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Fire Savant
Sorcerer Class Enhancement Tree

Fire Savant

Burning Hands 0/3
Burning Hands
Ranks: 3 Cost: 1 AP Requires: 1 AP
You may cast the spell Burning Hands 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 searing flame shoots forth, damaging targets in the area of the flames for 1 to 7 fire damage per caster level. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+1 fire damage per caster level (max 5d6+6).
Intensity 0/3
Intensity
Ranks: 3 Cost: 1 AP Requires: 1 AP
You gain +2 to your Haggle and Intimidate skills.
One with the Inferno 0/3
One with the Inferno
Ranks: 3 Cost: 1 AP Requires: 1 AP
You gain a +3 bonus to your Fire Resistance.
Spell Critical: Fire 0/1
Spell Critical: Fire
Ranks: 1 Cost: 2 AP Requires: 1 AP
Your Fire damage spells have an additional 2% chance to critically hit.
Conflagration 0/3
Conflagration
Ranks: 3 Cost: 1 AP Requires: 1 AP
Whenever you cast a Fire damage spell, you gain +5 to your Fire 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 Fire Resistance 0/3
Pierce Fire Resistance
Ranks: 3 Cost: 2 AP Requires: 5 AP
Your Fire damage spells now bypass 5 points of your target’s resistance to those damage types, if any.
Spell Critical: Fire 0/1
Spell Critical: Fire
Ranks: 1 Cost: 2 AP Requires: 5 AP
Your Fire damage spells have an additional 2% chance to critically hit.
Fanning the Flames 0/3
Fanning the Flames
Ranks: 3 Cost: 1 AP Requires: 5 AP
Whenever you cast a Fire 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: Fire 0/1
Spell Critical: Fire
Ranks: 1 Cost: 2 AP Requires: 10 AP
Your Fire damage spells have an additional 2% chance to critically hit.
Charisma or Strength 0/1
Charisma or Strength
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Charisma or Strength

Cost: 2 AP
Scorch 0/3
Scorch
Ranks: 3 Cost: 1 AP Requires: 20 AP
You may cast the spell Scorch 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 jet of roaring flame bursts from your outstretched hand, dealing 3 to 8 fire damage per caster level to targets in its path. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+2 fire damage per caster level (max 10d6+20).
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.
Fire Guard 0/1
Fire Guard
Ranks: 1 Cost: 2 AP Requires: 20 AP
Enemies that attack you in melee take 3d6 Fire damage.
Spell Critical: Fire 0/1
Spell Critical: Fire
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your Fire damage spells have an additional 2% chance to critically hit.
Charisma or Strength 0/1
Charisma or Strength
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Charisma or Strength

Cost: 2 AP
Fireball 0/3
Fireball
Ranks: 3 Cost: 1 AP Requires: 30 AP
You may cast the spell Fireball 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 ball of fire that detonates on impact, causing an explosion of flame that deals 4 to 9 fire damage per caster level to targets around it. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+3 fire 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 Fire damage they take by 15%. If this target is resistant or immune to fire attacks it negates that protection instead.
Heat Death 0/1
Heat Death
Ranks: 1 Cost: 2 AP Requires: 30 AP
You raise the internal temperature of a living target to lethal levels. The target must succeed on a Fortitude save (DC: 10 + Sorcerer Level + Highest of Charisma or Constitution Modifier + Evocation DCs) or take 2000 points of fire damage as its blood (or other internal fluid) boils in a horrific manner. Fire creatures are immune to this effect.
Evocation Focus 0/1
Evocation Focus
Ranks: 1 Cost: 2 AP Requires: 30 AP
You have trained extensively in Evocation magic, granting you 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 Electric, +15 Acid, 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 Fire Savant enhancement tree provides +0.75 Universal Spell Power.

Passive:
+10 Fire Spell Power
+1 Caster Level when casting Fire spells
-10 Cold Spell Power
-1 Caster Level when casting Cold or Water spells

Selecting this enhancement will prevent you from spending points in the Water Savant enhancement tree.
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 5 AP
Passive:
+10 Fire Spell Power
+1 Caster Level when casting Fire spells
-10 Cold Spell Power
-1 Caster Level when casting Cold or Water spells
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 10 AP
Passive:
+10 Fire Spell Power
+1 Caster Level when casting Fire spells
-10 Cold Spell Power
-1 Caster Level when casting Cold or Water spells
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 20 AP
Passive:
On Fire Spell Cast: Your target gains one stack of Burning (Target takes 1d6 fire damage every 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.)

+10 Fire Spell Power
+1 Caster Level when casting Fire spells
-10 Cold Spell Power
-1 Caster Level when casting Cold or Water spells
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 30 AP
Passive:
Immunity to Paralysis
+10 Fire Spell Power
+1 Caster Level when casting Fire spells
+1 Maximum Caster Level when casting Fire spells
-10 Cold Spell Power
-1 Caster Level when casting Cold or Water spells
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 40 AP
Activate this ability to transform into a Fire 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 Fire Elemental Form, you also gain an additional +20 Fire Spell Power, +2% Fire Spell Critical Chance, and a +1 bonus to caster level and max caster level for fire spells, but your air, earth, and water spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to fire resistance, +20 Physical Resistance Rating, and a -10 penalty to cold resistance. While in Elemental Form, your spells also cost 10% more Spell Points to cast.

You also gain the following passive benefits, even while not in elemental form:
+2 Charisma
+10 Fire Spell Power
+1 Caster Level when casting Fire spells
+1 Maximum Caster Level when casting Fire spells
-10 Cold Spell Power
-1 Caster Level when casting Cold or Water spells.

When your Fire spells strike a 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 Fire Savant enhancement tree provides +0.75 Universal Spell Power.

Passive:
+10 Fire Spell Power
+1 Caster Level when casting Fire spells
-10 Cold Spell Power
-1 Caster Level when casting Cold or Water spells

Selecting this enhancement will prevent you from spending points in the Water Savant enhancement tree.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Sorcerer Level 1
Elemental Savant Elemental Savant
Passive:
+10 Fire Spell Power
+1 Caster Level when casting Fire spells
-10 Cold Spell Power
-1 Caster Level when casting Cold or Water spells
AP Cost
1
Ranks
1
Progression
5
Prereqs
Elemental Savant, Sorcerer Level 3
Elemental Savant Elemental Savant
Passive:
+10 Fire Spell Power
+1 Caster Level when casting Fire spells
-10 Cold Spell Power
-1 Caster Level when casting Cold or Water spells
AP Cost
1
Ranks
1
Progression
10
Prereqs
Elemental Savant, Sorcerer Level 6
Elemental Savant Elemental Savant
Passive:
On Fire Spell Cast: Your target gains one stack of Burning (Target takes 1d6 fire damage every 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.)

+10 Fire Spell Power
+1 Caster Level when casting Fire spells
-10 Cold Spell Power
-1 Caster Level when casting Cold or Water spells
AP Cost
1
Ranks
1
Progression
20
Prereqs
Elemental Savant, Sorcerer Level 12
Elemental Savant Elemental Savant
Passive:
Immunity to Paralysis
+10 Fire Spell Power
+1 Caster Level when casting Fire spells
+1 Maximum Caster Level when casting Fire spells
-10 Cold Spell Power
-1 Caster Level when casting Cold or Water spells
AP Cost
1
Ranks
1
Progression
30
Prereqs
Elemental Savant, Sorcerer Level 18
Elemental Savant Elemental Savant
Activate this ability to transform into a Fire 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 Fire Elemental Form, you also gain an additional +20 Fire Spell Power, +2% Fire Spell Critical Chance, and a +1 bonus to caster level and max caster level for fire spells, but your air, earth, and water spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to fire resistance, +20 Physical Resistance Rating, and a -10 penalty to cold resistance. While in Elemental Form, your spells also cost 10% more Spell Points to cast.

You also gain the following passive benefits, even while not in elemental form:
+2 Charisma
+10 Fire Spell Power
+1 Caster Level when casting Fire spells
+1 Maximum Caster Level when casting Fire spells
-10 Cold Spell Power
-1 Caster Level when casting Cold or Water spells.

When your Fire spells strike a 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
Burning Hands Burning Hands
Rank 1
You may cast the spell Burning Hands 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 searing flame shoots forth, damaging targets in the area of the flames for 1 to 7 fire damage per caster level. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+1 fire damage per caster level (max 5d6+6).
Rank 2
You may cast the spell Burning Hands 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 searing flame shoots forth, damaging targets in the area of the flames for 1 to 7 fire damage per caster level. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+1 fire damage per caster level (max 5d6+6).
Rank 3
You may cast the spell Burning Hands 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 searing flame shoots forth, damaging targets in the area of the flames for 1 to 7 fire damage per caster level. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+1 fire damage per caster level (max 5d6+6).
AP Cost
1
Ranks
3
Progression
1
Intensity Intensity
Rank 1
You gain +2 to your Haggle and Intimidate skills.
Rank 2
You gain +4 to your Haggle and Intimidate skills.
Rank 3
You gain +6 to your Haggle and Intimidate skills, as well as +1 to your Will Saving Throw.
AP Cost
1
Ranks
3
Progression
1
One with the Inferno One with the Inferno
Rank 1
You gain a +3 bonus to your Fire Resistance.
Rank 2
You gain a +6 bonus to your Fire Resistance.
Rank 3
You gain a +10 bonus to your Fire Resistance.
AP Cost
1
Ranks
3
Progression
1
Spell Critical: Fire Spell Critical: Fire
Your Fire damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
1
Conflagration Conflagration
Rank 1
Whenever you cast a Fire damage spell, you gain +5 to your Fire Spell Power for 6 seconds. This stacks up to 1 times.
Rank 2
Whenever you cast a Fire damage spell, you gain +5 to your Fire Spell Power for 6 seconds. This stacks up to 3 times.
Rank 3
Whenever you cast a Fire damage spell, you gain +5 to your Fire 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 Fire Resistance Pierce Fire Resistance
Rank 1
Your Fire damage spells now bypass 5 points of your target’s resistance to those damage types, if any.
Rank 2
Your Fire damage spells now bypass 10 points of your target’s resistance to those damage types, if any.
Rank 3
Your Fire 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 Inferno
Spell Critical: Fire Spell Critical: Fire
Your Fire damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Spell Critical: Fire
Fanning the Flames Fanning the Flames
Rank 1
Whenever you cast a Fire damage spell, you have a 10% chance to gain 3 Temporary Spell Points.
Rank 2
Whenever you cast a Fire damage spell, you have a 20% chance to gain 3 Temporary Spell Points.
Rank 3
Whenever you cast a Fire damage spell, you have a 30% chance to gain 3 Temporary Spell Points.
AP Cost
1
Ranks
3
Progression
5
Prereqs
Conflagration
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: Fire Spell Critical: Fire
Your Fire damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Spell Critical: Fire
Charisma or Strength Charisma or Strength
+1 Charisma or Strength

Cost: 2 AP
Charisma+1 Charisma
Strength+1 Strength
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Scorch Scorch
Rank 1
You may cast the spell Scorch 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 jet of roaring flame bursts from your outstretched hand, dealing 3 to 8 fire damage per caster level to targets in its path. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+2 fire damage per caster level (max 10d6+20).
Rank 2
You may cast the spell Scorch 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 jet of roaring flame bursts from your outstretched hand, dealing 3 to 8 fire damage per caster level to targets in its path. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+2 fire damage per caster level (max 10d6+20).
Rank 3
You may cast the spell Scorch 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 jet of roaring flame bursts from your outstretched hand, dealing 3 to 8 fire damage per caster level to targets in its path. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+2 fire damage per caster level (max 10d6+20).
AP Cost
1
Ranks
3
Progression
20
Prereqs
Burning Hands
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
Fire Guard Fire Guard
Enemies that attack you in melee take 3d6 Fire damage.
AP Cost
2
Ranks
1
Progression
20
Spell Critical: Fire Spell Critical: Fire
Your Fire damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Spell Critical: Fire
Charisma or Strength Charisma or Strength
+1 Charisma or Strength

Cost: 2 AP
Charisma+1 Charisma
Strength+1 Strength
AP Cost
2
Ranks
1
Progression
20
Prereqs
Charisma or Strength
Tier 5
Enhancement Description
Fireball Fireball
Rank 1
You may cast the spell Fireball 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 ball of fire that detonates on impact, causing an explosion of flame that deals 4 to 9 fire damage per caster level to targets around it. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+3 fire damage per caster level (max 10d6+30).
Rank 2
You may cast the spell Fireball 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 ball of fire that detonates on impact, causing an explosion of flame that deals 4 to 9 fire damage per caster level to targets around it. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+3 fire damage per caster level (max 10d6+30).
Rank 3
You may cast the spell Fireball 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 ball of fire that detonates on impact, causing an explosion of flame that deals 4 to 9 fire damage per caster level to targets around it. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+3 fire damage per caster level (max 10d6+30).
AP Cost
1
Ranks
3
Progression
30
Prereqs
Scorch
Awaken Elemental Weakness Awaken Elemental Weakness
You are able to curse an enemy, increasing Fire damage they take by 15%. If this target is resistant or immune to fire attacks it negates that protection instead.
AP Cost
2
Ranks
1
Progression
30
Heat Death Heat Death
You raise the internal temperature of a living target to lethal levels. The target must succeed on a Fortitude save (DC: 10 + Sorcerer Level + Highest of Charisma or Constitution Modifier + Evocation DCs) or take 2000 points of fire damage as its blood (or other internal fluid) boils in a horrific manner. Fire creatures are immune to this effect.
AP Cost
2
Ranks
1
Progression
30
Prereqs
Fire Guard
Evocation Focus Evocation Focus
You have trained extensively in Evocation magic, granting you a +1 bonus to your spell DCs of that school.
AP Cost
2
Ranks
1
Progression
30
Elemental Diversification Elemental Diversification
+15 Electric, +15 Acid, or +10 Force Spell Power.

Cost: 2 AP
Power of LightningYou have extensively practiced with Electric magic, granting an additional +15 Electric and Sonic Spell Power.
Power of ForceYou have extensively practiced with Force magic, granting an additional +10 Force Spell Power.
Power of AcidYou have extensively practiced with Acid magic, granting an additional +15 Acid Spell Power.
AP Cost
2
Ranks
1
Progression
30