bypass 10 points of your target’s resistance to those damage types, if any.Rank 3 Your Electric and Sonic damage spells now bypass 15 points of your target’s resistance to those damage types, if any. |
Spell Critical: Electric
|
Your Electric and Sonic damage spells have an additional 2% chance to critically hit. |
Alternating Current
|
Rank 1 Whenever you cast an Electric or Sonic damage spell, you have a 10% chance to gain 3 Temporary Spell Points.Rank 2 Whenever you cast an Electric or Sonic damage spell, you have a 20% chance to gain 3 Temporary Spell Points.Rank 3 Whenever you cast an Electric or Sonic damage spell, you have a 30% chance to gain 3 Temporary Spell Points. |
| Enhancement | Description |
|---|---|
Efficient Metamagic
|
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic. Cost: 2 AP Rank 1 Rank 2 Rank 3 |
Spell Penetration
|
You add +1 to your Caster Level check to overcome an enemy's Spell Resistance. |
Spell Critical: Electric
|
Your Electric and Sonic damage spells have an additional 2% chance to critically hit. |
Charisma or Dexterity
|
+1 Charisma or Dexterity Cost: 2 AP |
| Enhancement | Description |
|---|---|
Electric Loop
|
Rank 1 You may cast the spell Electric Loop at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.An electrical discharge strikes a primary target for 4 to 6 per two caster levels electrical damage (max 20 to 30) then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed save, the target must make a successful Will save or be dazed for a short period of time or until they take damage. D&D Dice: Deals 1d3+3 electric damage per two caster levels (max 5d3+15). Rank 2 You may cast the spell Electric Loop at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.An electrical discharge strikes a primary target for 4 to 6 per two caster levels electrical damage (max 20 to 30) then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed save, the target must make a successful Will save or be dazed for a short period of time or until they take damage. D&D Dice: Deals 1d3+3 electric damage per two caster levels (max 5d3+15). Rank 3 You may cast the spell Electric Loop at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.An electrical discharge strikes a primary target for 4 to 6 per two caster levels electrical damage (max 20 to 30) then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed save, the target must make a successful Will save or be dazed for a short period of time or until they take damage. D&D Dice: Deals 1d3+3 electric damage per two caster levels (max 5d3+15). |
Efficient Heighten Spell
|
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. |
Feather Fall
|
You gain Feather Falling, and may toggle it on or off at will. |
Spell Critical: Electric
|
Your Electric and Sonic damage spells have an additional 2% chance to critically hit. |
Charisma or Dexterity
|
+1 Charisma or Dexterity Cost: 2 AP |
| Enhancement | Description |
|---|---|
Lightning Bolt
|
Rank 1 You may cast the spell Lightning Bolt at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.A powerful stroke of electrical energy deals 4 to 9 electricity damage per caster level to targets in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range. D&D Dice: Deals 1d6+3 electricity damage per caster level (max 10d6+30). Rank 2 You may cast the spell Lightning Bolt at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.A powerful stroke of electrical energy deals 4 to 9 electricity damage per caster level to targets in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range. D&D Dice: Deals 1d6+3 electricity damage per caster level (max 10d6+30). Rank 3 You may cast the spell Lightning Bolt at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.A powerful stroke of electrical energy deals 4 to 9 electricity damage per caster level to targets in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range. D&D Dice: Deals 1d6+3 electricity damage per caster level (max 10d6+30). |
Awaken Elemental Weakness
|
You are able to curse an enemy, increasing Electric damage they take by 15%. If this target is resistant or immune to electric attacks it negates that protection instead. |
Wind Dance
|
You leap through the air, propelled by a gust of wind. Uses of this ability recharge at a rate of one every 15 seconds in private areas, and 3 seconds in town. |
Evocation Focus
|
You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school. |
Elemental Diversification
|
+15 Fire, +15 Cold, or +10 Force Spell Power. Cost: 2 AP |