Earth Savant enhancements (history)

Overview
Elemental savants study the basic building blocks of existence, learning to harness the power of the earth, eventually becoming an earth Elemental.



Sorcerer Earth Savant I

 * Usage: Passive


 * Cost: 4 action points


 * Progression: ? action points


 * Requires One of: Empower Spell, Maximize Spell


 * Requires All of: Acid Manipulation III, Corrosive Spellcasting I, Deadly Acid I, Sorcerer Energy of the Dragonblooded II


 * Available to Sorcerer class level 6


 * You have focused your training on elemental mastery over acid. You gain +2 caster levels when casting acid and earth spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting air or electricity spells. You gain 5 points of acid resistance and bypass 5 points of acid resistance of opponents. You can cast the Acid Spray spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Balance skill.


 * This enhancement automatically grants access to the following:

Inherent Acid Spray

 * Usage: Active


 * Requires All of: Earth Savant I


 * Available to Sorcerer class level 6


 * You have committed the spell Acid Spray permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Has 3 seconds cooldown.

Sorcerer Earth Savant II

 * Usage: Passive


 * Cost: 2 action points


 * Progression: ? action points


 * Requires One of: Spell Focus: Conjuration or Spell Focus: Evocation.


 * Requires All of: Sorcerer Earth Savant I, Acid Manipulation V, Corrosive Spellcasting III, Deadly Acid III


 * Available to Sorcerer class level 12


 * Benefit: You have continued to focus your training on elemental mastery over acid. You gain an additional +2 caster levels when casting acid and earth spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your air and electricity spells. Your acid resistance grows to 10 points and you now bypass 10 points of acid resistance of opponents. You can cast the Melf’s Acid Arrow spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to acid damage, an additional +2 bonus to the Balance skill, 10 additional hit points, and +2 stacking Natural Armor.


 * This enhancement automatically grants access to the following:

Inherent Melf’s Acid Arrow

 * Usage: Active


 * Requires All of: Earth Savant II


 * Available to Sorcerer class level 12


 * You are able to cast Melf’s Acid Arrow as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)



Awaken Elemental Weakness: Acid

 * Usage: Active


 * Requires All of: Earth Savant II


 * Available to Sorcerer class level 12


 * You are able to curse an enemy, increasing acid damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)

Sorcerer Earth Savant III

 * Usage: Passive


 * Cost: 2 action points


 * Progression: ? action points


 * Requires One of:


 * Requires All of: Sorcerer Earth Savant II, ???


 * Available to Sorcerer class level 18


 * You have focused your training on elemental mastery over acid. Grants an additional +2 caster levels when casting acid and earth spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting air or electricity spells. Grants an additional 5 points of acid resistance and bypass 5 points of acid resistance of opponents. You can cast the Acid Spray spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Balance skill.


 * This enhancement automatically grants access to the following: