Water Savant enhancements (history)

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



Sorcerer Water Savant I

 * Usage: Passive
 * Cost: 4 action points
 * Progression: 16 action points
 * Requires One of: Empower Spell, Maximize Spell.
 * Requires All of: Frost Manipulation III, Glacial Spellcasting I, Deadly Ice I, Sorcerer Energy of the Dragonblooded II
 * Available to Sorcerer class level 6


 * You have focused your training on elemental mastery over ice. You gain +2 caster levels when casting cold spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting fire spells. You gain 5 points of cold resistance and bypass 5 points of cold resistance of opponents. You can cast the Niac’s Cold Ray 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 Swim skill.


 * This enhancement automatically grants access to the following:

Inherent Niac’s Cold Ray

 * Usage: Active
 * Requires All of: Water Savant I
 * Available to Sorcerer class level 6
 * You are able to cast Niac's Cold Ray as a spell-like ability. (Cost: 2 sp, 4 sec cooldown)



Sorcerer Water Savant II

 * Usage: Passive


 * Cost: 2 action points


 * Progression: 42 action points


 * Requires One of: Spell Focus: Conjuration, Spell Focus: Evocation, Past Life: Arcane Prodigy.


 * Requires All of: Sorcerer Water Savant I, Frost Manipulation V, Glacial Spellcasting III, Deadly Ice III


 * Available to Sorcerer class level 12


 * You have continued to focus your training on elemental mastery over ice. You gain an additional +2 caster levels when casting cold and water spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your fire spells. Your cold resistance grows to 10 points and you now bypass 10 points of cold resistance of opponents. You can cast the Snowball Swarm spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to cold damage, an additional +2 bonus to the Swim skill, and the ability to breathe water as if it were air.


 * This enhancement automatically grants access to the following:



Inherent Snowball Swarm

 * Usage: Active
 * Requires All of: Water Savant II
 * Available to Sorcerer class level 12
 * You are able to cast Snowball Swarm as a spell-like ability. (Cost: 5 sp, 5 sec cooldown)



Awaken Elemental Weakness: Cold

 * Usage: Active
 * Requires All of: Water Savant II
 * Available to Sorcerer class level 12


 * You are able to curse an enemy, increasing cold damage they take by 15%. (Cost: 5 sp, 20 second cooldown, 30 second duration)



Sorcerer Water Savant III

 * Usage: Passive
 * Cost: 2 action points
 * Progression: 66 action points
 * Requires One of: Sorcerer Improved Empowering II, Sorcerer Improved Maximizing II
 * Requires All of: Sorcerer Water Savant II, Frost Manipulation VII, Glacial Spellcasting V, Deadly Ice V
 * Available to Sorcerer class level 18


 * You have completed your elemental mastery over ice. You gain an additional +2 caster levels when casting cold or water spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your fire spells. Your cold resistance grows to 15 points and you now bypass 15 points of cold resistance of opponents. You can cast the Frost Lance spell as a spell-like ability. You also gain the ability to attempt to lock an opponent in an Icy Prison, dealing cold damage and may freeze them in place, and an additional +2 bonus to the Swim skill.


 * This enhancement automatically grants access to the following:



Inherent Frost Lance

 * Usage: Active
 * Requires All of: Water Savant III
 * Available to Sorcerer class level 18
 * You are able to cast Frost Lance as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)
 * Note: If Quicken Spell metamagic feat is enabled for this SLA, it (sometimes?) only shoots 2 lances instead of three. Turning quicken off solves the problem.



Icy Prison

 * Usage: Active
 * Requires All of: Water Savant III
 * Available to Sorcerer class level 18


 * You deal 500 cold damage to your opponent, with a Fortitude save (DC: 10 + Constution Modifier + Sorcerer Level) for half damage, and an additional Reflex save or be encased in ice. Ice creatures are immune to this effect. The target gets a recurring reflex save every 2 seconds to escape. (Cost: 25 sp, 60 second cooldown, 30 second duration)