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Water Savant
Sorcerer Class Enhancement Tree

Water Savant

Cold Ray 0/3
Cold Ray
Ranks: 3 Cost: 1 AP Requires: 1 AP
You may cast the spell Niac's Cold Ray 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 ray of freezing ice and air projects from your finger dealing 6 to 10 cold damage per caster level (to a max of 30 to 50 damage at caster level 5) This ray has double spell range. A successful Reflex save negates this effect.

D&D Dice: Deals 1d5+5 cold damage per caster level (max 5d5+25).
Fluidity 0/3
Fluidity
Ranks: 3 Cost: 1 AP Requires: 1 AP
You gain +2 to your Tumble and Swim skills.
One with the Waves 0/3
One with the Waves
Ranks: 3 Cost: 1 AP Requires: 1 AP
You gain a +3 bonus to your Cold Resistance.
Spell Critical: Cold 0/1
Spell Critical: Cold
Ranks: 1 Cost: 2 AP Requires: 1 AP
Your Cold damage spells have an additional 2% chance to critically hit.
Hoarfrost 0/3
Hoarfrost
Ranks: 3 Cost: 1 AP Requires: 1 AP
Whenever you cast a Cold damage spell, you gain +5 to your Cold 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 Cold Resistance 0/3
Pierce Cold Resistance
Ranks: 3 Cost: 2 AP Requires: 5 AP
Your Cold damage spells now bypass 5 points of your target’s resistance to those damage types, if any.
Spell Critical: Cold 0/1
Spell Critical: Cold
Ranks: 1 Cost: 2 AP Requires: 5 AP
Your Cold damage spells have an additional 2% chance to critically hit.
Absolute Zero 0/3
Absolute Zero
Ranks: 3 Cost: 1 AP Requires: 5 AP
Whenever you cast a Cold 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: Cold 0/1
Spell Critical: Cold
Ranks: 1 Cost: 2 AP Requires: 10 AP
Your Cold damage spells have an additional 2% chance to critically hit.
Charisma or Wisdom 0/1
Charisma or Wisdom
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Charisma or Wisdom

Cost: 2 AP
Snowball Swarm 0/3
Snowball Swarm
Ranks: 3 Cost: 1 AP Requires: 20 AP
You may cast the spell Snowball Swarm 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 flurry of magical snowballs erupt near your target, dealing 2 to 8 cold damage per caster level. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+2 cold 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.
Water Breathing 0/1
Water Breathing
Ranks: 1 Cost: 2 AP Requires: 20 AP
You are no longer able to drown.
Spell Critical: Cold 0/1
Spell Critical: Cold
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your Cold damage spells have an additional 2% chance to critically hit.
Charisma or Wisdom 0/1
Charisma or Wisdom
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Charisma or Wisdom

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

Shoots a target with a freezing energy spear, dealing 24 to 40 cold damage on impact. The number of lances increases by 1 for every four levels beyond 3rd, to a maximum of three at 11th level. A successful Fortitude save reduces the damage by half. As a Ray this spell has double range.

D&D Dice: Deals 4d5+20 cold damage per lance.
Awaken Elemental Weakness 0/1
Awaken Elemental Weakness
Ranks: 1 Cost: 2 AP Requires: 30 AP
You are able to curse an enemy, increasing Cold damage they take by 15%. If this target is resistant or immune to cold attacks it negates that protection instead.
Icy Prison 0/1
Icy Prison
Ranks: 1 Cost: 2 AP Requires: 30 AP
You deal 500 cold damage to your opponent, with a Fortitude save (DC: 10 + Sorcerer Level + Highest of Charisma or Constitution Modifier + Evocation DCs) for half damage, and an additional Reflex save or be encased in ice. Ice creatures are immune to this effect, and the target gets occasional saves to attempt to escape.
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 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 Water Savant enhancement tree provides +0.75 Universal Spell Power.

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

Selecting this enhancement will prevent you from spending points in the Fire Savant enhancement tree.
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 5 AP
Passive:
+10 Cold Spell Power
+1 Caster Level when casting Cold or Water spells
-10 Fire Spell Power
-1 Caster Level when casting Fire spells
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 10 AP
Passive:
+10 Cold Spell Power
+1 Caster Level when casting Cold or Water spells
-10 Fire Spell Power
-1 Caster Level when casting Fire spells
Elemental Savant 0/1
Elemental Savant
Ranks: 1 Cost: 1 AP Requires: 20 AP
Passive:
50% Chance On Cold Spell Cast: Your target gains one stack of Lethargy (-1 to all Saving Throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.)

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

When your Cold 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 Water Savant enhancement tree provides +0.75 Universal Spell Power.

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

Selecting this enhancement will prevent you from spending points in the Fire Savant enhancement tree.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Sorcerer Level 1
Elemental Savant Elemental Savant
Passive:
+10 Cold Spell Power
+1 Caster Level when casting Cold or Water spells
-10 Fire Spell Power
-1 Caster Level when casting Fire spells
AP Cost
1
Ranks
1
Progression
5
Prereqs
Elemental Savant, Sorcerer Level 3
Elemental Savant Elemental Savant
Passive:
+10 Cold Spell Power
+1 Caster Level when casting Cold or Water spells
-10 Fire Spell Power
-1 Caster Level when casting Fire spells
AP Cost
1
Ranks
1
Progression
10
Prereqs
Elemental Savant, Sorcerer Level 6
Elemental Savant Elemental Savant
Passive:
50% Chance On Cold Spell Cast: Your target gains one stack of Lethargy (-1 to all Saving Throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.)

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

When your Cold 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
Cold Ray Cold Ray
Rank 1
You may cast the spell Niac's Cold Ray 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 ray of freezing ice and air projects from your finger dealing 6 to 10 cold damage per caster level (to a max of 30 to 50 damage at caster level 5) This ray has double spell range. A successful Reflex save negates this effect.

D&D Dice: Deals 1d5+5 cold damage per caster level (max 5d5+25).
Rank 2
You may cast the spell Niac's Cold Ray 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 ray of freezing ice and air projects from your finger dealing 6 to 10 cold damage per caster level (to a max of 30 to 50 damage at caster level 5) This ray has double spell range. A successful Reflex save negates this effect.

D&D Dice: Deals 1d5+5 cold damage per caster level (max 5d5+25).
Rank 3
You may cast the spell Niac's Cold Ray 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 ray of freezing ice and air projects from your finger dealing 6 to 10 cold damage per caster level (to a max of 30 to 50 damage at caster level 5) This ray has double spell range. A successful Reflex save negates this effect.

D&D Dice: Deals 1d5+5 cold damage per caster level (max 5d5+25).
AP Cost
1
Ranks
3
Progression
1
Fluidity Fluidity
Rank 1
You gain +2 to your Tumble and Swim skills.
Rank 2
You gain +4 to your Tumble and Swim skills.
Rank 3
You gain +6 to your Tumble and Swim skills, as well as +1 to your Reflex Saving Throw.
AP Cost
1
Ranks
3
Progression
1
One with the Waves One with the Waves
Rank 1
You gain a +3 bonus to your Cold Resistance.
Rank 2
You gain a +6 bonus to your Cold Resistance.
Rank 3
You gain a +10 bonus to your Cold Resistance.
AP Cost
1
Ranks
3
Progression
1
Spell Critical: Cold Spell Critical: Cold
Your Cold damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
1
Hoarfrost Hoarfrost
Rank 1
Whenever you cast a Cold damage spell, you gain +5 to your Cold Spell Power for 6 seconds. This stacks up to 1 times.
Rank 2
Whenever you cast a Cold damage spell, you gain +5 to your Cold Spell Power for 6 seconds. This stacks up to 3 times.
Rank 3
Whenever you cast a Cold damage spell, you gain +5 to your Cold 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 Cold Resistance Pierce Cold Resistance
Rank 1
Your Cold damage spells now bypass 5 points of your target’s resistance to those damage types, if any.
Rank 2
Your Cold damage spells now bypass 10 points of your target’s resistance to those damage types, if any.
Rank 3
Your Cold 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 Waves
Spell Critical: Cold Spell Critical: Cold
Your Cold damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Spell Critical: Cold
Absolute Zero Absolute Zero
Rank 1
Whenever you cast a Cold damage spell, you have a 10% chance to gain 3 Temporary Spell Points.
Rank 2
Whenever you cast a Cold damage spell, you have a 20% chance to gain 3 Temporary Spell Points.
Rank 3
Whenever you cast a Cold damage spell, you have a 30% chance to gain 3 Temporary Spell Points.
AP Cost
1
Ranks
3
Progression
5
Prereqs
Hoarfrost
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: Cold Spell Critical: Cold
Your Cold damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Spell Critical: Cold
Charisma or Wisdom Charisma or Wisdom
+1 Charisma or Wisdom

Cost: 2 AP
Charisma+1 Charisma
Wisdom+1 Wisdom
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Snowball Swarm Snowball Swarm
Rank 1
You may cast the spell Snowball Swarm 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 flurry of magical snowballs erupt near your target, dealing 2 to 8 cold damage per caster level. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+2 cold damage per caster level (max 10d6+20).
Rank 2
You may cast the spell Snowball Swarm 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 flurry of magical snowballs erupt near your target, dealing 2 to 8 cold damage per caster level. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+2 cold damage per caster level (max 10d6+20).
Rank 3
You may cast the spell Snowball Swarm 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 flurry of magical snowballs erupt near your target, dealing 2 to 8 cold damage per caster level. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+2 cold damage per caster level (max 10d6+20).
AP Cost
1
Ranks
3
Progression
20
Prereqs
Cold Ray
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
Water Breathing Water Breathing
You are no longer able to drown.
AP Cost
2
Ranks
1
Progression
20
Spell Critical: Cold Spell Critical: Cold
Your Cold damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Spell Critical: Cold
Charisma or Wisdom Charisma or Wisdom
+1 Charisma or Wisdom

Cost: 2 AP
Charisma+1 Charisma
Wisdom+1 Wisdom
AP Cost
2
Ranks
1
Progression
20
Prereqs
Charisma or Wisdom
Tier 5
Enhancement Description
Frost Lance Frost Lance
Rank 1
You may cast the spell Frost Lance 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.

Shoots a target with a freezing energy spear, dealing 24 to 40 cold damage on impact. The number of lances increases by 1 for every four levels beyond 3rd, to a maximum of three at 11th level. A successful Fortitude save reduces the damage by half. As a Ray this spell has double range.

D&D Dice: Deals 4d5+20 cold damage per lance.
Rank 2
You may cast the spell Frost Lance 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.

Shoots a target with a freezing energy spear, dealing 24 to 40 cold damage on impact. The number of lances increases by 1 for every four levels beyond 3rd, to a maximum of three at 11th level. A successful Fortitude save reduces the damage by half. As a Ray this spell has double range.

D&D Dice: Deals 4d5+20 cold damage per lance.
Rank 3
You may cast the spell Frost Lance 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.

Shoots a target with a freezing energy spear, dealing 24 to 40 cold damage on impact. The number of lances increases by 1 for every four levels beyond 3rd, to a maximum of three at 11th level. A successful Fortitude save reduces the damage by half. As a Ray this spell has double range.

D&D Dice: Deals 4d5+20 cold damage per lance.
AP Cost
1
Ranks
3
Progression
30
Prereqs
Snowball Swarm
Awaken Elemental Weakness Awaken Elemental Weakness
You are able to curse an enemy, increasing Cold damage they take by 15%. If this target is resistant or immune to cold attacks it negates that protection instead.
AP Cost
2
Ranks
1
Progression
30
Icy Prison Icy Prison
You deal 500 cold damage to your opponent, with a Fortitude save (DC: 10 + Sorcerer Level + Highest of Charisma or Constitution Modifier + Evocation DCs) for half damage, and an additional Reflex save or be encased in ice. Ice creatures are immune to this effect, and the target gets occasional saves to attempt to escape.
AP Cost
2
Ranks
1
Progression
30
Prereqs
Water Breathing
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 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