Air Savant enhancements (history)

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



Sorcerer Air Savant I

 * Usage: Passive


 * Cost: 4 action points


 * Progression: ? action points


 * Requires One of: Empower Spell, Maximize Spell, Least Dragonmark of Storm


 * Requires All of: Storm Manipulation III, Charged Spellcasting I, Deadly Shocks I, Sorcerer Energy of the Dragonblooded II


 * Available to Sorcerer class level 6


 * You have focused your training on elemental mastery over lightning. You gain +2 caster levels when casting electrical and air spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting acid or earth spells. You gain 5 points of electrical resistance and bypass 5 points of electrical resistance of opponents. You can cast the Shocking Grasp 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 Tumble skill.


 * This enhancement automatically grants access to the following:

Inherent Shocking Grasp

 * Usage: Active


 * Requires All of: Air Savant I


 * Available to Sorcerer class level 6


 * You are able to cast Shocking Grasp as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)



Sorcerer Air Savant II

 * Usage: Passive


 * Cost: 2 action points


 * Progression: ? action points


 * Requires One of: Spell Focus: Conjuration, Spell Focus: Evocation, Lesser Dragonmark of Storm.


 * Requires All of: Sorcerer Air Savant I, Storm Manipulation V, Charged Spellcasting III, Deadly Shocks III


 * Available to Sorcerer class level 12


 * You have continued to focus your training on elemental mastery over lightning. You gain an additional +2 caster levels when casting air and electricity spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your acid and earth spells. Your electrical resistance grows to 10 points and you now bypass 10 points of electrical resistance of opponents. You can cast the Electric Loop spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to electrical damage, an additional +2 bonus to the Tumble skill, and have a permanent personal Featherfall toggle.


 * This enhancement automatically grants access to the following:

Inherent Electric Loop

 * Usage: Active


 * Requires All of: Air Savant II


 * Available to Sorcerer class level 12


 * You are able to cast Electric Loop as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)



Personal Featherfall Toggle

 * Usage: Active


 * Requires All of: Air Savant II


 * Available to Sorcerer class level 12


 * Benefit: You glide slowly through the air, taking no damage from normal falls. (At will.)



Awaken Elemental Weakness: Electricity

 * Usage: Active


 * Requires All of: Air Savant II


 * Available to Sorcerer class level 12


 * You are able to curse an enemy, increasing electrical 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 Air Savant II, ???


 * Available to Sorcerer class level 18


 * You have continued to focus your training on elemental mastery over lightning. You gain an additional +2 caster levels when casting air and electricity spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your acid and earth spells. Your electrical resistance grows to 15 points and you now bypass 15 points of electrical resistance of opponents. You also gain the ability to render an opponent vulnerable to electrical damage, an additional +2 bonus to the Tumble skill.


 * This enhancement automatically grants access to the following: