Elemental savants study the basic building blocks of existence - air, earth, fire, and water - learning to harness their powers. Eventually they transcend their mortal forms and become elemental beings.
Elemental savants often begin their careers as individuals intrigued by one or all of the classic elements. Before they ever take levels in the prestige class, these spellcasters typically find themselves drawn to spells of a particular energy type. These spellcasters find satisfaction in the unleashed purity of the elemental energy forms, and they become elemental savants to grow closer to the element that becomes their favorite.
Water Savants study the water and ice, and can wield it through spells as it it was a part of their being.
Efficient Metamagic (Empower/Maximize/Enlarge/Quicken)
Absolute Zero (Enhancement)
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When casting an Cold Damage Spell: | Rank 1:
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- Bypass 5 points of the target's Cold Resistance
| Rank 2:
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- Bypass 10 points of the target's Cold Resistance
| Rank 3:
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- Bypass 15 points of the target's Cold Resistance
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| 3 | 2 | 5 |
- One with the Waves
- Sorcerer 2
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- When casting a Cold Spell:
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| 1 | 2 | 5 |
- Spell Critical: Cold I
- Sorcerer 2
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Efficient Metamagic (Empower/Maximize/Enlarge/Quicken)
Increase Ability (Charisma/Wisdom)
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- +1 Caster Level to Overcome Spell Resistance
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| 1 | 2 | 10 |
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- When casting a Cold Spell:
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| 1 | 2 | 10 |
- Spell Critical: Cold II
- Sorcerer 3
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Increase Ability (Charisma/Wisdom)
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| Rank 1: - Activation Cost: 8 Spell Points
- Cooldown: 15 Seconds
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| Rank 2: - Activation Cost: 6 Spell Points
- Cooldown: 10 Seconds
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| Rank 3: - Activation Cost: 4 Spell Points
- Cooldown: 5 Seconds
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| 3 | 1 | 20 |
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Reduce Metamagic Heighten cost by: | Rank 1:
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| Rank 2:
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| 2 | 2 | 20 |
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| | 1 | 2 | 20 |
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- When casting a Cold Spell:
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| 1 | 2 | 20 |
- Spell Critical: Cold III
- Sorcerer 4
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Elemental Diversification
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| Spell-Like Ability: Frost Lance Metamagic: Embolden, Empower, Heighten, Intensify, Maximize, Quicken
Shoots a target with a freezing energy spear, dealing 4d5+20 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. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 12 Spell Points
- Cooldown: 18 Seconds
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| Rank 2: - Activation Cost: 8 Spell Points
- Cooldown: 12 Seconds
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| Rank 3: - Activation Cost: 6 Spell Points
- Cooldown: 6 Seconds
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| 3 | 1 | 30 |
- Snowball Swarm
- Character Level 12
- Sorcerer 5
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| Activation Cost: 5 Spell Points Cooldown: 20 Seconds
Curse an enemy:
- +15% Cold Damage
- If enemy is Resistant or Immune to Cold Damage:
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| 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
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| Activation Cost: 25 Spell Points Cooldown: 1 Minute
- Target takes 500 Cold Damage
- Fortitude DC: 10 + Sorcerer Level + Higher of Constitution or Charisma Modifier + Evocation Bonus save for Half Damage
- Encase Target in Ice:
- Reflex Save negates
- Target gets additional Saves to escape
- Ice creatures are Immune
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| 1 | 2 | 30 |
- Water Breathing
- Character Level 12
- Sorcerer 5
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| | 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
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