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Fire Savant enhancements
Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
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Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | HeM — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK2 – WM1 | AM — EK — PM | AotS1 — ES2 — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
Reaper | |||
†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype. |
Aasimar 1,395 DDO Points | Dragonborn | Drow | Dwarf | Eladrin *Requires any version of Magic of Myth Drannor, or free to VIP | Elf / Wood Elf (& AA) | Gnome |
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Half-Elf (& AA) | Half-Orc | Halfling | Human | Shifter 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
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Bladeforged 1,295 DDO Points | Chaosmancer *Requires ultimate edition of Magic of Myth Drannor | Deep Gnome 1,295 DDO Points | Morninglord 1,295 DDO Points (& AA) | PDK 1,295 DDO Points | Razorclaw 1,395 DDO Points | Scoundrel 1,395 DDO Points | Scourge 1,295 DDO Points | Shadar-kai 1,295 DDO Points | Trailblazer 1,395 DDO Points |
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Fire Savant enhancements[edit]
Core abilities[edit]
Fire Savant: Every point you spend in the Fire Savant enhancement tree provides +0.75 Universal Spell Power.
Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Sorcerer Level 1 | |
Fire Affinity: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Fire Savant, Sorcerer Level 3 | |
Greater Fire Affinity: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Fire Affinity, Sorcerer Level 6 | |
Immolation: Passive: On Fire Spell Cast: Your target gains one stack of Burning (Target takes 1d6 fire damage every 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.)
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Greater Fire Affinity, Sorcerer Level 12 | |
Elemental Persistence: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Immolation, Sorcerer Level 18 | |
Elemental Apotheosis: Fire: Activate this ability to transform into a Fire Elemental.
While in elemental form, you gain +100% fortification. 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. When Elemental Apotheosis is active, casting a spell of that tree's element on a creature that is immune to that element, that creature becomes vulnerable to that element for a short time. While in Fire Elemental form, you also gain an additional +20 Fire Spell Power, +2% Fire Spell Critical Chance, and a +1 bonus to caster level and max caster level for Fire spells, but your air, earth, and water spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to Fire resistance, +20 Physical Resistance Rating, and a -10 penalty to cold resistance. While in Elemental Form, your spells also cost an additional 10% Spell Points to cast. You also gain the following passive benefits, even while not in elemental form:
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AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Elemental Persistence, Sorcerer Level 20 |
Tier One[edit]
Requires Fire Savant, Sorcerer level 1
Burning Hands: Spell Like Ability: Burning Hands (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Intensity: You gain +2/+4/+6 to your Haggle and Intimidation skills. Rank 3: as well as +1 to your Will Saving Throw.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
One with the Inferno: You gain a +3/+6/+10 bonus to your Fire Resistance.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Spell Critical: Fire I: Your Fire damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements
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Conflagration: Whenever you cast a Fire damage spell, you gain +5 to your Fire Spell Power for 6 seconds. This stacks up to 1/3/5 times.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires Sorcerer Level 2, 5 APs spent on tree
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
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AP Cost: 2 | Ranks: 3 | Progression: 5 | No requirements | |
Pierce Fire Resistance: Your Fire damage spells now bypass 5/10/15 points of your target's resistance to those damage types, if any.
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AP Cost: 2 | Ranks: 3 | Progression: 5 | Requires: One with the Inferno | |
Spell Critical: Fire II: Your Fire damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Spell Critical: Fire I | |
Fanning the Flames: Whenever you cast a Fire damage spell, you have a 10%/20%/30% chance to gain 3 Temporary Spell Points.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Conflagration |
Tier Three[edit]
Requires Sorcerer Level 3, 10 APs spent on tree
Efficient Metamagic: Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.
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AP Cost: 2 | Ranks: 3 | Progression: 10 | Requires: Efficient Metamagic (Tier 2) | |
Spell Penetration: You add +1 to your Caster Level check to overcome an enemy's Spell Resistance.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
Spell Critical: Fire III: Your Fire damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Spell Critical: Fire II | |
Charisma or Strength: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Sorcerer Level 4, 20 APs spent on tree
AP Cost: 1 | Ranks: 3 | Progression: 20 | Requires: Burning Hands | |
Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Points per heightened level.
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AP Cost: 2 | Ranks: 2 | Progression: 20 | Requires: Efficient Metamagic (Tier 3) | |
Fire Guard: Enemies that attack you in melee take 3d6 Fire damage.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
Spell Critical: Fire IV: Your Fire damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Spell Critical: Fire III | |
Charisma or Strength: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Charisma or Strength (Tier 3) |
Tier Five[edit]
Requires Sorcerer Level 5, Character Level 12, 30 APs spent in tree
AP Cost: 1 | Ranks: 3 | Progression: 30 | Requires: Scorch | |
Awaken Elemental Weakness: Fire: You are able to curse an enemy, increasing Fire damage they take by 15%.When cast on a creature that is immune to that tree's Element, it makes them vulnerable to that element for a short period of time. (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.)
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
Heat Death: You raise the internal temperature of a living target to lethal levels. The target must succeed on a Fortitude save (DC: 10 + [Con or Cha] Modifier + Sorcerer Level + Evocation Bonuses) or take 2,000 points of fire damage as its blood (or other internal fluid) boils in a horrific manner. Fire creatures are immune to this effect. (Activation Cost: 50 Spell Points. Cooldown: 1 minute.)
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AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Fire Guard | |
Evocation Focus: You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
Elemental Diversification: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements |