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Air Savant Tree

From DDO Compendium
Tree For: Sorcerer
Unlock
Free
Air Savant Tree.png
Overview
Core enhancements


EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Air Savant Icon.png
Air Savant
  • Every point you spend in the Air Savant enhancement tree provides +0.75 Universal Spell Power
  • Passive:
    • +10 Electric and Sonic Spell Power
    • +1 Caster Level when casting Electric, Sonic, and Air spells
    • -10 Acid Spell Power
    • -1 Caster Level when casting Acid or Earth spells


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
  • Passive:
    • +10 Electric and Sonic Spell Power
    • +1 Caster Level when casting Electric, Sonic, and Air spells
    • -10 Acid Spell Power
    • -1 Caster Level when casting Acid or Earth spells
115
  • Air Savant
  • Sorcerer 3
Enhancement Greater Air Affinity Icon.png
Greater Air Affinity
  • Passive:
    • +10 Electric and Sonic Spell Power
    • +1 Caster Level when casting Electric, Sonic, and Air spells
    • +1 Maximum Caster Level when casting Electric, Sonic, and Air spells
    • -10 Acid Spell Power
    • -1 Caster Level when casting Acid or Earth spells
1110
  • Air Affinity
  • Sorcerer 6
Enhancement Conduction Icon.png
Conduction
  • Passive:
    • On Electric or Sonic Spell Cast: Your target randomly gains zero, one, or two stacks of Vulnerable.
    • +10 Electric and Sonic Spell Power
    • +1 Caster Level when casting Electric, Sonic, and Air spells
    • +1 Maximum Caster Level when casting Electric, Sonic, and Air spells
    • -10 Acid Spell Power
    • -1 Caster Level when casting Acid or Earth spells


Vulnerable: Target takes 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
1120
  • Greater Air Affinity
  • Sorcerer 12
Enhancement Light on Your Feet Icon.png
Light on Your Feet
  • Passive:
    • Immunity to most knockdown effects
    • +10 Electric and Sonic Spell Power
    • +1 Caster Level when casting Electric, Sonic, and Air spells
    • +1 Maximum Caster Level when casting Electric, Sonic, and Air spells
    • -10 Acid Spell Power
    • -1 Caster Level when casting Acid or Earth spells
1130
  • Conduction
  • Sorcerer 18
Elemental Apotheosis- Air Icon.png
Elemental Apotheosis: Air

Activation Cost: 50 Spell Points
Cooldown: 3 Seconds

Activate this ability to transform into an Air Elemental.

  • While in elemental form, you gain:
    • +100% fortification
    • +20 Electric, and Sonic Spell Power
    • +2% Electric and Sonic Spell Critical Chance
    • +1 bonus to Caster Level for Air, Electrical, and Sonic Spells
    • +1 bonus to Maximum Caster Level for Air, Electrical, and Sonic Spells
    • -3 penalty to Caster Level for Water, Earth and Fire Spells
    • -3 penalty to Maximum Caster Level for Water, Earth and Fire Spells
    • +10 Racial bonus to Electrical Resistance
    • +20 Physical Resistance Rating
    • +3% Dodge chance
    • -10 penalty to Acid Resistance
    • Spells cost an additional 10% Spell Points to cast
    • If you are a Warforged, you are no longer considered a Living Construct, and so are immune to Repair spells, but can be healed normally by Positive Energy spells.


  • Passive even while not in elemental form:
    • +2 Charisma
    • +10 Electric and Sonic Spell Power
    • +1 Caster Level when casting Electric, Sonic, and Air spells
    • +1 Maximum Caster Level when casting Electric, Sonic, and Air spells
    • -10 Acid Spell Power
    • -1 Caster Level when casting Acid or Earth spells


When your Electric Spells strike a creature that is resistant or immune to that damage type they will become vulnerable for the next strike.
1140
  • Light on Your Feet
  • Sorcerer 20
Tier 1 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Spell Shocking Grasp Icon.png
Shocking Grasp
Spell Shocking Grasp Icon.pngSpell-Like Ability:
Shocking Grasp
You may use Metamagic Feats 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 bonus to Electricity Resistance
Rank 2:
  • +6 bonus to Electricity Resistance
Rank 3:
  • +10 bonus to Electricity Resistance
311
  • Sorcerer 1
Spell Critical- Electric Icon.png
Spell Critical: Electric I
  • +2% chance to critically hit for Electric and Sonic damage spells
121
  • Sorcerer 1
Enhancement Electrocution Icon.png
Electrocution
Whenever you cast an Electric or Sonic damage spell, you gain +5 to your Electric and Sonic Spell Power for 6 seconds.
Rank 1:
  • This stacks up to 1 times
Rank 2:
  • This stacks up to 3 times
Rank 3:
  • This stacks up to 5 times
311
  • Sorcerer 1
Tier 2 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Efficient Metamagic Icon.png
Efficient Metamagic
Rank 1:
  • Efficient Empower Icon.png Efficient Empower: -2 Spell Point cost
  • Efficient Enlarge Icon.png Efficient Enlarge: -1 Spell Point cost
  • Efficient Maximize Icon.png Efficient Maximize: -3 Spell Point cost
  • Efficient Quicken Icon.png Efficient Quicken: -1 Spell Point cost
Rank 2:
  • Efficient Empower Icon.png Efficient Empower: -4 Spell Point cost
  • Efficient Enlarge Icon.png Efficient Enlarge: -2 Spell Point cost
  • Efficient Maximize Icon.png Efficient Maximize: -6 Spell Point cost
  • Efficient Quicken Icon.png Efficient Quicken: -2 Spell Point cost
Rank 3:
  • Efficient Empower Icon.png Efficient Empower: -6 Spell Point cost
  • Efficient Enlarge Icon.png Efficient Enlarge: -4 Spell Point cost
  • Efficient Maximize Icon.png Efficient Maximize: -9 Spell Point cost
  • Efficient Quicken Icon.png Efficient Quicken: -4 Spell Point cost
325
  • Sorcerer 2
Enhancement Pierce Electric Resistance Icon.png
Pierce Electric Resistance
Rank 1:
  • Your Electric and Sonic damage spells now bypass 5 points of your target's resistance to those damage types, if any.
Rank 2:
  • Your Electric and Sonic damage spells now bypass 10 points of your target's resistance to those damage types, if any.
Rank 3:
  • Your Electric and Sonic damage spells now bypass 15 points of your target's resistance to those damage types, if any.
325
  • One with the Storm
  • Sorcerer 2
Spell Critical- Electric Icon.png
Spell Critical: Electric II
  • +2% chance to critically hit for Electric and Sonic damage spells
125
  • Spell Critical: Electric I
  • Sorcerer 2
Enhancement Alternating Current Icon.png
Alternating Current
Whenever you cast an Electric or Sonic damage spell, you have a 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
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Efficient Metamagic Icon.png
Efficient Metamagic
Rank 1:
  • Efficient Empower Icon.png Efficient Empower: -2 Spell Point cost
  • Efficient Enlarge Icon.png Efficient Enlarge: -1 Spell Point cost
  • Efficient Maximize Icon.png Efficient Maximize: -3 Spell Point cost
  • Efficient Quicken Icon.png Efficient Quicken: -1 Spell Point cost
Rank 2:
  • Efficient Empower Icon.png Efficient Empower: -4 Spell Point cost
  • Efficient Enlarge Icon.png Efficient Enlarge: -2 Spell Point cost
  • Efficient Maximize Icon.png Efficient Maximize: -6 Spell Point cost
  • Efficient Quicken Icon.png Efficient Quicken: -2 Spell Point cost
Rank 3:
  • Efficient Empower Icon.png Efficient Empower: -6 Spell Point cost
  • Efficient Enlarge Icon.png Efficient Enlarge: -4 Spell Point cost
  • Efficient Maximize Icon.png Efficient Maximize: -9 Spell Point cost
  • Efficient Quicken Icon.png Efficient Quicken: -4 Spell Point cost
3210
  • Efficient Metamagic (Tier 2)
  • Sorcerer 3
Feat Spell Penetration Icon.png
Spell Penetration
  • +1 to your Caster Level check to overcome enemy Spell Resistance.
1210
  • Sorcerer 3
Spell Critical- Electric Icon.png
Spell Critical: Electric III
  • +2% chance to critically hit for Electric and Sonic damage spells
1210
  • Spell Critical: Electric II
  • Sorcerer 3
Increase Ability (Dexterity-Charisma) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Dexterity Icon.png Dexterity: +1 Dexterity
  • Enhancement Charisma Icon.png Charisma: +1 Charisma
1210
  • Sorcerer 3
Tier 4 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Spell Electric Loop Icon.png
Electric Loop
Spell Electric Loop Icon.png Spell-Like Ability: Electric Loop
You may use Metamagic Feats 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:
  • -1 Spell Point cost
Rank 2:
  • -2 Spell Point cost
2220
  • Heighten Spell Feat
  • Efficient Metamagic (Tier 3)
  • Sorcerer 4
Enhancement Feather Falling Icon.png
Feather Falling
  • You gain Feather Falling, and may toggle it on or off at will.
1220
  • Sorcerer 4
Spell Critical- Electric Icon.png
Spell Critical: Electric IV
  • +2% chance to critically hit for Electric and Sonic damage spells
1220
  • Spell Critical: Electric III
  • Sorcerer 4
Increase Ability (Dexterity-Charisma) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Dexterity Icon.png Dexterity: +1 Dexterity
  • Enhancement Charisma Icon.png Charisma: +1 Charisma
1220
  • Increased Ability (Tier 3)
  • Sorcerer 4
Tier 5 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Spell Lightning Bolt Icon.png
Lightning Bolt
Spell Lightning Bolt Icon.pngSpell-Like Ability:
Lightning Bolt
You may use Metamagic Feats 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

  • You are able to curse an enemy, increasing Electric damage they take by 15%.
  • If this target is resistant or immune to electric attacks it negates that protection instead
1230
  • Character Level 12
  • Sorcerer 5
Enhancement Wind Dance Icon.png
Wind Dance

Activation Cost: 10 Spell Points
Cooldown: 3 Seconds

  • You leap through the air, propelled by a gust of wind.
  • Uses of this ability recharge at a rate of 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
  • You have trained extensively in Evocation magic
    • +1 bonus to your DCs of spells from the Evocation school
1230
  • Character Level 12
  • Sorcerer 5
Enhancement Spellpower- Universal Icon.png
Elemental Diversification

Select an opposing Spell Power

  • Feat Epic Spell Power- Fire Icon.png Power of Flame: +15 Fire Spell Power
  • Feat Epic Spell Power Force Icon.png Power of Force: +10 Force Spell Power
  • Feat Epic Spell Power- Cold Icon.png Power of Frost: +15 Cold Spell Power
1230
  • Character Level 12
  • Sorcerer 5