The Arcanotechnician tree contains enhancments for spell casting. blah blah blah
Efficient Metamagic (Empower/Quicken)
| Rank 1:
|
- +5 PRR and +5% Doublestrike for your Iron Defender
- +5 Electric Spell Power and +2 Universal Spell Power for you
| Rank 2:
|
- +10 PRR and +10% Doublestrike for your Iron Defender
- +10 Electric Spell Power and +4 Universal Spell Power for you
| Rank 3:
|
- +15 PRR and +15% Doublestrike for your Iron Defender
- +15 Electric Spell Power and +6 Universal Spell Power for you
|
| 3 | 1 | 5 |
|
|
- Your Electric, Fire and Force spells have an additional 1% to critically hit.
|
| 1 | 2 | 5 |
- Spell Critical (Tier 1)
- Artificer 2
|
|
Each Electric spell you cast has a 5% change of applying stacks of Vulnerable to each affected enemy. | Rank 1:
|
| Rank 2:
|
| Rank 3:
|
|
Vulnerable: Target takes 2% more damage for 6 seconds. This effect stacks up to 10 times, and loses one stack on expiration. |
| 3 | 1 | 5 |
|
Efficient Metamagic (Empower/Quicken)
|
| Spell-Like Ability: Lightning Sphere Metamagic: Empower, Maximize, Quicken, Eschew Materials, Heighten, Intensify, Embolden
Launches an electrical orb that explodes on impact, dealing 1 to 6 electrical damage per caster level (up to a max of 10 to 60 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 8 Spell Points
- Cooldown: 15 second cooldown
|
| Rank 2: - Activation Cost: 6 Spell Points
- Cooldown: 10 second cooldown
|
| Rank 3: - Activation Cost: 4 Spell Points
- Cooldown: 5 second cooldown
|
|
| 3 | 1 | 10 |
|
|
You have installed automated repair systems in your Iron Defender. | Rank 1:
|
- Your Iron Defender repairs itself for 4d4+1 every 18 seconds.
| Rank 2:
|
- Your Iron Defender repairs itself for 4d4+1 every 12 seconds.
- You will be repaired for 4d4+1 every 6 seconds.
| Rank 3:
|
- Your Iron Defender repairs itself for 4d4+1 every 6 seconds.
- You and any nearby allies will be repaired for 4d4+1 every 6 seconds.
|
| 3 | 1 | 10 |
|
|
- Your Electric, Fire and Force spells have an additional 1% to critically hit.
|
| 1 | 2 | 10 |
- Spell Critical (Tier 2)
- Artificer 3
|
| | 1 | 2 | 10 |
|