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Water Savant enhancements

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: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store.
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Water Savant enhancements[edit]

Water Savant enhancements tree
Water Savant enhancements tree

Core abilities[edit]

Water Savant: Every point you spend in the Water Savant enhancement tree provides +0.75 Universal Spell Power.
Passive:
  • +10 Cold Spell Power
  • +1 Caster Level when casting Cold or Water spells.
  • -10 Fire Spell Power
  • -1 Caster Level when casting Fire spells
Selecting this enhancement will prevent you from spending points in the Fire Savant enhancement tree.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Sorcerer Level 1
Water Affinity: Passive:
  • +10 Cold Spell Power
  • +1 Caster Level when casting Cold or Water spells.
  • -10 Fire Spell Power
  • -1 Caster Level when casting Fire spells
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Water Savant, Sorcerer Level 3
Greater Water Affinity: Passive:
  • +10 Cold Spell Power
  • +1 Caster Level when casting Cold or Water spells.
  • -10 Fire Spell Power
  • -1 Caster Level when casting Fire spells
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Water Affinity, Sorcerer Level 6
Hypothermia: Passive: 50% Chance On Cold Spell Cast: Your target gains one stack of Lethargy for 10 seconds (-1 to all Saving Throws. Non-bosses also move and attack 5% slower. Works on creatures immune to cold. This effect stacks up to 5 times. All stacks are removed when the timer expires.)
  • +10 Cold Spell Power
  • +1 Caster Level when casting Cold or Water spells.
  • -10 Fire Spell Power
  • -1 Caster Level when casting Fire spells
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Greater Water Affinity, Sorcerer Level 12
Elemental Persistence: Passive:
  • Immunity to Paralysis
  • +10 Cold Spell Power
  • +1 Caster Level when casting Cold or Water spells.
  • +1 Maximum Caster Level when casting Cold or Water spells.
  • -10 Fire Spell Power
  • -1 Caster Level when casting Fire spells
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Hypothermia, Sorcerer Level 18
Elemental Apotheosis: Water:
A water savant in elemental form
Activate this ability to transform into a Water 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 Water Elemental form, you also gain an additional +20 Cold Spell Power, +2% Cold Spell Critical Chance, and a +1 bonus to caster level and max caster level for Cold and Water spells, but your air, earth and fire spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to Cold resistance, +20 Physical Resistance Rating, +20 Swim, and a -10 penalty to Fire 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 Cold Spell Power
  • +1 Caster Level when casting Cold or Water spells.
  • +1 Maximum Caster Level when casting Cold or Water spells.
  • -10 Fire Spell Power
  • -1 Caster Level when casting Fire spells
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Elemental Persistence, Sorcerer Level 20

Tier One[edit]

Requires Water Savant, Sorcerer level 1

Niac's Cold Ray: Spell Like Ability: Niac's Cold Ray (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
AP Cost: 1 Ranks: 3 Progression: 1
Fluidity: You gain +2/+4/+6 to your Tumble and Swim skills. Rank 3: as well as +1 to your Reflex Saving Throw.
AP Cost: 1 Ranks: 3 Progression: 1
One with the Waves: You gain a +3/+6/+10 bonus to your Cold Resistance.
AP Cost: 1 Ranks: 3 Progression: 1
Spell Critical: Cold I: Your Cold damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 1
Hoarfrost: Whenever you cast a Cold damage spell, you gain +5 to your Cold 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 Cold Resistance: Your Cold 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 Waves
Spell Critical: Cold II: Your Cold damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Spell Critical: Cold I
Absolute Zero: Whenever you cast a Cold damage spell, you have a 10%/20%/30% chance to gain 3 Temporary Spell Points.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Hoarfrost

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: Cold III: Your Cold damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Spell Critical: Cold II
Charisma or Wisdom: Choose one:
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Sorcerer Level 4, 20 APs spent on tree

Snowball Swarm: Spell Like Ability: Snowball Swarm. (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Cold Ray
Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2/3 fewer Spell Points per heightened level.
AP Cost: 2 Ranks: 2 Progression: 20 Requires: Efficient Metamagic (Tier 3)
Water Breathing: You are no longer able to drown.
AP Cost: 2 Ranks: 1 Progression: 20
Spell Critical: Cold IV: Your Cold damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Spell Critical: Cold III
Charisma or Wisdom: Choose one:
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Charisma or Wisdom (Tier 3)

Tier Five[edit]

Requires Sorcerer Level 5, Character Level 12, 30 APs spent in tree

Frost Lance: Spell Like Ability: Frost Lance. (Activation Cost: 12/8/6 Spell Points. Cooldown: 18/12/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 30 Requires: Snowball Swarm
Awaken Elemental Weakness: Cold: You are able to curse an enemy, increasing Cold 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
Icy Prison: You deal 500 cold damage to your opponent, with a Fortitude save (DC: 10 + [Con or Cha] Modifier + Sorcerer Level + Evocation Bonuses) for half damage, and an additional Reflex save or be encased in ice. Ice creatures are immune to this effect, and the targets gets occasional saves to attempt to escape. (Activation Cost: 25 Spell Points. Cooldown: 1 minute.) Note: not subject to spellpower and spell critical.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Water Breathing
Evocation Focus: You have trained extensivelly 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 extensivelly practiced with Acid magic, granting an additional +15 Acid Spell Power.
  • Power of Force: You have extensivelly practiced with Force magic, granting an additional +10 Force Spell Power.
  • Power of Lightning: You have extensivelly practiced with Electric magic, granting an additional +15 Electric and Sonic Spell Power.
AP Cost: 2 Ranks: 1 Progression: 30