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Primal Epic Destiny

Primal Avatar

Seeking Balance 0/3
Seeking Balance
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Reflex Saving Throws, +2 Tumble and Balance
Well Weathered 0/3
Well Weathered
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Physical and Magical Resistance Rating
Primal Spell Selection I 0/1
Primal Spell Selection I
Ranks: 1 Cost: 2 AP Requires: 1 AP
Select an Epic Strike.
Nature's Friend 0/1
Nature's Friend
Ranks: 1 Cost: 2 AP Requires: 1 AP
When you sit to rest at a Rest Shrine, your selected friend of nature visits you briefly and offers comfort. You and nearby party members are granted a buff that lasts until the end of your current quest.

+10 Sonic Spell Power, 15% Sonic Absorption, +3 Listen
Rejuvenation Cocoon 0/1
Rejuvenation Cocoon
Ranks: 1 Cost: 2 AP Requires: 1 AP
Protects your target with a shield of 150 temporary Hit Points for 9 seconds. Heals 5d6 Hit Point every 2 seconds while the shield persists.

Is considered a druid spell for interactions with other abilities.
Flowers in the Thorns 0/1
Flowers in the Thorns
Ranks: 1 Cost: 2 AP Requires: 5 AP
Stepping inside a Spike Growth or Entangle spell, whether hostile or friendly, heals you for 1d3 hit points every 5 seconds per Character Level of the spell's owner.
Mantle of Nature 0/3
Mantle of Nature
Ranks: 3 Cost: 1 AP Requires: 5 AP
Select a Primal Avatar Destiny Mantle.
Thrive 0/1
Thrive
Ranks: 1 Cost: 2 AP Requires: 5 AP
+50 Maximum Spell Points.

Your Epic Strike in this tree now has a 30% chance to grant Thrive when cast. Thrive: The cost of all spells is reduced by a 25% Enhancement bonus for 4 seconds.
Primal Spell 0/1
Primal Spell
Ranks: 1 Cost: 2 AP Requires: 5 AP
Select a Primal Spell.
Spirit Boon - Body 0/2
Spirit Boon - Body
Ranks: 2 Cost: 1 AP Requires: 5 AP
+1 Strength, Dexterity, and Constitution
Evergreen 0/3
Evergreen
Ranks: 3 Cost: 1 AP Requires: 10 AP
+30 Maximum Spell Points.
Shared Mantle 0/1
Shared Mantle
Ranks: 1 Cost: 2 AP Requires: 10 AP
While within your Primal Avatar Destiny Mantle you gain +3 bonus Imbue Dice. Your summons and hirelings now also benefit from your Primal Avatar Destiny Mantle, and they gain your current Spell Power Values.
Primal Avatar Spell Focus 0/3
Primal Avatar Spell Focus
Ranks: 3 Cost: 1 AP Requires: 10 AP
Select a Spell School to enhance.
At Its Core 0/1
At Its Core
Ranks: 1 Cost: 1 AP Requires: 10 AP
Upgrades your selected Primal Spell.

Heart: Doubles the damage of Reborn in Fire. Reborn in Fire now also grants +25% Uncapped Dodge for 4 seconds on use.

Sky: Doubles the damage of Thunder Snow. Thunder Snow now also applies the slow effect of Storm Catcher, slowing movement and reducing all targets' Reflex saves by half your Character Level for the duration of the slow.

Thorn: Doubles the damage of Shard Storm. Shard Storm now also grants you Shard Reflection for 12 seconds when used, giving you 25% of your Maximum Hit Points as Temporary Hit Points.
Natural Shielding 0/1
Natural Shielding
Ranks: 1 Cost: 2 AP Requires: 10 AP
+10 Maximum Hit Points and +2 Magical Resistance Rating. Your summons, pets, and hirelings gain a 60% bonus to Maximum Hitpoints, +30 Magical Resistance Rating, +4 Reflex Saving Throws, and gain the Evasion feat.
Natural Evasion 0/1
Natural Evasion
Ranks: 1 Cost: 2 AP Requires: 20 AP
Gain the Evasion Feat. Exclusive from other enhancements that grant this feat.
Nature's Reach 0/3
Nature's Reach
Ranks: 3 Cost: 1 AP Requires: 20 AP
+5 Universal Spell Power. Using the Enlarge Spell Metamagic costs you 3 fewer Spell Points.
Nature's Blessing 0/1
Nature's Blessing
Ranks: 1 Cost: 2 AP Requires: 20 AP
When you Rest, a natural spirit manifests as a Unicorn and grants Nature's Blessing to yourself and nearby allies.

Nature's Blessing: +5% insight bonus to Maximum Hit Points. This effect lasts until you leave the dungeon.
Improved Metamagic 0/3
Improved Metamagic
Ranks: 3 Cost: 1 AP Requires: 20 AP
Select a Metamagic to improve
Improved Metamagic 0/3
Improved Metamagic
Ranks: 3 Cost: 1 AP Requires: 20 AP
Select a Metamagic to improve
Primal Avatar - Primal Ally 0/1
Primal Avatar - Primal Ally
Ranks: 1 Cost: 2 AP Requires: 30 AP
Gain the ability to summon an elemental ally based on your nature.
Ancient Wisdom 0/3
Ancient Wisdom
Ranks: 3 Cost: 1 AP Requires: 30 AP
+1 to all Spell DCs
Mass Frog 0/1
Mass Frog
Ranks: 1 Cost: 2 AP Requires: 30 AP
Up to six nearby enemies are turned into frogs. Each may avoid ribbiting on a successful Fortitude saving throw vs. DC (20+ Highest of INT/WIS/CHA modifier+ Transmutation bonuses).
Greater Form 0/1
Greater Form
Ranks: 1 Cost: 2 AP Requires: 30 AP
Choose a powerful form of Wild Shape.
Epic Improved Meta Magic 0/3
Epic Improved Meta Magic
Ranks: 3 Cost: 1 AP Requires: 30 AP
Reduces the cost of the Intensify Spell Metamagic by 2 Spell Points
Core Enhancements
This is Your Nature 0/1
This is Your Nature
Ranks: 1 Cost: 1 AP
Choose a path to follow between Heart, Sky, and Thorn.
Now Grow 0/1
Now Grow
Ranks: 1 Cost: 1 AP Requires: 5 AP
Choose a second path to follow beyond your first.
Weathering the Elements 0/1
Weathering the Elements
Ranks: 1 Cost: 1 AP Requires: 10 AP
+15% Absorption versus Fire, Cold, Electric, Acid, and Poison damage. Your Protection From Energy spells now apply 25 points of Energy Protection per Caster Level and no longer have a Max Caster Level.
Regrowth 0/1
Regrowth
Ranks: 1 Cost: 1 AP Requires: 20 AP
Resting grants you Nature's Resurgence. In addition, once per rest, if you drop below 5% of your maximum spell points, you immediately gain Nature's Resurgence and 500 Spell Points.

Nature's Resurgence: +5% Spell Critical Damage. This lasts until your next Rest.
Core Enhancements
Enhancement Description
This is Your Nature This is Your Nature
Choose a path to follow between Heart, Sky, and Thorn.
This Is Your Nature: HeartYou follow the path of the Heart. The rest of this tree's options will be determined by this choice.

You gain the Magical Training feat.

Each Core Ability in this tree, including this one, grants the following:

+1 Epic bonus to all Spell DCs
+5 Fire, Light, Positive and Universal Spell Power
+50 Maximum Spell Points
This Is Your Nature: SkyYou follow the path of the Sky. The rest of this tree's options will be determined by this choice.

You gain the Magical Training feat.

Each Core ability you take in this tree, including this one, grants the following:

+1 Epic bonus to all Spell DCs
+5 Electric, Cold, Sonic and Universal Spell Power
+50 Maximum Spell Points
This Is Your Nature: ThornYou follow the path of the Thorn. The rest of this tree's options will be determined by this choice.

You gain the Magical Training feat.

Each Core ability you take in this tree, including this one, grants the following:

+1 Epic bonus to all DCs
+5 Acid, Force, Poison and Universal Spell Power
+50 Maximum Spell Points
AP Cost
1
Ranks
1
Progression
0
Now Grow Now Grow
Choose a second path to follow beyond your first.
Now Grow: HeartYou gain a minor affinity for Heart. You gain the following for each Core Ability you take in this tree, including this one:

+3 Fire, Light, and Positive Spell Power
Now Grow: SkyYou gain a minor affinity for Sky. You gain the following for each Core Ability you take in this tree, including this one:

+3 Electric, Cold, and Sonic Spell Power
Now Grow: ThornYou gain a minor affinity for Thorn. You gain the following for each Core Ability you take in this tree, including this one:

+3 Acid, Poison, and Force Spell Power
AP Cost
1
Ranks
1
Progression
5
Weathering the Elements Weathering the Elements
+15% Absorption versus Fire, Cold, Electric, Acid, and Poison damage. Your Protection From Energy spells now apply 25 points of Energy Protection per Caster Level and no longer have a Max Caster Level.
AP Cost
1
Ranks
1
Progression
10
Regrowth Regrowth
Resting grants you Nature's Resurgence. In addition, once per rest, if you drop below 5% of your maximum spell points, you immediately gain Nature's Resurgence and 500 Spell Points.

Nature's Resurgence: +5% Spell Critical Damage. This lasts until your next Rest.
AP Cost
1
Ranks
1
Progression
20
Tier 1
Enhancement Description
Seeking Balance Seeking Balance
Rank 1
+1 Reflex Saving Throws, +2 Tumble and Balance
Rank 2
+2 Reflex Saving Throws, +4 Tumble and Balance
Rank 3
+3 Reflex Saving Throws, +6 Tumble and Balance. Rank 3: If you are using a Quarterstaff, you gain +1 Damage and +5 Universal Spell Power.
AP Cost
1
Ranks
3
Progression
1
Well Weathered Well Weathered
Rank 1
+1 Physical and Magical Resistance Rating
Rank 2
+2 Physical and Magical Resistance Rating
Rank 3
+3 Physical and Magical Resistance Rating
AP Cost
1
Ranks
3
Progression
1
Primal Spell Selection I Primal Spell Selection I
Select an Epic Strike.
Storm CatcherEpic Strike: Target enemy is instantly struck by a bolt of lightning for 1d8+8 Electric damage per Caster Level. Target also becomes chilled to the bone for 8 seconds slowing their movement and reducing their Reflex save by half your Character Level (Max Caster Level 20). They also take 1d6 Cold damage per Caster Level every two seconds for the duration.

Is considered a druid spell for interactions with other abilities.

Requires you to be attuned to the path of Sky.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
Spring to SummerEpic Strike: A burst of butterflies forms around the caster in a small radius applying a copy of Rejuvenation Cocoon to all allies. After several seconds, the butterflies burst into flame causing 1d6+6 Fire damage per Character Level (up to a Max Caster Level of 20) to all nearby enemies. This damage is halved on a successful Reflex save (DC: 20 + Highest of INT/WIS/CHA mod + Evocation bonuses).

Is considered a druid spell for interactions with other abilities.

Requires you to be attuned to the path of Heart.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
Carrion SwarmEpic Strike: Target enemy and all enemies within a small radius around them become covered with biting acidic and poisonous insects. Every 2 seconds they take 1d6+1 Acid and 1d6+1 Poison damage per every 2 Character Levels for 8 seconds (Max Caster Level 20). Stacks up to 3 times. Each stack also causes a -4 penalty to attack rolls and Armor class. Every few seconds, affected enemies have a chance to break free of the swarm if they pass a Fortitude saving throw (DC: 20 + highest of Int/Wis/Cha modifier + Conjuration bonuses).

Is considered a druid spell for interactions with other abilities.

Requires you to be attuned to the path of Thorn.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
AP Cost
2
Ranks
1
Progression
1
Nature's Friend Nature's Friend
Friends of Nature - Bat of EchoesWhen you sit to rest at a Rest Shrine, your selected friend of nature visits you briefly and offers comfort. You and nearby party members are granted a buff that lasts until the end of your current quest.

+10 Sonic Spell Power, 15% Sonic Absorption, +3 Listen
Friends of Nature - Bird of WindWhen you sit to rest at a Rest Shrine, your selected friend of nature visits you briefly and offers comfort. You and nearby party members are granted a buff that lasts until the end of your current quest.

+10 Electric Spell Power, +1% Dodge +3 Spot
Friends of Nature - Fox of FlameWhen you sit to rest at a Rest Shrine, your selected friend of nature visits you briefly and offers comfort. You and nearby party members are granted a buff that lasts until the end of your current quest.

+10 Fire Spell Power, +2 Damage with Sneak Attacks, +3 Move Silently
Friends of Nature - Frog of the LakeWhen you sit to rest at a Rest Shrine, your selected friend of nature visits you briefly and offers comfort. You and nearby party members are granted a buff that lasts until the end of your current quest.

+10 Cold Spell Power, +2 Magical Resistance Rating, and +3 Jump
Friends of Nature - Squirrel of LuckWhen you sit to rest at a Rest Shrine, your selected friend of nature visits you briefly and offers comfort. You and nearby party members are granted a buff that lasts until the end of your current quest.

+1 to Attack, Damage, and all Saving Throws
Friends of Nature - Spider of the DeepsWhen you sit to rest at a Rest Shrine, your selected friend of nature visits you briefly and offers comfort. You and nearby party members are granted a buff that lasts until the end of your current quest.

+10 Poison and Acid Spell Power, 15% Poison Absorption
AP Cost
2
Ranks
1
Progression
1
Rejuvenation Cocoon Rejuvenation Cocoon
Protects your target with a shield of 150 temporary Hit Points for 9 seconds. Heals 5d6 Hit Point every 2 seconds while the shield persists.

Is considered a druid spell for interactions with other abilities.
AP Cost
2
Ranks
1
Progression
1
Tier 2
Enhancement Description
Flowers in the Thorns Flowers in the Thorns
Stepping inside a Spike Growth or Entangle spell, whether hostile or friendly, heals you for 1d3 hit points every 5 seconds per Character Level of the spell's owner.
AP Cost
2
Ranks
1
Progression
5
Mantle of Nature Mantle of Nature
Select a Primal Avatar Destiny Mantle.
Rank 1
Mantle of Nature - HeartPrimal Avatar Destiny Mantle: Your Healing spells have a chance to apply a copy of Rejuvenation Cocoon to your target. Your Fire, Light, and Alignment spells have a chance to apply a blast of that damage type for an extra 1d6 per Character Level. All effects scale with 100% Spell Power. Each effect can only occur once every 5 seconds, tracked separately. Any Melee or Ranged Attack can also generate one of these effects.
Mantle of Nature - SkyPrimal Avatar Destiny Mantle: Your Cold, Electric and Sonic spells have a chance to blast one target for an additional 1d6 damage per Character Level of the same type as the spell used. All effects scale with 100% Spell Power. Each element can only proc once every 5 seconds, tracked separately. Any Melee or Ranged Attack can also generate one of these effects.
Mantle of Nature - ThornPrimal Avatar Destiny Mantle: Your Acid, Poison, and Force spells have a chance to blast one target for an additional 1d6 damage per Character Level of the same type as the spell used. All effects scale with 100% Spell Power. Each element can only strike once every 5 seconds, tracked separately. Any Melee or Ranged Attack can also generate one of these effect.
Rank 2
Mantle of Nature - HeartPrimal Avatar Destiny Mantle: Your Healing spells have a chance to apply a copy of Rejuvenation Cocoon to your target. Your Fire, Light, and Alignment spells have a chance to apply a blast of that damage type for an extra 1d6+3 per Character Level. All effects scale with 100% Spell Power. Each effect can only occur once every 5 seconds, tracked separately. Any Melee or Ranged Attack can also generate one of these effects.
Mantle of Nature - SkyPrimal Avatar Destiny Mantle: Your Cold, Electric and Sonic spells have a chance to blast one target for an additional 1d6+3 damage per Character Level of the same type as the spell used. All effects scale with 100% Spell Power. Each element can only proc once every 5 seconds, tracked separately. Any Melee or Ranged Attack can also generate one of these effects.
Mantle of Nature - ThornPrimal Avatar Destiny Mantle: Your Acid, Poison, and Force spells have a chance to blast one target for an additional 1d6+3 damage per Character Level of the same type as the spell used. All effects scale with 100% Spell Power. Each element can only strike once every 5 seconds, tracked separately. Any Melee or Ranged Attack can also generate one of these effect.
Rank 3
Mantle of Nature - HeartPrimal Avatar Destiny Mantle: Your Healing spells have a chance to apply a copy of Rejuvenation Cocoon to your target. Your Fire, Light, and Alignment spells have a chance to apply a blast of that damage type for an extra 1d6+6 per Character Level. All effects scale with 100% Spell Power. Each effect can only occur once every 5 seconds, tracked separately. Any Melee or Ranged Attack can also generate one of these effects.
Mantle of Nature - SkyPrimal Avatar Destiny Mantle: Your Cold, Electric and Sonic spells have a chance to blast one target for an additional 1d6+6 damage per Character Level of the same type as the spell used. All effects scale with 100% Spell Power. Each element can only proc once every 5 seconds, tracked separately. Any Melee or Ranged Attack can also generate one of these effects.
Mantle of Nature - ThornPrimal Avatar Destiny Mantle: Your Acid, Poison, and Force spells have a chance to blast one target for an additional 1d6+6 damage per Character Level of the same type as the spell used. All effects scale with 100% Spell Power. Each element can only strike once every 5 seconds, tracked separately. Any Melee or Ranged Attack can also generate one of these effect.
AP Cost
1
Ranks
3
Progression
5
Thrive Thrive
+50 Maximum Spell Points.

Your Epic Strike in this tree now has a 30% chance to grant Thrive when cast. Thrive: The cost of all spells is reduced by a 25% Enhancement bonus for 4 seconds.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Primal Spell Selection I
Primal Spell Primal Spell
Select a Primal Spell.
Thunder SnowSends forth a wide wave of freezing hail with a narrow blast of lightning at its center directly in front of the caster. The hail deals 1d6+4 Cold damage per Character Level to enemies it hits, who take half damage on a successful Fortitude save (DC: 20 + Highest of INT/WIS/CHA mod + Evocation Bonuses). The bolt of lightning strikes for 1d6+4 Electric damage per Character Level (Max Caster Level 20) to enemies it hits, who take half damage on a successful Reflex save (same DC as above).

Is considered a druid spell for interactions with other abilities.

Requires you to be attuned to the path of Sky.
Reborn in FireA swirl of fire surrounds you dealing 1d6 Fire damage per Character Level to enemies, who take half damage on a successful Reflex save (DC: 20 + Highest of INT/WIS/CHA mod + Evocation Bonuses) and healing allies for 1d6 Hit Points per Character Level (Max Caster Level 20).

Is considered a druid spell for interactions with other abilities.

Requires you to be attuned to the path of Heart.
Shard StormSummons a cloud of acidic poisonous shards that randomly strike enemies within 15 meters. 6 strikes over 6 seconds. Each shard deals 1d4+2 Poison and 1d4+2 Acid damage per Character Level (Max Caster Level 20).

Is considered a druid spell for interactions with other abilities.

Requires you to be attuned to the path of Thorn.
AP Cost
2
Ranks
1
Progression
5
Spirit Boon - Body Spirit Boon - Body
Rank 1
Spirit Boon - Body+1 Strength, Dexterity, and Constitution
Spirit Boon - Mind+1 Intelligence, Wisdom, and Charisma
Rank 2
Spirit Boon - Body+2 Strength, Dexterity, and Constitution
Spirit Boon - Mind+2 Intelligence, Wisdom, and Charisma
AP Cost
1
Ranks
2
Progression
5
Tier 3
Enhancement Description
Evergreen Evergreen
Rank 1
+30 Maximum Spell Points.
Rank 2
+60 Maximum Spell Points.
Rank 3
+100 Maximum Spell Points. When using your Primal Avatar Destiny Mantle, your spells have a chance to grant you 100 Temporary Spell Points for 60 seconds.
AP Cost
1
Ranks
3
Progression
10
Shared Mantle Shared Mantle
While within your Primal Avatar Destiny Mantle you gain +3 bonus Imbue Dice. Your summons and hirelings now also benefit from your Primal Avatar Destiny Mantle, and they gain your current Spell Power Values.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Mantle of Nature
Primal Avatar Spell Focus Primal Avatar Spell Focus
Select a Spell School to enhance.
Rank 1
Primal Avatar Spell Focus: Evocation+1 Evocation Spell DCs
Primal Avatar Spell Focus: Conjuration+1 Conjuration Spell DCs
Primal Avatar Spell Focus: Transmutation+1 Transmutation Spell DCs
Primal Avatar Spell Focus: Enchantment+1 Enchantment Spell DCs
Rank 2
Primal Avatar Spell Focus: Evocation+2 Evocation Spell DCs
Primal Avatar Spell Focus: Conjuration+2 Conjuration Spell DCs
Primal Avatar Spell Focus: Transmutation+2 Transmutation Spell DCs
Primal Avatar Spell Focus: Enchantment+2 Enchantment Spell DCs
Rank 3
Primal Avatar Spell Focus: Evocation+3 Evocation Spell DCs
Primal Avatar Spell Focus: Conjuration+3 Conjuration Spell DCs
Primal Avatar Spell Focus: Transmutation+3 Transmutation Spell DCs
Primal Avatar Spell Focus: Enchantment+3 Enchantment Spell DCs
AP Cost
1
Ranks
3
Progression
10
At Its Core At Its Core
Upgrades your selected Primal Spell.

Heart: Doubles the damage of Reborn in Fire. Reborn in Fire now also grants +25% Uncapped Dodge for 4 seconds on use.

Sky: Doubles the damage of Thunder Snow. Thunder Snow now also applies the slow effect of Storm Catcher, slowing movement and reducing all targets' Reflex saves by half your Character Level for the duration of the slow.

Thorn: Doubles the damage of Shard Storm. Shard Storm now also grants you Shard Reflection for 12 seconds when used, giving you 25% of your Maximum Hit Points as Temporary Hit Points.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Primal Spell
Natural Shielding Natural Shielding
+10 Maximum Hit Points and +2 Magical Resistance Rating. Your summons, pets, and hirelings gain a 60% bonus to Maximum Hitpoints, +30 Magical Resistance Rating, +4 Reflex Saving Throws, and gain the Evasion feat.
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Natural Evasion Natural Evasion
Gain the Evasion Feat. Exclusive from other enhancements that grant this feat.
AP Cost
2
Ranks
1
Progression
20
Nature's Reach Nature's Reach
Rank 1
+5 Universal Spell Power. Using the Enlarge Spell Metamagic costs you 3 fewer Spell Points.
Rank 2
+10 Universal Spell Power. Using the Enlarge Spell Metamagic costs you 6 fewer Spell Points.
Rank 3
+15 Universal Spell Power. Using the Enlarge Spell Metamagic costs you 9 fewer Spell Points.
AP Cost
1
Ranks
3
Progression
20
Nature's Blessing Nature's Blessing
When you Rest, a natural spirit manifests as a Unicorn and grants Nature's Blessing to yourself and nearby allies.

Nature's Blessing: +5% insight bonus to Maximum Hit Points. This effect lasts until you leave the dungeon.
AP Cost
2
Ranks
1
Progression
20
Improved Metamagic Improved Metamagic
Select a Metamagic to improve
Rank 1
Epic Improved EmpowerUsing the Empower Metamagic costs you 2 fewer Spell Points.
Epic Improved MaximizeUsing the Maximize Metamagic costs you 3 fewer Spell Points.
Epic Improved QuickenUsing the Quicken Metamagic costs you 1 fewer Spell Points.
Rank 2
Epic Improved EmpowerUsing the Empower Metamagic costs you 4 fewer Spell Points.
Epic Improved MaximizeUsing the Maximize Metamagic costs you 6 fewer Spell Points.
Epic Improved QuickenUsing the Quicken Metamagic costs you 2 fewer Spell Points.
Rank 3
Epic Improved EmpowerUsing the Empower Metamagic costs you 6 fewer Spell Points.
Epic Improved MaximizeUsing the Maximize Metamagic costs you 9 fewer Spell Points.
Epic Improved QuickenUsing the Quicken Metamagic costs you 4 fewer Spell Points.
AP Cost
1
Ranks
3
Progression
20
Improved Metamagic Improved Metamagic
Select a Metamagic to improve
Rank 1
Epic Improved EmpowerUsing the Empower Metamagic costs you 2 fewer Spell Points.
Epic Improved MaximizeUsing the Maximize Metamagic costs you 3 fewer Spell Points.
Epic Improved QuickenUsing the Quicken Metamagic costs you 1 fewer Spell Points.
Rank 2
Epic Improved EmpowerUsing the Empower Metamagic costs you 4 fewer Spell Points.
Epic Improved MaximizeUsing the Maximize Metamagic costs you 6 fewer Spell Points.
Epic Improved QuickenUsing the Quicken Metamagic costs you 2 fewer Spell Points.
Rank 3
Epic Improved EmpowerUsing the Empower Metamagic costs you 6 fewer Spell Points.
Epic Improved MaximizeUsing the Maximize Metamagic costs you 9 fewer Spell Points.
Epic Improved QuickenUsing the Quicken Metamagic costs you 4 fewer Spell Points.
AP Cost
1
Ranks
3
Progression
20
Tier 5
Enhancement Description
Primal Avatar - Primal Ally Primal Avatar - Primal Ally
Gain the ability to summon an elemental ally based on your nature.
Primal Ally - HeartHeart Flame Dryad: Creates an elder dryad that casts Fire, Light and Healing spells (using your Fire, Light, and Positive Spell Powers respectively) and adding double the highest of your (INT/WIS/CHA) modifier to their casting DCs. She remains rooted to her summoning point.

Is considered a druid spell for interactions with other abilities.
Primal Ally - SkySky Storm Rager: Creates a greater storm spirit to blast your foes with Lightning, Cold and Sound (using your Electric, Cold, and Sonic Spell Powers, respectively) and adding double the highest of your (INT/WIS/CHA) modifier to their casting DCs. Remains bound to their summoning spot.

Is considered a druid spell for interactions with other abilities.
Primal Ally - ThornThorn Walker: Creates a greater thorn spirit to blast your foes with Acid, Poison and Force (using your Acid, Poison, and Force Spell Powers respectively) and adding double the highest of your (INT/WIS/CHA) modifier to their casting DCs. Remains bound to their summoning spot.

Is considered a druid spell for interactions with other abilities.
AP Cost
2
Ranks
1
Progression
30
Ancient Wisdom Ancient Wisdom
Rank 1
+1 to all Spell DCs
Rank 2
+2 to all Spell DCs
Rank 3
+3 to all Spell DCs
AP Cost
1
Ranks
3
Progression
30
Mass Frog Mass Frog
Up to six nearby enemies are turned into frogs. Each may avoid ribbiting on a successful Fortitude saving throw vs. DC (20+ Highest of INT/WIS/CHA modifier+ Transmutation bonuses).
AP Cost
2
Ranks
1
Progression
30
Greater Form Greater Form
Choose a powerful form of Wild Shape.
Greater Form - Heart of FlameEpic Moment: Become like a summer fire for 20 seconds and gain:

25% Action Boost to Movement Speed
Ethereality to enemies, allowing you to pass through them
25% Uncapped Dodge
Immunity to Fire damage, Light damage, and most Crowd Control effects
You deal 1d6+6 fire damage per Character Level (Max Caster Level 20) to enemies close to you and heal allies with Positive energy for 1d6 Hit Points every 2 seconds.
Greater Form - Sky RagerEpic Moment: Become like a raging storm for 20 seconds and gain:

25% Action Boost bonus to Movement Speed
Ethereality to enemies, allowing you to pass through them
50% Incorporeality
Immunity to Cold damage, Electric damage, and most Crowd Control effects
You deal 1d6+2 Cold damage per Character Level to enemies close to you every 2 seconds, and slow those enemies. Random nearby enemies will be struck by lightning for 1d6+12 Electric damage per Character Level (Max Caster Level 20) and will be knocked down with no saving throw.
Greater Form - Thorn CloudEpic Moment: Become like a cloud of thorns for 20 seconds and gain:

25% Action Boost bonus to Movement Speed
Ethereality to enemies, allowing you to pass through them
50% Incorporeality
Immunity to Poison damage, Acid damage, and most Crowd Control Effects
You deal 1d6+3 Acid and 1d6+3 Poison damage per Character Level (Max Caster Level 20) to enemies close to you every 2 seconds. Nearby enemies also have a 50% chance to become confused for 6 seconds with no saving throw.
AP Cost
2
Ranks
1
Progression
30
Epic Improved Meta Magic Epic Improved Meta Magic
Rank 1
Reduces the cost of the Intensify Spell Metamagic by 2 Spell Points
Rank 2
Reduces the cost of the Intensify Spell Metamagic by 4 Spell Points
Rank 3
Reduces the cost of the Intensify Spell Metamagic by 6 Spell Points
AP Cost
1
Ranks
3
Progression
30