Air Savant Tree

From DDO Compendium
Revision as of 02:55, 2 August 2018 by MNDeveloper (talk | contribs)


Tree For:
Unlock
  • Free
Air Savant Tree.png
Overview
Core enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Air Savant Icon.png
Air Savant
  • +10 Electric Spell Power
  • +10 Sonic Spell Power
  • -10 Acid Spell Power
  • When Casting an Electric, Sonic, or Air Spell:
    • +1 Caster Level
  • When Casting an Acid or Earth Spell:
    • -1 Caster Level
  • For every Action Point spent this tree
    • +0.75 Universal Spell Power


Selecting this enhancement will prevent you from spending points in the Earth Savant enhancement tree.
110
  • Sorcerer 1
Enhancement Air Affinity Icon.png
Air Affinity
  • +10 Electric Spell Power
  • +10 Sonic Spell Power
  • -10 Acid Spell Power
  • When Casting an Electric, Sonic, or Air Spell:
    • +1 Caster Level
  • When Casting an Acid or Earth Spell:
    • -1 Caster Level
115
  • Air Savant
  • Sorcerer 3
Enhancement Greater Air Affinity Icon.png
Greater Air Affinity
  • +10 Electric Spell Power
  • +10 Sonic Spell Power
  • -10 Acid Spell Power
  • When Casting an Electric, Sonic, or Air Spell:
    • +1 Caster Level
  • When Casting an Acid or Earth Spell:
    • -1 Caster Level
1110
  • Air Affinity
  • Sorcerer 6
Enhancement Conduction Icon.png
Conduction
  • +10 Electric Spell Power
  • +10 Sonic Spell Power
  • -10 Acid Spell Power
  • When Casting an Electric or Sonic Spell:
    • +1 Caster Level
    • Target gains 1d4-1 Stacks of Vulnerable
  • When Casting an Air Spell:
    • +1 Caster Level
  • When Casting an Acid or Earth Spell:
    • -1 Caster Level


Vulnerable: Target takes:

  • 1% More Damage
  • Lasts 3 Seconds
  • Stacks up to 20 times
  • Loses one stack on expiration
1120
  • Greater Air Affinity
  • Sorcerer 12
Enhancement Light on Your Feet Icon.png
Light on Your Feet
  • Immune to most knockdown effects
  • +10 Electric Spell Power
  • +10 Sonic Spell Power
  • -10 Acid Spell Power
  • When Casting an Electric, Sonic, or Air Spell:
    • +1 Caster Level
    • +1 Maximum Caster Level
  • When Casting an Acid or Earth Spell:
    • -1 Caster Level
1130
  • Conduction
  • Sorcerer 18
Elemental Apotheosis- Air Icon.png
Elemental Apotheosis: Air

Activation Cost: 50 Spell Points
Cooldown: 3 Seconds

Activate: Transform into an Air Elemental


While in elemental form, gain:

  • +100% Fortification
  • +10 Racial bonus to Electrical Resistance
  • +20 Physical Resistance Rating
  • +3% Dodge chance
  • -10 Acid Resistance
  • +10% Spell Point Cost
  • When Casting an Air Spell:
    • +1 Caster Level
    • +1 Maximum Caster Level
  • When Casting an Electric, or Sonic Spell:
    • +1 Caster Level
    • +1 Maximum Caster Level
    • +20 Spell Power
    • +2% Spell Critical Chance
  • When Casting an a Water, Earth or Fire Spell:
    • -3 Caster Level
    • -3 Maximum Caster Level
  • For Warforged:
    • No longer considered a Living Construct
    • Immune to Repair spells
    • Can be healed by Positive Energy spells


Passive:

  • +2 Charisma
  • +10 Electric Spell Power
  • +10 Sonic Spell Power
  • -10 Acid Spell Power
  • When Casting an Electric, Sonic, or Air Spell:
    • +1 Caster Level
    • +1 Maximum Caster Level
  • When Casting an Acid or Earth Spell:
    • -1 Caster Level
  • On Hit with an Electric Spell to an enemy immune to Electric Damage:
    • They become vulnerable for the next strike
1140
  • Light on Your Feet
  • Sorcerer 20
Tier 1 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Shocking Grasp Icon.png
Shocking Grasp
Spell Shocking Grasp Icon.pngSpell-Like Ability:
Shocking Grasp
Metamagic: Empower, Maximize, Quicken, Enlarge, Intensify

Delivers a jolt of 1d6+2 electricity damage per caster level (up to a max of 5d6+10) to any enemy you touch.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 4 Spell Points
  • Cooldown: 12 Seconds
Rank 2:
  • Activation Cost: 3 Spell Points
  • Cooldown: 8 Seconds
Rank 3:
  • Activation Cost: 2 Spell Points
  • Cooldown: 4 Seconds
311
  • Sorcerer 1
Enhancement Acrobatic Icon.png
Acrobatic
Rank 1:
  • +2 Balance
  • +2 Jump
  • +2 Tumble
Rank 2:
  • +4 Balance
  • +4 Jump
  • +4 Tumble
Rank 3:
  • +6 Balance
  • +6 Jump
  • +6 Tumble
  • +1% Dodge
311
  • Sorcerer 1
Enhancement One with the Storm Icon.png
One with the Storm
Rank 1:
  • +3 Electric Resistance
Rank 2:
  • +6 Electric Resistance
Rank 3:
  • +10 Electric Resistance
311
  • Sorcerer 1
Spell Critical- Electric Icon.png
Spell Critical: Electric I
  • When casting an Electric or Sonic Damage Spell:
    • +2% Critical Hit Chance
121
  • Sorcerer 1
Enhancement Electrocution Icon.png
Electrocution

When Casting an Electric, Cold, or Sonic Damage Spell:

  • +5 to Electric Spell Power
  • +5 to Cold Spell Power
  • +5 to Sonic Spell Power
  • Lasts 6 Seconds
Rank 1:
  • Stacks 1 Time
Rank 2:
  • Stacks 3 Times
Rank 3:
  • Stacks 5 Times
311
  • Sorcerer 1
Tier 2 enhancements

Efficient Metamagic (Empower/Maximize/Enlarge/Quicken)

EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Pierce Electric Resistance Icon.png
Pierce Electric Resistance
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
325
  • One with the Storm
  • Sorcerer 2
Spell Critical- Electric Icon.png
Spell Critical: Electric II
  • When casting an Electric or Sonic Damage Spell:
    • +2% Critical Hit Chance
125
  • Spell Critical: Electric I
  • Sorcerer 2
Enhancement Alternating Current Icon.png
Alternating Current

When casting an Electric or Sonic Damage Spell:

  • Chance to gain 3 Temporary Spell Points
Rank 1:
  • 10% Chance
Rank 2:
  • 20% Chance
Rank 3:
  • 30% Chance
315
  • Electrocution
  • Sorcerer 2
Tier 3 enhancements

Efficient Metamagic (Empower/Maximize/Enlarge/Quicken)

Increase Ability (Dexterity/Charisma)

EnhancementBenefitRanksAction
Points
SpentRequirements
Feat Spell Penetration Icon.png
Spell Penetration
  • +1 Caster Level to Overcome Spell Resistance
1210
  • Sorcerer 3
Spell Critical- Electric Icon.png
Spell Critical: Electric III
  • When casting an Electric or Sonic Damage Spell:
    • +2% Critical Hit Chance
1210
  • Spell Critical: Electric II
  • Sorcerer 3
Tier 4 enhancements

Increase Ability (Dexterity/Charisma)

EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Electric Loop Icon.png
Electric Loop
Spell Electric Loop Icon.pngSpell-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
3120
  • Shocking Grasp
  • Sorcerer 4
Enhancement Efficient Heighten Icon.png
Efficient Heighten
Reduce Metamagic Heighten cost by:
Rank 1:
Rank 2:
2220
Enhancement Feather Falling Icon.png
Feather Falling
1220
  • Sorcerer 4
Spell Critical- Electric Icon.png
Spell Critical: Electric IV
  • When casting an Electric and Sonic Damage Spell:
    • +2% Critical Hit Chance
1220
  • Spell Critical: Electric III
  • Sorcerer 4
Tier 5 enhancements

Elemental Diversification

EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Lightning Bolt Icon.png
Lightning Bolt
Spell Lightning Bolt Icon.pngSpell-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
3130
  • Electric Loop
  • Character Level 12
  • Sorcerer 5
Awaken Elemental Weakness- Electric Icon.png
Awaken Elemental Weakness: Electric

Activation Cost: 5 Spell Points
Cooldown: 20 Seconds

Curse an enemy:

  • +15% Electric Damage
  • If enemy is Resistant or Immune to Electric Damage:
    • This is Negated Instead
1230
  • Character Level 12
  • Sorcerer 5
Enhancement Wind Dance Icon.png
Wind Dance

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
1230
  • Feather Falling
  • Character Level 12
  • Sorcerer 5
Enhancement Evocation Focus Icon.png
Evocation Focus
  • +1 Evocation DC
1230
  • Character Level 12
  • Sorcerer 5