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Fire Savant enhancements

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Fire Savant enhancements[edit]

Fire Savant enhancements tree
Fire Savant enhancements tree

Core abilities[edit]

Fire Savant: Every point you spend in the Fire Savant enhancement tree provides +0.75 Universal Spell Power.
Passive:
  • +10 Fire Spell Power
  • +1 Caster Level when casting Fire spells
  • -10 Cold Spell Power
  • -1 Caster Level when casting Cold or Water spells.
Selecting this enhancement will prevent you from spending points in the Water Savant enhancement tree.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Sorcerer Level 1
Fire Affinity: Passive:
  • +10 Fire Spell Power
  • +1 Caster Level when casting Fire spells
  • -10 Cold Spell Power
  • -1 Caster Level when casting Cold or Water spells.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Fire Savant, Sorcerer Level 3
Greater Fire Affinity: Passive:
  • +10 Fire Spell Power
  • +1 Caster Level when casting Fire spells
  • -10 Cold Spell Power
  • -1 Caster Level when casting Cold or Water spells.
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.)
  • +10 Fire Spell Power
  • +1 Caster Level when casting Fire spells
  • -10 Cold Spell Power
  • -1 Caster Level when casting Cold or Water spells.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Greater Fire Affinity, Sorcerer Level 12
Elemental Persistence: Passive:
  • Immunity to Paralysis
  • +10 Fire Spell Power
  • +1 Caster Level when casting Fire spells
  • +1 Maximum Caster Level when casting Fire spells
  • -10 Cold Spell Power
  • -1 Caster Level when casting Cold or Water spells.
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.

See Elemental Apotheosis for more details.

You also gain the following passive benefits, even while not in elemental form:

  • +2 Charisma
  • +10 Fire Spell Power
  • +1 Caster Level when casting Fire spells
  • +1 Maximum Caster Level when casting Fire spells
  • -10 Cold Spell Power
  • -1 Caster Level when casting Cold or Water spells.
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.)
AP Cost: 1 Ranks: 3 Progression: 1
Intensity: You gain +2/+4/+6 to your Haggle and Intimidation skills. Rank 3: as well as +1 to your Will Saving Throw.
AP Cost: 1 Ranks: 3 Progression: 1
One with the Inferno: You gain a +3/+6/+10 bonus to your Fire Resistance.
AP Cost: 1 Ranks: 3 Progression: 1
Spell Critical: Fire I: Your Fire damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 1
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.
AP Cost: 1 Ranks: 3 Progression: 1

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.
  • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
  • Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
  • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
AP Cost: 2 Ranks: 3 Progression: 5
Pierce Fire Resistance: Your Fire damage spells now bypass 5/10/15 points of your target's resistance to those damage types, if any.
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.
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.
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.
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.
AP Cost: 2 Ranks: 1 Progression: 10
Spell Critical: Fire III: Your Fire damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Spell Critical: Fire II
Charisma or Strength: Choose one:
  • +1 Strength
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Sorcerer Level 4, 20 APs spent on tree

Scorch: Spell Like Ability: Scorch. (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
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.
AP Cost: 2 Ranks: 2 Progression: 20 Requires: Efficient Metamagic (Tier 3)
Fire Guard: Enemies that attack you in melee take 3d6 Fire damage.
Tip: There are quests, such as Let Sleeping Dust Lie, in which you want to avoid damaging your attackers. Unlike "guard" gear that can be removed, this ability can't easily be disabled, short of temporarily resetting the enhancement tree.
AP Cost: 2 Ranks: 1 Progression: 20
Spell Critical: Fire IV: Your Fire damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Spell Critical: Fire III
Charisma or Strength: Choose one:
  • +1 Strength
  • +1 Charisma
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

Fireball: Spell Like Ability: Fireball. (Activation Cost: 12/8/6 Spell Points. Cooldown: 18/12/6 seconds.)
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.)
AP Cost: 2 Ranks: 1 Progression: 30
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.)
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.
AP Cost: 2 Ranks: 1 Progression: 30
Elemental Diversification: Choose one:
  • Power of Acid: You have extensively practiced with Acid magic, granting an additional +15 Acid Spell Power.
  • Power of Force: You have extensively practiced with Force magic, granting an additional +10 Force Spell Power.
  • Power of Lightning: You have extensively practiced with Electric magic, granting an additional +15 Electric and Sonic Spell Power.
AP Cost: 2 Ranks: 1 Progression: 30