Water Savant Tree

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Tree For:
Unlock
  • Free
Water Savant Tree.png
Overview

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.

Core enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Water Savant Icon.png
Water Savant
  • +10 Cold Spell Power
  • -10 Fire Spell Power
  • When Casting a Cold or Water Spell:
    • +1 Caster Level
  • When Casting an Fire 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 Fire Savant enhancement tree.
110
  • Sorcerer 1
Enhancement Water Affinity Icon.png
Water Affinity
  • +10 Cold Spell Power
  • -10 Fire Spell Power
  • When Casting a Cold or Water Spell:
    • +1 Caster Level
  • When Casting an Fire Spell:
    • -1 Caster Level
115
  • Water Savant
  • Sorcerer 3
Enhancement Greater Water Affinity Icon.png
Greater Water Affinity
  • +10 Cold Spell Power
  • -10 Fire Spell Power
  • When Casting a Cold or Water Spell:
    • +1 Caster Level
  • When Casting an Fire Spell:
    • -1 Caster Level
1110
  • Water Affinity
  • Sorcerer 6
Enhancement Hypothermia Icon.png
Hypothermia
  • +10 Cold Spell Power
  • -10 Fire Spell Power
  • When Casting a Cold Spell:
    • 50% Chance for the Target to Gain a stack of Lethargy
  • When Casting a Cold or Water Spell:
    • +1 Caster Level
  • When Casting an Fire Spell:
    • -1 Caster Level


Lethargy:

  • -1 to all Saving Throws
  • Non-bosses Move and Attack 5% slower
  • Stacks 5 Times
1120
  • Greater Water Affinity
  • Sorcerer 12
Enhancement Elemental Persistence Icon.png
Elemental Persistence
  • Immune to Paralysis
  • +10 Cold Spell Power
  • -10 Fire Spell Power
  • When Casting a Cold or Water Spell:
    • +1 Caster Level
  • When Casting an Fire Spell:
    • -1 Caster Level
1130
  • Hypothermia
  • Sorcerer 18
Elemental Apotheosis- Water Icon.png
Elemental Apotheosis: Water

Activation Cost: 50 Spell Points
Cooldown: 3 Seconds

Activate: Transform into an Water Elemental

While in elemental form, you gain:

  • +100% Fortification
  • +20 Cold Spell Power
  • +2% Cold Spell Critical Chance
  • +10 Racial bonus to Cold Resistance
  • -10 Fire Resistance
  • +10% Spell Point Cost
  • +20 Physical Resistance Rating
  • +20 Swim
  • When Casting a Cold or Water Spell:
    • +1 Caster Level
    • +1 Maximum Caster Level
  • When Casting a 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 Cold Spell Power
  • -10 Fire Spell Power
  • When Casting a Cold or Water Spell:
    • +1 Caster Level
    • +1 Maximum Caster Level
  • When Casting an Fire Spell:
    • -1 Caster Level
  • On Hit with an Cold Spell to an enemy immune to Cold Damage:
    • They become vulnerable for the next strike
1140
  • Elemental Persistence
  • Sorcerer 20
Tier 1 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Niac's Cold Ray Icon.png
Cold Ray
Spell Niac's Cold Ray Icon.pngSpell-Like Ability:
Niac's Cold Ray
Metamagic: Embolden, Empower, Eschew Materials, Heighten, Intensify, Maximize, Quicken

A ray of freezing ice and air projects from your finger dealing 1d5+5 cold damage per caster level (to a max of 5d5+25 at caster level 5) This ray has double spell range. A successful Reflex save negates damage.
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 Fluidity Icon.png
Fluidity
Rank 1:
  • +2 Swim
  • +2 Tumble
Rank 2:
  • +4 Swim
  • +4 Tumble
Rank 3:
  • +6 Swim
  • +6 Tumble
  • +1 to your Reflex Saving Throw
311
  • Sorcerer 1
Enhancement One with the Waves Icon.png
One with the Waves
Rank 1:
  • +3 Cold Resistance
Rank 2:
  • +6 Cold Resistance
Rank 3:
  • +10 Cold Resistance
311
  • Sorcerer 1
Spell Critical- Cold Icon.png
Spell Critical: Cold I
  • When casting a Cold Spell:
    • +2% Critical Hit Chance
121
  • Sorcerer 1
Enhancement Jaws of Ice Icon.png
Hoarfrost

When Casting a Cold Damage Spell:

  • +5 to Cold 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
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Efficient Metamagic Icon.png
Efficient Metamagic

Multiple Selection

Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Enlarge), +3/6/9 (Maximize), +1/2/4 (Quicken)
325
  • Sorcerer 2
Enhancement Pierce Cold Resistance Icon.png
Pierce Cold Resistance
When casting an Cold Damage Spell:
Rank 1:
  • Bypass 5 points of the target's Cold Resistance
Rank 2:
  • Bypass 10 points of the target's Cold Resistance
Rank 3:
  • Bypass 15 points of the target's Cold Resistance
325
  • One with the Waves
  • Sorcerer 2
Spell Critical- Cold Icon.png
Spell Critical: Cold II
  • When casting a Cold Spell:
    • +2% Critical Hit Chance
125
  • Spell Critical: Cold I
  • Sorcerer 2
Enhancement Absolute Zero Icon.png
Absolute Zero

When casting an Cold Damage Spell:

  • Chance to gain 3 Temporary Spell Points
Rank 1:
  • 10% Chance
Rank 2:
  • 20% Chance
Rank 3:
  • 30% Chance
315
  • Hoarfrost
  • Sorcerer 2
Tier 3 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Efficient Metamagic Icon.png
Efficient Metamagic

Multiple Selection

Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Enlarge), +3/6/9 (Maximize), +1/2/4 (Quicken)
3210
  • Efficient Metamagic (Tier 2)
  • Sorcerer 3
Feat Spell Penetration Icon.png
Spell Penetration
  • +1 Caster Level to Overcome Spell Resistance
1210
  • Sorcerer 3
Spell Critical- Cold Icon.png
Spell Critical: Cold III
  • When casting a Cold Spell:
    • +2% Critical Hit Chance
1210
  • Spell Critical: Cold II
  • Sorcerer 3
Increase Ability (Charisma-Wisdom) Icon.png
Charisma or Wisdom

Multiple Selection

+1 Charisma or Wisdom
1210
  • Sorcerer 3
Tier 4 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Snowball Swarm Icon.png
Snowball Swarm
Spell Snowball Swarm Icon.pngSpell-Like Ability:
Snowball Swarm
Metamagic: Embolden, Empower, Enlarge, Eschew Materials, Heighten, Intensify, Maximize, Quicken

A flurry of magical snowballs erupt near your target, dealing 1d6+2 cold damage per caster level (max 10d6+20. A successful Reflex save reduces the damage by half.
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
  • Cold Ray
  • Sorcerer 4
Enhancement Efficient Heighten Icon.png
Efficient Heighten
Reduce Metamagic Heighten cost by:
Rank 1:
Rank 2:
2220
Enhancement Water Breathing Icon.png
Water Breathing
  • No longer able to drown
1220
  • Sorcerer 4
Spell Critical- Cold Icon.png
Spell Critical: Cold IV
  • When casting a Cold Spell:
    • +2% Critical Hit Chance
1220
  • Spell Critical: Cold III
  • Sorcerer 4
Increase Ability (Charisma-Wisdom) Icon.png
Charisma or Wisdom

Multiple Selection

+1 Charisma or Wisdom
1220
  • Charisma or Wisdom (Tier 3)
  • Sorcerer 4
Tier 5 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Frost Lance Icon.png
Frost Lance
Spell Frost Lance Icon.pngSpell-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
Rank 2:
  • Activation Cost: 8 Spell Points
  • Cooldown: 12 Seconds
Rank 3:
  • Activation Cost: 6 Spell Points
  • Cooldown: 6 Seconds
3130
  • Snowball Swarm
  • Character Level 12
  • Sorcerer 5
Awaken Elemental Weakness- Cold Icon.png
Awaken Elemental Weakness: Cold

Activation Cost: 5 Spell Points
Cooldown: 20 Seconds

Curse an enemy:

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

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
1230
  • Water Breathing
  • Character Level 12
  • Sorcerer 5
Enhancement Evocation Focus Icon.png
Evocation Focus
  • +1 Evocation DC
1230
  • Character Level 12
  • Sorcerer 5
Enhancement Spellpower- Universal Icon.png
Elemental Diversification

Multiple Selection

+15 Acid, +15 Electric and Sonic, or +10 Force Spell Power
1230
  • Character Level 12
  • Sorcerer 5