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Air Savant
Sorcerer Class Enhancement Tree

Air Savant

Shocking Grasp 0/3
Shocking Grasp
Ranks: 3 Cost: 1 AP Requires: 1 AP
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 0/3
Acrobatic
Ranks: 3 Cost: 1 AP Requires: 1 AP
You gain +2 to your Tumble, Jump, and Balance skills.
One with the Storm 0/3
One with the Storm
Ranks: 3 Cost: 1 AP Requires: 1 AP
You gain a +3 bonus to your Electricity Resistance.
Spell Critical: Electric 0/1
Spell Critical: Electric
Ranks: 1 Cost: 2 AP Requires: 1 AP
Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
Electrocution 0/3
Electrocution
Ranks: 3 Cost: 1 AP Requires: 1 AP
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.
Efficient Metamagic 0/3
Efficient Metamagic
Ranks: 3 Cost: 2 AP Requires: 5 AP
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.

Cost: 2 AP
Pierce Electric Resistance 0/3
Pierce Electric Resistance
Ranks: 3 Cost: 2 AP Requires: 5 AP
Your Electric and Sonic damage spells now bypass 5 points of your target’s resistance to those damage types, if any.
Spell Critical: Electric 0/1
Spell Critical: Electric
Ranks: 1 Cost: 2 AP Requires: 5 AP
Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
Alternating Current 0/3
Alternating Current
Ranks: 3 Cost: 1 AP Requires: 5 AP
Whenever you cast an Electric or Sonic damage spell, you have a 10% chance to gain 3 Temporary Spell Points.
Efficient Metamagic 0/3
Efficient Metamagic
Ranks: 3 Cost: 2 AP Requires: 10 AP
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.

Cost: 2 AP
Spell Penetration 0/1
Spell Penetration
Ranks: 1 Cost: 2 AP Requires: 10 AP
You add +1 to your Caster Level check to overcome an enemy's Spell Resistance.
Spell Critical: Electric 0/1
Spell Critical: Electric
Ranks: 1 Cost: 2 AP Requires: 10 AP
Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
Charisma or Dexterity 0/1
Charisma or Dexterity
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Charisma or Dexterity

Cost: 2 AP
Electric Loop 0/3
Electric Loop
Ranks: 3 Cost: 1 AP Requires: 20 AP
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 0/2
Efficient Heighten Spell
Ranks: 2 Cost: 2 AP Requires: 20 AP
Using the Heighten Spell Metamagic costs you 1 fewer Spell Point per heightened level.
Feather Fall 0/1
Feather Fall
Ranks: 1 Cost: 2 AP Requires: 20 AP
You gain Feather Falling, and may toggle it on or off at will.
Spell Critical: Electric 0/1
Spell Critical: Electric
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
Charisma or Dexterity 0/1
Charisma or Dexterity
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Charisma or Dexterity

Cost: 2 AP
Lightning Bolt 0/3
Lightning Bolt
Ranks: 3 Cost: 1 AP Requires: 30 AP
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 0/1
Awaken Elemental Weakness
Ranks: 1 Cost: 2 AP Requires: 30 AP
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 0/1
Wind Dance
Ranks: 1 Cost: 2 AP Requires: 30 AP
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 0/1
Evocation Focus
Ranks: 1 Cost: 2 AP Requires: 30 AP
You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
Elemental Diversification 0/1
Elemental Diversification
Ranks: 1 Cost: 2 AP Requires: 30 AP
+15 Fire, +15 Cold, or +10 Force Spell Power.

Cost: 2 AP
Core Enhancements
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP
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 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 5 AP
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 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 10 AP
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 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 20 AP
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 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 30 AP
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 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 40 AP
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.
Core Enhancements
Enhancement Description
Elemental Savant 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.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Sorcerer Level 1
Elemental Savant 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
AP Cost
1
Ranks
1
Progression
5
Prereqs
Elemental Savant, Sorcerer Level 3
Elemental Savant 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
AP Cost
1
Ranks
1
Progression
10
Prereqs
Elemental Savant, Sorcerer Level 6
Elemental Savant 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
AP Cost
1
Ranks
1
Progression
20
Prereqs
Elemental Savant, Sorcerer Level 12
Elemental Savant 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
AP Cost
1
Ranks
1
Progression
30
Prereqs
Elemental Savant, Sorcerer Level 18
Elemental Savant 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.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Elemental Savant, Sorcerer Level 20
Tier 1
Enhancement Description
Shocking Grasp 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).
AP Cost
1
Ranks
3
Progression
1
Acrobatic 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%.
AP Cost
1
Ranks
3
Progression
1
One with the Storm 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.
AP Cost
1
Ranks
3
Progression
1
Spell Critical: Electric Spell Critical: Electric
Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
1
Electrocution 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.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Efficient Metamagic 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
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 3 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 1 fewer Spell Point.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 1 fewer Spell Point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 2 fewer Spell Points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 9 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 4 fewer Spell Points.
AP Cost
2
Ranks
3
Progression
5
Pierce Electric Resistance 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.
AP Cost
2
Ranks
3
Progression
5
Prereqs
One with the Storm
Spell Critical: Electric Spell Critical: Electric
Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Spell Critical: Electric
Alternating Current 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.
AP Cost
1
Ranks
3
Progression
5
Prereqs
Electrocution
Tier 3
Enhancement Description
Efficient Metamagic 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
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 3 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 1 fewer Spell Point.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 1 fewer Spell Point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 2 fewer Spell Points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 9 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 4 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 Metamagic
Spell Penetration Spell Penetration
You add +1 to your Caster Level check to overcome an enemy's Spell Resistance.
AP Cost
2
Ranks
1
Progression
10
Spell Critical: Electric Spell Critical: Electric
Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Spell Critical: Electric
Charisma or Dexterity Charisma or Dexterity
+1 Charisma or Dexterity

Cost: 2 AP
Charisma+1 Charisma
Dexterity+1 Dexterity
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Electric Loop 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).
AP Cost
1
Ranks
3
Progression
20
Prereqs
Shocking Grasp
Efficient Heighten Spell 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.
AP Cost
2
Ranks
2
Progression
20
Prereqs
Efficient Metamagic
Feather Fall Feather Fall
You gain Feather Falling, and may toggle it on or off at will.
AP Cost
2
Ranks
1
Progression
20
Spell Critical: Electric Spell Critical: Electric
Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Spell Critical: Electric
Charisma or Dexterity Charisma or Dexterity
+1 Charisma or Dexterity

Cost: 2 AP
Charisma+1 Charisma
Dexterity+1 Dexterity
AP Cost
2
Ranks
1
Progression
20
Prereqs
Charisma or Dexterity
Tier 5
Enhancement Description
Lightning Bolt 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).
AP Cost
1
Ranks
3
Progression
30
Prereqs
Electric Loop
Awaken Elemental Weakness 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.
AP Cost
2
Ranks
1
Progression
30
Wind Dance 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.
AP Cost
2
Ranks
1
Progression
30
Prereqs
Feather Fall
Evocation Focus Evocation Focus
You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
AP Cost
2
Ranks
1
Progression
30
Elemental Diversification Elemental Diversification
+15 Fire, +15 Cold, or +10 Force Spell Power.

Cost: 2 AP
Power of FlameYou have extensively practiced with Fire magic, granting an additional +15 Fire Spell Power.
Power of ForceYou have extensively practiced with Force magic, granting an additional +10 Force Spell Power.
Power of FrostYou have extensively practiced with Cold magic, granting an additional +15 Cold Spell Power.
AP Cost
2
Ranks
1
Progression
30