| Enhancement | Description |
|---|---|
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. |
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 |
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 |
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 |
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 |
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. |
| Enhancement | Description |
|---|---|
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). |
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. |
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. |
Spell Critical: Cold
|
Your Cold damage spells have an additional 2% chance to critically hit. |
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. |
| 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 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. |
Spell Critical: Cold
|
Your Cold damage spells have an additional 2% chance to critically hit. |
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. |
| 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: Cold
|
Your Cold damage spells have an additional 2% chance to critically hit. |
Charisma or Wisdom
|
+1 Charisma or Wisdom Cost: 2 AP |
| Enhancement | Description |
|---|---|
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). |
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. |
Water Breathing
|
You are no longer able to drown. |
Spell Critical: Cold
|
Your Cold damage spells have an additional 2% chance to critically hit. |
Charisma or Wisdom
|
+1 Charisma or Wisdom Cost: 2 AP |
| Enhancement | Description |
|---|---|
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. |
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. |
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. |
Evocation Focus
|
You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school. |
Elemental Diversification
|
+15 Electric, +15 Acid, or +10 Force Spell Power. Cost: 2 AP |