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Earth Savant
Sorcerer Class Enhancement Tree

Earth Savant

Acid Spray 0/3
Acid Spray
Ranks: 3 Cost: 1 AP Requires: 1 AP
You may cast the spell Acid Spray 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 cone of burning acid shoots forth, damaging targets in the area of the spray for 2 to 7 acid damage per caster level. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+1 acid damage per caster level (max 5d6+6).
Stability 0/3
Stability
Ranks: 3 Cost: 1 AP Requires: 1 AP
You gain +2 to your Balance and Concentration skills.
One with the Soil 0/3
One with the Soil
Ranks: 3 Cost: 1 AP Requires: 1 AP
You gain a +3 bonus to your Acid Resistance.
Spell Critical: Acid 0/1
Spell Critical: Acid
Ranks: 1 Cost: 2 AP Requires: 1 AP
Your Acid damage spells have an additional 2% chance to critically hit.
Erosion 0/3
Erosion
Ranks: 3 Cost: 1 AP Requires: 1 AP
Whenever you cast a Acid damage spell, you gain +5 to your Acid 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 Acid Resistance 0/3
Pierce Acid Resistance
Ranks: 3 Cost: 2 AP Requires: 5 AP
Your Acid damage spells now bypass 5 points of your target’s resistance to those damage types, if any.
Spell Critical: Acid 0/1
Spell Critical: Acid
Ranks: 1 Cost: 2 AP Requires: 5 AP
Your Acid damage spells have an additional 2% chance to critically hit.
Devouring Earth 0/3
Devouring Earth
Ranks: 3 Cost: 1 AP Requires: 5 AP
Whenever you cast a Acid 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: Acid 0/1
Spell Critical: Acid
Ranks: 1 Cost: 2 AP Requires: 10 AP
Your Acid damage spells have an additional 2% chance to critically hit.
Charisma or Constitution 0/1
Charisma or Constitution
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Charisma or Constitution

Cost: 2 AP
Acid Arrow 0/3
Acid Arrow
Ranks: 3 Cost: 1 AP Requires: 20 AP
You may cast the spell Melf's Acid Arrow 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.

Deals 1 to 6 acid damage per caster level to a target with a magical arrow of acid dealing damage 3 times over 6 seconds. The arrow has double spell range.
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.
Earthen Armor 0/2
Earthen Armor
Ranks: 2 Cost: 1 AP Requires: 20 AP
Gain a +3 stacking bonus to your Armor Class.
Spell Critical: Acid 0/1
Spell Critical: Acid
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your Acid damage spells have an additional 2% chance to critically hit.
Charisma or Constitution 0/1
Charisma or Constitution
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Charisma or Constitution

Cost: 2 AP
Acid Blast 0/3
Acid Blast
Ranks: 3 Cost: 1 AP Requires: 30 AP
You may cast the spell Acid Blast 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.

Creates a gout of acid that explodes on impact, dealing 4 to 9 acid damage per caster level to targets around it. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+3 acid 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 Acid damage they take by 15%. If this target is resistant or immune to acid attacks it negates that protection instead.
Earthgrab 0/1
Earthgrab
Ranks: 1 Cost: 2 AP Requires: 30 AP
Earthen hands grasp your foe, rendering them helpless and dealing bludgeoning damage over time on a failed Reflex save (DC: 10 + Sorcerer Level + Higher of Charisma or Constitution Modifier + Conjuration DCs).
Conjuration Focus 0/1
Conjuration Focus
Ranks: 1 Cost: 2 AP Requires: 30 AP
You have trained extensively in Conjuration 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 Earth Savant enhancement tree provides +0.75 Universal Spell Power.

Passive:
+10 Acid Spell Power
+1 Caster Level when casting Acid and Earth spells
-10 Electric and Sonic Spell Power
-1 Caster Level when casting Electric, Sonic, and Air spells

Selecting this enhancement will prevent you from spending points in the Air Savant enhancement tree.
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 5 AP
Passive:
+10 Acid Spell Power
+1 Caster Level when casting Acid and Earth spells
-10 Electric and Sonic Spell Power
-1 Caster Level when casting Electric, Sonic, and Air spells
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 10 AP
Passive:
+10 Acid Spell Power
+1 Caster Level when casting Acid and Earth spells
-10 Electric and Sonic Spell Power
-1 Caster Level when casting Electric, Sonic, and Air spells
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 20 AP
Passive:
On Acid Spell Cast: Your target gains one stack of Armor Destruction (Target receives a -2 AC penalty and loses 2% of its Fortification for the next 20 seconds. If the effect is reapplied before it wears off, the effect will stack and the duration will reset. The effect can be stacked up to 4 times for a total of -8 AC and -8% Fortification.)

+10 Acid Spell Power
+1 Caster Level when casting Acid and Earth spells
-10 Electric and Sonic Spell Power
-1 Caster Level when casting Electric, Sonic, and Air spells
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 30 AP
Passive:
Immunity to Petrification
+10 Acid Spell Power
+1 Caster Level when casting Acid and Earth spells
+1 Maximum Caster Level when casting Acid and Earth spells
-10 Electric and Sonic Spell Power
-1 Caster Level when casting Electric, Sonic, and Air spells
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 40 AP
Activate this ability to transform into an Earth 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 Earth Elemental form, you also gain an additional +20 Acid Spell Power, +2% Acid Spell Critical Chance, and a +1 bonus to caster level and max caster level for acid and earth spells, but your air, fire, and water spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to acid resistance, +25 Physical Resistance Rating, and a -10 penalty to electrical 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 Acid Spell Power
+1 Caster Level when casting Acid and Earth spells
+1 Maximum Caster Level when casting Acid and Earth spells
-10 Electric and Sonic Spell Power
-1 Caster Level when casting Electric, Sonic, and Air spells.

When your Acid 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 Earth Savant enhancement tree provides +0.75 Universal Spell Power.

Passive:
+10 Acid Spell Power
+1 Caster Level when casting Acid and Earth spells
-10 Electric and Sonic Spell Power
-1 Caster Level when casting Electric, Sonic, and Air spells

Selecting this enhancement will prevent you from spending points in the Air Savant enhancement tree.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Sorcerer Level 1
Elemental Savant Elemental Savant
Passive:
+10 Acid Spell Power
+1 Caster Level when casting Acid and Earth spells
-10 Electric and Sonic Spell Power
-1 Caster Level when casting Electric, Sonic, and Air spells
AP Cost
1
Ranks
1
Progression
5
Prereqs
Elemental Savant, Sorcerer Level 3
Elemental Savant Elemental Savant
Passive:
+10 Acid Spell Power
+1 Caster Level when casting Acid and Earth spells
-10 Electric and Sonic Spell Power
-1 Caster Level when casting Electric, Sonic, and Air spells
AP Cost
1
Ranks
1
Progression
10
Prereqs
Elemental Savant, Sorcerer Level 6
Elemental Savant Elemental Savant
Passive:
On Acid Spell Cast: Your target gains one stack of Armor Destruction (Target receives a -2 AC penalty and loses 2% of its Fortification for the next 20 seconds. If the effect is reapplied before it wears off, the effect will stack and the duration will reset. The effect can be stacked up to 4 times for a total of -8 AC and -8% Fortification.)

+10 Acid Spell Power
+1 Caster Level when casting Acid and Earth spells
-10 Electric and Sonic Spell Power
-1 Caster Level when casting Electric, Sonic, and Air spells
AP Cost
1
Ranks
1
Progression
20
Prereqs
Elemental Savant, Sorcerer Level 12
Elemental Savant Elemental Savant
Passive:
Immunity to Petrification
+10 Acid Spell Power
+1 Caster Level when casting Acid and Earth spells
+1 Maximum Caster Level when casting Acid and Earth spells
-10 Electric and Sonic Spell Power
-1 Caster Level when casting Electric, Sonic, and Air 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 Earth 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 Earth Elemental form, you also gain an additional +20 Acid Spell Power, +2% Acid Spell Critical Chance, and a +1 bonus to caster level and max caster level for acid and earth spells, but your air, fire, and water spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to acid resistance, +25 Physical Resistance Rating, and a -10 penalty to electrical 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 Acid Spell Power
+1 Caster Level when casting Acid and Earth spells
+1 Maximum Caster Level when casting Acid and Earth spells
-10 Electric and Sonic Spell Power
-1 Caster Level when casting Electric, Sonic, and Air spells.

When your Acid 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
Acid Spray Acid Spray
Rank 1
You may cast the spell Acid Spray 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 cone of burning acid shoots forth, damaging targets in the area of the spray for 2 to 7 acid damage per caster level. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+1 acid damage per caster level (max 5d6+6).
Rank 2
You may cast the spell Acid Spray 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 cone of burning acid shoots forth, damaging targets in the area of the spray for 2 to 7 acid damage per caster level. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+1 acid damage per caster level (max 5d6+6).
Rank 3
You may cast the spell Acid Spray 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 cone of burning acid shoots forth, damaging targets in the area of the spray for 2 to 7 acid damage per caster level. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+1 acid damage per caster level (max 5d6+6).
AP Cost
1
Ranks
3
Progression
1
Stability Stability
Rank 1
You gain +2 to your Balance and Concentration skills.
Rank 2
You gain +2 to your Balance and Concentration skills.
Rank 3
You gain +2 to your Balance and Concentration skills, as well as +1 to your Fortitude Saving Throw.
AP Cost
1
Ranks
3
Progression
1
One with the Soil One with the Soil
Rank 1
You gain a +3 bonus to your Acid Resistance.
Rank 2
You gain a +6 bonus to your Acid Resistance.
Rank 3
You gain a +10 bonus to your Acid Resistance.
AP Cost
1
Ranks
3
Progression
1
Spell Critical: Acid Spell Critical: Acid
Your Acid damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
1
Erosion Erosion
Rank 1
Whenever you cast a Acid damage spell, you gain +5 to your Acid Spell Power for 6 seconds. This stacks up to 1 times.
Rank 2
Whenever you cast a Acid damage spell, you gain +5 to your Acid Spell Power for 6 seconds. This stacks up to 3 times.
Rank 3
Whenever you cast a Acid damage spell, you gain +5 to your Acid 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 Acid Resistance Pierce Acid Resistance
Rank 1
Your Acid damage spells now bypass 5 points of your target’s resistance to those damage types, if any.
Rank 2
Your Acid damage spells now bypass 10 points of your target’s resistance to those damage types, if any.
Rank 3
Your Acid 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 Soil
Spell Critical: Acid Spell Critical: Acid
Your Acid damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Spell Critical: Acid
Devouring Earth Devouring Earth
Rank 1
Whenever you cast a Acid damage spell, you have a 10% chance to gain 3 Temporary Spell Points.
Rank 2
Whenever you cast a Acid damage spell, you have a 20% chance to gain 3 Temporary Spell Points.
Rank 3
Whenever you cast a Acid damage spell, you have a 30% chance to gain 3 Temporary Spell Points.
AP Cost
1
Ranks
3
Progression
5
Prereqs
Erosion
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: Acid Spell Critical: Acid
Your Acid damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Spell Critical: Acid
Charisma or Constitution Charisma or Constitution
+1 Charisma or Constitution

Cost: 2 AP
Charisma+1 Charisma
Constitution+1 Constitution
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Acid Arrow Acid Arrow
Rank 1
You may cast the spell Melf's Acid Arrow 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.

Deals 1 to 6 acid damage per caster level to a target with a magical arrow of acid dealing damage 3 times over 6 seconds. The arrow has double spell range.
Rank 2
You may cast the spell Melf's Acid Arrow 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.

Deals 1 to 6 acid damage per caster level to a target with a magical arrow of acid dealing damage 3 times over 6 seconds. The arrow has double spell range.
Rank 3
You may cast the spell Melf's Acid Arrow 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.

Deals 1 to 6 acid damage per caster level to a target with a magical arrow of acid dealing damage 3 times over 6 seconds. The arrow has double spell range.
AP Cost
1
Ranks
3
Progression
20
Prereqs
Acid Spray
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
Earthen Armor Earthen Armor
Rank 1
Gain a +3 stacking bonus to your Armor Class.
Rank 2
Gain an additional +3 stacking bonus to your Armor Class.
AP Cost
1
Ranks
2
Progression
20
Spell Critical: Acid Spell Critical: Acid
Your Acid damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Spell Critical: Acid
Charisma or Constitution Charisma or Constitution
+1 Charisma or Constitution

Cost: 2 AP
Charisma+1 Charisma
Constitution+1 Constitution
AP Cost
2
Ranks
1
Progression
20
Prereqs
Charisma or Constitution
Tier 5
Enhancement Description
Acid Blast Acid Blast
Rank 1
You may cast the spell Acid Blast 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.

Creates a gout of acid that explodes on impact, dealing 4 to 9 acid damage per caster level to targets around it. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+3 acid damage per caster level (max 10d6+30).
Rank 2
You may cast the spell Acid Blast 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.

Creates a gout of acid that explodes on impact, dealing 4 to 9 acid damage per caster level to targets around it. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+3 acid damage per caster level (max 10d6+30).
Rank 3
You may cast the spell Acid Blast 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.

Creates a gout of acid that explodes on impact, dealing 4 to 9 acid damage per caster level to targets around it. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+3 acid damage per caster level (max 10d6+30).
AP Cost
1
Ranks
3
Progression
30
Prereqs
Acid Arrow
Awaken Elemental Weakness Awaken Elemental Weakness
You are able to curse an enemy, increasing Acid damage they take by 15%. If this target is resistant or immune to acid attacks it negates that protection instead.
AP Cost
2
Ranks
1
Progression
30
Earthgrab Earthgrab
Earthen hands grasp your foe, rendering them helpless and dealing bludgeoning damage over time on a failed Reflex save (DC: 10 + Sorcerer Level + Higher of Charisma or Constitution Modifier + Conjuration DCs).
AP Cost
2
Ranks
1
Progression
30
Prereqs
Earthen Armor
Conjuration Focus Conjuration Focus
You have trained extensively in Conjuration 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