| 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. |
Elemental Savant
|
Passive: +10 Electric and Sonic Spell Power +1 Caster Level when casting Electric, Sonic, and Air spells -10 Acid Spell Power |
Elemental Savant
|
Passive: +10 Electric and Sonic Spell Power +1 Caster Level when casting Electric, Sonic, and Air spells -10 Acid Spell Power |
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 |
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 |
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 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
|
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. Delivers a jolt of 3 to 14 electricity damage per caster level to any enemy you touch. |
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
|
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. An electrical discharge strikes a primary target for 4 to 6 per two caster levels electrical damage 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. |
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
|
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. 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. |
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 |