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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.
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- +10 Cold Spell Power
- -10 Fire Spell Power
- When Casting a Cold or Water Spell:
- When Casting an Fire Spell:
- 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. |
| 1 | 1 | 0 |
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- +10 Cold Spell Power
- -10 Fire Spell Power
- When Casting a Cold or Water Spell:
- When Casting an Fire Spell:
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| 1 | 1 | 5 |
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- +10 Cold Spell Power
- -10 Fire Spell Power
- When Casting a Cold or Water Spell:
- When Casting an Fire Spell:
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| 1 | 1 | 10 |
- Water Affinity
- Sorcerer 6
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- +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:
- When Casting an Fire Spell:
Lethargy:
- -1 to all Saving Throws
- Non-bosses Move and Attack 5% slower
- Stacks 5 Times
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| 1 | 1 | 20 |
- Greater Water Affinity
- Sorcerer 12
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- Immune to Paralysis
- +10 Cold Spell Power
- -10 Fire Spell Power
- When Casting a Cold or Water Spell:
- When Casting an Fire Spell:
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| 1 | 1 | 30 |
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| 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:
- On Hit with an Cold Spell to an enemy immune to Cold Damage:
- They become vulnerable for the next strike
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| 1 | 1 | 40 |
- Elemental Persistence
- Sorcerer 20
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| Spell-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
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| Rank 2: - Activation Cost: 3 Spell Points
- Cooldown: 8 Seconds
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| Rank 3: - Activation Cost: 2 Spell Points
- Cooldown: 4 Seconds
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| 3 | 1 | 1 |
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| Rank 1:
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| Rank 2:
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| Rank 3:
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- +6 Swim
- +6 Tumble
- +1 to your Reflex Saving Throw
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| 3 | 1 | 1 |
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| | 3 | 1 | 1 |
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- When casting a Cold Spell:
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| 1 | 2 | 1 |
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When Casting a Cold Damage Spell:
- +5 to Cold Spell Power
- Lasts 6 Seconds
| Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 1 |
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| Multiple Selection |
| Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Enlarge), +3/6/9 (Maximize), +1/2/4 (Quicken) |
| 3 | 2 | 5 |
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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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When casting an Cold Damage Spell:
- Chance to gain 3 Temporary Spell Points
| Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 5 |
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| Multiple Selection |
| Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Enlarge), +3/6/9 (Maximize), +1/2/4 (Quicken) |
| 3 | 2 | 10 |
- Efficient Metamagic (Tier 2)
- Sorcerer 3
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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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| Multiple Selection |
| +1 Charisma or Wisdom |
| 1 | 2 | 10 |
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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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| Multiple Selection |
| +1 Charisma or Wisdom |
| 1 | 2 | 20 |
- Charisma or Wisdom (Tier 3)
- Sorcerer 4
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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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| Multiple Selection |
| +15 Acid, +15 Electric and Sonic, or +10 Force Spell Power |
| 1 | 2 | 30 |
- Character Level 12
- Sorcerer 5
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