Efficient Metamagic (Empower/Maximize/Enlarge/Quicken)
|
When casting an Electric or Sonic Damage Spell: | Rank 1:
|
- Bypass 5 points of the target's Electric or Sonic Resistance
| Rank 2:
|
- Bypass 10 points of the target's Electric or Sonic Resistance
| Rank 3:
|
- Bypass 15 points of the target's Electric or Sonic Resistance
|
| 3 | 2 | 5 |
- One with the Storm
- Sorcerer 2
|
|
- When casting an Electric or Sonic Damage Spell:
|
| 1 | 2 | 5 |
- Spell Critical: Electric I
- Sorcerer 2
|
|
When casting an Electric or Sonic Damage Spell:
| Rank 1:
|
| Rank 2:
|
| Rank 3:
|
|
| 3 | 1 | 5 |
|
Efficient Metamagic (Empower/Maximize/Enlarge/Quicken)
Increase Ability (Dexterity/Charisma)
|
- +1 Caster Level to Overcome Spell Resistance
|
| 1 | 2 | 10 |
|
|
- When casting an Electric or Sonic Damage Spell:
|
| 1 | 2 | 10 |
- Spell Critical: Electric II
- Sorcerer 3
|
Increase Ability (Dexterity/Charisma)
|
 | Spell-Like Ability: Electric Loop Metamagic: Embolden, Empower, Enlarge, Heighten, Maximize, Quicken
An electrical discharge strikes a primary target for 1d3+3 per two caster levels electrical damage (max 5d3+15) then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed save, the target must make a successful Will save or be daze for a short period of time or until they take damage. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 8 Spell Points
- Cooldown: 15 Seconds
|
| Rank 2: - Activation Cost: 6 Spell Points
- Cooldown: 10 Seconds
|
| Rank 3: - Activation Cost: 4 Spell Points
- Cooldown: 5 Seconds
|
|
| 3 | 1 | 20 |
- Shocking Grasp
- Sorcerer 4
|
|
Reduce Metamagic Heighten cost by: | Rank 1:
|
| Rank 2:
|
|
| 2 | 2 | 20 |
|
| | 1 | 2 | 20 |
|
|
- When casting an Electric and Sonic Damage Spell:
|
| 1 | 2 | 20 |
- Spell Critical: Electric III
- Sorcerer 4
|
Elemental Diversification
|
 | Spell-Like Ability: Lightning Bolt Metamagic: Embolden, Empower, Eschew Materials, Heighten, Intensify, Maximize, Quicken
A powerful stroke of electrical energy deals 1d6+3 electricity damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets in its path. A successful Reflex Save save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 12 Spell Points
- Cooldown: 18 Seconds
|
| Rank 2: - Activation Cost: 8 Spell Points
- Cooldown: 12 Seconds
|
| Rank 3: - Activation Cost: 6 Spell Points
- Cooldown: 6 Seconds
|
|
| 3 | 1 | 30 |
- Electric Loop
- Character Level 12
- Sorcerer 5
|
| Activation Cost: 5 Spell Points Cooldown: 20 Seconds
Curse an enemy:
- +15% Electric Damage
- If enemy is Resistant or Immune to Electric Damage:
|
| 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
|
| Activation Cost: 10 Spell Points Cooldown: 3 Seconds
Activate:
- Leap through the air, propelled by a gust of wind.
- Recharges one every:
- 15 Seconds in Private Areas
- 3 Seconds in Town
|
| 1 | 2 | 30 |
- Feather Falling
- Character Level 12
- Sorcerer 5
|
| | 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
|