| Enhancement | Description |
|---|---|
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. |
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 |
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 |
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 |
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 |
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. |
| Enhancement | Description |
|---|---|
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). |
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. |
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. |
Spell Critical: Acid
|
Your Acid damage spells have an additional 2% chance to critically hit. |
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. |
| 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 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. |
Spell Critical: Acid
|
Your Acid damage spells have an additional 2% chance to critically hit. |
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. |
| 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: Acid
|
Your Acid damage spells have an additional 2% chance to critically hit. |
Charisma or Constitution
|
+1 Charisma or Constitution Cost: 2 AP |
| Enhancement | Description |
|---|---|
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. |
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. |
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. |
Spell Critical: Acid
|
Your Acid damage spells have an additional 2% chance to critically hit. |
Charisma or Constitution
|
+1 Charisma or Constitution Cost: 2 AP |
| Enhancement | Description |
|---|---|
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). |
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. |
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). |
Conjuration Focus
|
You have trained extensively in Conjuration 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 |