| Enhancement | Description |
|---|---|
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. |
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 |
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 |
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 |
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 |
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. |
| Enhancement | Description |
|---|---|
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). |
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. |
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. |
Spell Critical: Fire
|
Your Fire damage spells have an additional 2% chance to critically hit. |
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. |
| 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 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. |
Spell Critical: Fire
|
Your Fire damage spells have an additional 2% chance to critically hit. |
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. |
| 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: Fire
|
Your Fire damage spells have an additional 2% chance to critically hit. |
Charisma or Strength
|
+1 Charisma or Strength Cost: 2 AP |
| Enhancement | Description |
|---|---|
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). |
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. |
Fire Guard
|
Enemies that attack you in melee take 3d6 Fire damage. |
Spell Critical: Fire
|
Your Fire damage spells have an additional 2% chance to critically hit. |
Charisma or Strength
|
+1 Charisma or Strength Cost: 2 AP |
| Enhancement | Description |
|---|---|
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). |
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. |
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. |
Evocation Focus
|
You have trained extensively in Evocation magic, granting you a +1 bonus to your spell DCs of that school. |
Elemental Diversification
|
+15 Electric, +15 Acid, or +10 Force Spell Power. Cost: 2 AP |