Fire Savant Tree

From DDO Compendium


Tree For:
Unlock
  • Free
Fire 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.

Fire Savants study fire, and can wield it through spells as it it was a part of their being.

Core enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Fire Savant Icon.png
Fire Savant
  • +10 Fire Spell Power
  • -10 Cold Spell Power
  • When Casting a Fire Spell:
    • +1 Caster Level
  • When Casting an Cold or Water 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 Water Savant enhancement tree.
110
  • Sorcerer 1
Enhancement Fire Affinity Icon.png
Fire Affinity
  • +10 Fire Spell Power
  • -10 Cold Spell Power
  • When Casting a Fire Spell:
    • +1 Caster Level
  • When Casting an Cold or Water Spell:
    • -1 Caster Level
115
  • Fire Savant
  • Sorcerer 3
Enhancement Greater Fire Affinity Icon.png
Greater Fire Affinity
  • +10 Fire Spell Power
  • -10 Cold Spell Power
  • When Casting a Fire Spell:
    • +1 Caster Level
  • When Casting an Cold or Water Spell:
    • -1 Caster Level
1110
  • Fire Affinity
  • Sorcerer 6
Enhancement Immolation Icon.png
Immolation
  • +10 Fire Spell Power
  • -10 Cold Spell Power
  • When Casting a Fire Spell:
    • Target gains one Stack of Burning
    • +1 Caster Level
  • When Casting an Cold or Water Spell:
    • -1 Caster Level


Burning: Target takes:

  • 1d6 Fire Damage
  • Ticks every 2 Seconds
  • Lasts 6 Seconds
  • Stacks up to 20 Times
1120
  • Greater Fire Affinity
  • Sorcerer 12
Enhancement Elemental Persistence (Fire Savant) Icon.png
Elemental Persistence
  • Immune to Paralysis
  • +10 Fire Spell Power
  • -10 Cold Spell Power
  • When Casting a Fire Spell:
    • +1 Caster Level
    • +1 Maximum Caster Level
  • When Casting an Cold or Water Spell:
    • -1 Caster Level
1130
  • Immolation
  • Sorcerer 18
Elemental Apotheosis- Fire Icon.png
Elemental Apotheosis: Fire

Activation Cost: 50 Spell Points
Cooldown: 3 Seconds

Activate: Transform into an Fire Elemental


While in elemental form, you gain:

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

A cone of searing flame shoots forth, damaging targets in the area of the spray for 1d6+1 fire damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). 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: 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 Intensity Icon.png
Intensity
Rank 1:
  • +2 Haggle
  • +2 Intimidate
Rank 2:
  • +4 Haggle
  • +4 Intimidate
Rank 3:
  • +6 Haggle
  • +6 Intimidate
  • +1 Will Save
311
  • Sorcerer 1
Enhancement One with the Inferno Icon.png
One with the Inferno
Rank 1:
  • +3 Fire Resistance
Rank 2:
  • +6 Fire Resistance
Rank 3:
  • +10 Fire Resistance
311
  • Sorcerer 1
Spell Critical- Fire Icon.png
Spell Critical: Fire I
  • When casting a Fire Spell:
    • +2% Critical Hit Chance
121
  • Sorcerer 1
Enhancement Conflagration Icon.png
Conflagration

When Casting a Fire Damage Spell:

  • +5 to Fire 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 Fire Resistance Icon.png
Pierce Fire Resistance
When casting an Fire Damage Spell:
Rank 1:
  • Bypass 5 points of the target's Fire Resistance
Rank 2:
  • Bypass 10 points of the target's Fire Resistance
Rank 3:
  • Bypass 15 points of the target's Fire Resistance
325
  • One with the Inferno
  • Sorcerer 2
Spell Critical- Fire Icon.png
Spell Critical: Fire II
  • When casting a Fire Spell:
    • +2% Critical Hit Chance
125
  • Spell Critical: Fire I
  • Sorcerer 2
Enhancement Fanning the Flames Icon.png
Fanning the Flames

When casting an Fire Damage Spell:

  • Chance to gain 3 Temporary Spell Points
Rank 1:
  • 10% Chance
Rank 2:
  • 20% Chance
Rank 3:
  • 30% Chance
315
  • Conflagration
  • 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- Fire Icon.png
Spell Critical: Fire III
  • When casting a Fire Spell:
    • +2% Critical Hit Chance
1210
  • Spell Critical: Fire II
  • Sorcerer 3
Increase Ability (Strength-Charisma) Icon.png
Charisma or Strength

Multiple Selection

+1 Charisma or Strength
1210
  • Sorcerer 3
Tier 4 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Scorch Icon.png
Scorch
Spell Scorch Icon.pngSpell-Like Ability:
Scorch
Metamagic: Embolden, Empower, Heighten, Intensify, Quicken

A jet of roaring flame bursts from your outstretched hand, dealing 1d6+2 fire damage per caster level (up to a max of 10d6+20 at caster level 10) to targets in its path. 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
  • Burning Hands
  • Sorcerer 4
Enhancement Efficient Heighten Icon.png
Efficient Heighten
Reduce Metamagic Heighten cost by:
Rank 1:
Rank 2:
2220
Enhancement Fire Guard Icon.png
Fire Guard
  • When being attacked with melee:
    • Enemy takes 3d6 Fire Damage
1220
  • Sorcerer 4
Spell Critical- Fire Icon.png
Spell Critical: Fire IV
  • When casting a Fire Spell:
    • +2% Critical Hit Chance
1220
  • Spell Critical: Fire III
  • Sorcerer 4
Increase Ability (Strength-Charisma) Icon.png
Charisma or Strength

Multiple Selection

+1 Charisma or Strength
1220
  • Charisma or Strength (Tier 3)
  • Sorcerer 4
Tier 5 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Fireball Icon.png
Fireball
Spell Fireball Icon.pngSpell-Like Ability:
Fireball
Metamagic: Embolden, Empower, Enlarge, Eschew Materials, Heighten, Intensify, Maximize, Quicken

Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6+3 fire damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets around it. 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: 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
  • Scorch
  • Character Level 12
  • Sorcerer 5
Awaken Elemental Weakness- Fire Icon.png
Awaken Elemental Weakness: Fire

Activation Cost: 5 Spell Points
Cooldown: 20 Seconds

Curse an enemy:

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

Activation Cost: 50 Spell Points
Cooldown: 1 Minute

  • Target takes 2000 points of Fire damage
    • Fortitude DC: 10 + Sorcerer Level + Highest of Constitution or Charisma Modifier + Evocation Bonus save negates
  • Fire creatures are immune to this effect
1230
  • Fire Guard
  • 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