Air Savant Tree

From DDO Compendium


Tree For: Sorcerer
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Air 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.

Air Savants study the air and electricity, and can wield it through spells as it it was a part of their being.

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 or Sonic Damage Spell:

  • +5 to Electric 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
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 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
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- 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
Increase Ability (Dexterity-Charisma) Icon.png
Charisma or Dexterity

Multiple Selection

+1 Charisma or Dexterity
1210
  • Sorcerer 3
Tier 4 enhancements
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
Increase Ability (Dexterity-Charisma) Icon.png
Charisma or Dexterity

Multiple Selection

+1 Charisma or Dexterity
1220
  • Charisma or Dexterity (Tier 3)
  • Sorcerer 4
Tier 5 enhancements
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
Enhancement Spellpower- Universal Icon.png
Elemental Diversification

Multiple Selection

+15 Fire, +15 Cold or +10 Force Spell Power
1230
  • Character Level 12
  • Sorcerer 5