Part 3
New Enhancements
Shroud of the Zombie Prerequisites: Wizard Level 6, Wizard Pale Master I Benefit: You shroud yourself with negative energy and assume many traits of a zombie. While in this form, you hunger for brains, and gain +2 Strength, +2 Constitution, -2 Intelligence, -4 Charisma, and Damage Reduction 5/Slashing. Your unarmed damage is increased by two die steps, but you attack 20% slower than normal. You have +100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 25 spell points to activate. Shroud of the Vampire Prerequisites: Wizard Level 12, Wizard Pale Master II, Toughness Benefit: You shroud yourself with negative energy and assume many traits of a vampire. While in this form, you gain +2 Strength, +2 Charisma, and using your dominating powers, generate 25% less threat from spells and attacks, and +2 to the DC's of your Enchantment spells. When making unarmed attacks, you deal 1d6 Constitution damage from blood drain on critical hits. Your unarmed and melee attacks heal you for 1 point of negative energy damage. You have +100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take quadruple damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate. Acid Manipulation I Prereqs: Level 1 Sorcerer or Wizard Benefit: Grants a 20% increase to the damage of your acid spells. Acid Manipulation II Prereqs: Level 3 Sorcerer or Wizard, Acid Manipulation I Benefit: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 25%. Acid Manipulation III Prereqs: Level 5 Sorcerer or Wizard, Acid Manipulation II Benefit: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 30%. Acid Manipulation IV Prereqs: Level 7 Sorcerer or Wizard, Acid Manipulation III Benefit: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 35%. Acid Manipulation V Prereqs: Level 9 Sorcerer or Wizard, Acid Manipulation IV Benefit: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 40%. Acid Manipulation VI Prereqs: Level 11 Sorcerer or Wizard, Acid Manipulation V Benefit: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 45%. Acid Manipulation VII Prereqs: Level 13 Sorcerer or Wizard, Acid Manipulation VI Benefit: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 50%. Corrosive Spellcasting I Prereqs: Level 2 Sorcerer or Wizard, Acid Manipulation I Benefit: Grants a 4% chance for acid spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%) Corrosive Spellcasting II Prereqs: Level 5 Sorcerer or Wizard, Acid Manipulation II, Corrosive Spellcasting I Benefit: Grants a 5% chance for acid spells to generate a critical hit. Corrosive Spellcasting III Prereqs: Level 8 Sorcerer or Wizard, Acid Manipulation III, Corrosive Spellcasting II Benefit: Grants a 6% chance for acid spells to generate a critical hit. Corrosive Spellcasting IV Prereqs: Level 11 Sorcerer or Wizard, Acid Manipulation IV, Corrosive Spellcasting III Benefit: Grants a 7% chance for acid spells to generate a critical hit. Corrosive Spellcasting V Prereqs: Level 14 Sorcerer or Wizard, Acid Manipulation V, Corrosive Spellcasting IV Benefit: Grants a 8% chance for acid spells to generate a critical hit. Corrosive Spellcasting VI Prereqs: Level 17 Sorcerer or Wizard, Acid Manipulation VI, Corrosive Spellcasting V Benefit: Grants a 9% chance for acid spells to generate a critical hit. Deadly Acid I Prereqs: Level 3 Sorcerer or Wizard, Acid Manipulation I, Corrosive Spellcasting I Benefit: Your acid spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%. Deadly Acid II Prereqs: Level 6 Sorcerer or Wizard, Acid Manipulation II, Deadly Acid I Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%. Deadly Acid III Prereqs: Level 9 Sorcerer or Wizard, Acid Manipulation III, Deadly Acid II Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%. Deadly Acid IV Prereqs: Level 12 Sorcerer or Wizard, Acid Manipulation IV, Deadly Acid III Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%. Deadly Acid V Prereqs: Level 15 Sorcerer or Wizard, Acid Manipulation V, Deadly Acid IV Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%. Deadly Acid VI Prereqs: Level 18 Sorcerer or Wizard, Acid Manipulation VI, Deadly Acid V Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%. Frost Manipulation I Prereqs: Level 1 Sorcerer or Wizard Benefit: Grants a 20% increase to the damage of your cold spells. Frost Manipulation II Prereqs: Level 3 Sorcerer or Wizard, Frost Manipulation I Benefit: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 25%. Frost Manipulation III Prereqs: Level 5 Sorcerer or Wizard, Frost Manipulation II Benefit: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 30%. Frost Manipulation IV Prereqs: Level 7 Sorcerer or Wizard, Frost Manipulation III Benefit: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 35%. Frost Manipulation V Prereqs: Level 9 Sorcerer or Wizard, Frost Manipulation IV Benefit: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 40%. Frost Manipulation VI Prereqs: Level 11 Sorcerer or Wizard, Frost Manipulation V Benefit: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 45%. Frost Manipulation VII Prereqs: Level 13 Sorcerer or Wizard, Frost Manipulation VI Benefit: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 50%. Glacial Spellcasting I Prereqs: Level 2 Sorcerer or Wizard, Frost Manipulation I Benefit: Grants a 4% chance for cold spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%) Glacial Spellcasting II Prereqs: Level 5 Sorcerer or Wizard, Frost Manipulation II, Glacial Spellcasting I Benefit: Grants a 5% chance for cold spells to generate a critical hit. Glacial Spellcasting III Prereqs: Level 8 Sorcerer or Wizard, Frost Manipulation III, Glacial Spellcasting II Benefit: Grants a 6% chance for cold spells to generate a critical hit. Glacial Spellcasting IV Prereqs: Level 11 Sorcerer or Wizard, Frost Manipulation IV, Glacial Spellcasting III Benefit: Grants a 7% chance for cold spells to generate a critical hit. Glacial Spellcasting V Prereqs: Level 14 Sorcerer or Wizard, Frost Manipulation V, Glacial Spellcasting IV Benefit: Grants a 8% chance for cold spells to generate a critical hit. Glacial Spellcasting VI Prereqs: Level 17 Sorcerer or Wizard, Frost Manipulation VI, Glacial Spellcasting V Benefit: Grants a 9% chance for cold spells to generate a critical hit. Deadly Ice I Prereqs: Level 3 Sorcerer or Wizard, Frost Manipulation I, Glacial Spellcasting I Benefit: Your acid spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%. Deadly Ice II Prereqs: Level 6 Sorcerer or Wizard, Frost Manipulation II, Deadly Ice I Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%. Deadly Ice III Prereqs: Level 9 Sorcerer or Wizard, Frost Manipulation III, Deadly Ice II Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%. Deadly Ice IV Prereqs: Level 12 Sorcerer or Wizard, Frost Manipulation IV, Deadly Ice III Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%. Deadly Ice V Prereqs: Level 15 Sorcerer or Wizard, Frost Manipulation V, Deadly Ice IV Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%. Deadly Ice VI Prereqs: Level 18 Sorcerer or Wizard, Frost Manipulation VI, Deadly Ice V Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%. Flame Manipulation I Prereqs: Level 1 Sorcerer or Wizard Benefit: Grants a 20% increase to the damage of your fire spells. Flame Manipulation II Prereqs: Level 3 Sorcerer or Wizard, Flame Manipulation I Benefit: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 25%. Flame Manipulation III Prereqs: Level 5 Sorcerer or Wizard, Flame Manipulation II Benefit: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 30%. Flame Manipulation IV Prereqs: Level 7 Sorcerer or Wizard, Flame Manipulation III Benefit: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 35%. Flame Manipulation V Prereqs: Level 9 Sorcerer or Wizard, Flame Manipulation IV Benefit: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 40%. Flame Manipulation VI Prereqs: Level 11 Sorcerer or Wizard, Flame Manipulation V Benefit: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 45%. Flame Manipulation VII Prereqs: Level 13 Sorcerer or Wizard, Flame Manipulation VI Benefit: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 50%. Combustive Spellcasting I Prereqs: Level 2 Sorcerer or Wizard, Flame Manipulation I Benefit: Grants a 4% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%) Combustive Spellcasting II Prereqs: Level 5 Sorcerer or Wizard, Flame Manipulation II, Combustive Spellcasting I Benefit: Grants a 5% chance for fire spells to generate a critical hit. Combustive Spellcasting III Prereqs: Level 8 Sorcerer or Wizard, Flame Manipulation III, Combustive Spellcasting II Benefit: Grants a 6% chance for fire spells to generate a critical hit. Combustive Spellcasting IV Prereqs: Level 11 Sorcerer or Wizard, Flame Manipulation IV, Combustive Spellcasting III Benefit: Grants a 7% chance for fire spells to generate a critical hit. Combustive Spellcasting V Prereqs: Level 14 Sorcerer or Wizard, Flame Manipulation V, Combustive Spellcasting IV Benefit: Grants a 8% chance for fire spells to generate a critical hit. Combustive Spellcasting VI Prereqs: Level 17 Sorcerer or Wizard, Flame Manipulation VI, Combustive Spellcasting V Benefit: Grants a 9% chance for fire spells to generate a critical hit. Deadly Flame I Prereqs: Level 3 Sorcerer or Wizard, Flame Manipulation I, Combustive Spellcasting I Benefit: Your acid spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%. Deadly Flame II Prereqs: Level 6 Sorcerer or Wizard, Flame Manipulation II, Deadly Flame I Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%. Deadly Flame III Prereqs: Level 9 Sorcerer or Wizard, Flame Manipulation III, Deadly Flame II Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%. Deadly Flame IV Prereqs: Level 12 Sorcerer or Wizard, Flame Manipulation IV, Deadly Flame III Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%. Deadly Flame V Prereqs: Level 15 Sorcerer or Wizard, Flame Manipulation V, Deadly Flame IV Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%. Deadly Flame VI Prereqs: Level 18 Sorcerer or Wizard, Flame Manipulation VI, Deadly Flame V Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%. Storm Manipulation I Prereqs: Level 3 Sorcerer or Wizard, Storm Manipulation I Benefit: Grants a 20% increase to the damage of your electrical and sonic spells. Storm Manipulation II Prereqs: Level 3 Sorcerer or Wizard, Storm Manipulation I Benefit: Grants an additional 5% increase to the damage of your electrical and sonic spells, bringing the total increase to 25%. Storm Manipulation III Prereqs: Level 5 Sorcerer or Wizard, Storm Manipulation II Benefit: Grants an additional 5% increase to the damage of your electrical and sonic spells, bringing the total increase to 30%. Storm Manipulation IV Prereqs: Level 7 Sorcerer or Wizard, Storm Manipulation III Benefit: Grants an additional 5% increase to the damage of your electrical and sonic spells, bringing the total increase to 35%. Storm Manipulation V Prereqs: Level 9 Sorcerer or Wizard, Storm Manipulation IV Benefit: Grants an additional 5% increase to the damage of your electrical and sonic spells, bringing the total increase to 40%. Storm Manipulation VI Prereqs: Level 11 Sorcerer or Wizard, Storm Manipulation V Benefit: Grants an additional 5% increase to the damage of your electrical and sonic spells, bringing the total increase to 45%. Storm Manipulation VII Prereqs: Level 13 Sorcerer or Wizard, Storm Manipulation VI Benefit: Grants an additional 5% increase to the damage of your electrical and sonic spells, bringing the total increase to 50%. Charged Spellcasting I Prereqs: Level 2 Sorcerer or Wizard, Storm Manipulation I Benefit: Grants a 4% chance for electrical spells to generate a critical and sonic hit. (Base spell critical chance is 0% and critical damage bonus is +50%) Charged Spellcasting II Prereqs: Level 5 Sorcerer or Wizard, Storm Manipulation II, Charged Spellcasting I Benefit: Grants a 5% chance for electrical and sonic spells to generate a critical hit. Charged Spellcasting III Prereqs: Level 8 Sorcerer or Wizard, Storm Manipulation III, Charged Spellcasting II Benefit: Grants a 6% chance for electrical and sonic spells to generate a critical hit. Charged Spellcasting IV Prereqs: Level 11 Sorcerer or Wizard, Storm Manipulation IV, Charged Spellcasting III Benefit: Grants a 7% chance for electrical and sonic spells to generate a critical hit. Charged Spellcasting V Prereqs: Level 14 Sorcerer or Wizard, Storm Manipulation V, Charged Spellcasting IV Benefit: Grants a 8% chance for electrical and sonic spells to generate a critical hit. Charged Spellcasting VI Prereqs: Level 17 Sorcerer or Wizard, Storm Manipulation VI, Charged Spellcasting V Benefit: Grants a 9% chance for electrical and sonic spells to generate a critical hit. Deadly Shocks I Prereqs: Level 3 Sorcerer or Wizard, Storm Manipulation I, Charged Spellcasting I Benefit: Your electrical and sonic spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%. Deadly Shocks II Prereqs: Level 6 Sorcerer or Wizard, Storm Manipulation II, Deadly Shocks I Benefit: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%. Deadly Shocks III Prereqs: Level 9 Sorcerer or Wizard, Storm Manipulation III, Deadly Shocks II Benefit: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%. Deadly Shocks IV Prereqs: Level 12 Sorcerer or Wizard, Storm Manipulation IV, Deadly Shocks III Benefit: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%. Deadly Shocks V Prereqs: Level 15 Sorcerer or Wizard, Storm Manipulation V, Deadly Shocks IV Benefit: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%. Deadly Shocks VI Prereqs: Level 18 Sorcerer or Wizard, Storm Manipulation VI, Deadly Shocks V Benefit: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%. Force Manipulation I Prereqs: Level 2 Sorcerer or Wizard Benefit: Grants a 20% increase to the damage of your force spells and spells that deal untyped or physical damage. Force Manipulation II Prereqs: Level 4 Sorcerer or Wizard, Force Manipulation I Benefit: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 25%. Force Manipulation III Prereqs: Level 6 Sorcerer or Wizard, Force Manipulation II Benefit: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 30%. Force Manipulation IV Prereqs: Level 8 Sorcerer or Wizard, Force Manipulation III Benefit: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 35%. Force Manipulation V Prereqs: Level 10 Sorcerer or Wizard, Force Manipulation IV Benefit: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 40%. Force Manipulation VI Prereqs: Level 14 Sorcerer or Wizard, Force Manipulation VI Benefit: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 45%. Force Manipulation VII Prereqs: Level 14 Sorcerer or Wizard, Force Manipulation VI Benefit: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 50%. Kinetic Spellcasting I Prereqs: Level 3 Sorcerer or Wizard, Force Manipulation I Benefit: Grants a 4% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%) Kinetic Spellcasting II Prereqs: Level 6 Sorcerer or Wizard, Force Manipulation II, Kinetic Spellcasting I Benefit: Grants a 5% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. Kinetic Spellcasting III Prereqs: Level 9 Sorcerer or Wizard, Force Manipulation III, Kinetic Spellcasting II Benefit: Grants a 6% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. Kinetic Spellcasting IV Prereqs: Level 12 Sorcerer or Wizard, Force Manipulation IV, Kinetic Spellcasting III Benefit: Grants a 7% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. Kinetic Spellcasting V Prereqs: Level 15 Sorcerer or Wizard, Force Manipulation V, Kinetic Spellcasting IV Benefit: Grants a 8% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. Kinetic Spellcasting VI Prereqs: Level 18 Sorcerer or Wizard, Force Manipulation VI, Kinetic Spellcasting V Benefit: Grants a 9% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. Deadly Kinetics I Prereqs: Level 4 Sorcerer or Wizard, Force Manipulation I, Kinetic Spellcasting I Benefit: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%. Deadly Kinetics II Prereqs: Level 7 Sorcerer or Wizard, Force Manipulation II, Deadly Kinetics I Benefit: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%. Deadly Kinetics III Prereqs: Level 10 Sorcerer or Wizard, Force Manipulation III, Deadly Kinetics II Benefit: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%. Deadly Kinetics IV Prereqs: Level 13 Sorcerer or Wizard, Force Manipulation IV, Deadly Kinetics III Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%. Deadly Kinetics V Prereqs: Level 16 Sorcerer or Wizard, Force Manipulation V, Deadly Kinetics IV Benefit: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%. Deadly Kinetics VI Prereqs: Level 19 Sorcerer or Wizard, Force Manipulation VI, Deadly Kinetics V Benefit: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%. Repair Manipulation I Prereqs: Level 1 Sorcerer or Wizard Benefit: Grants a 20% increase to the damage of your repair spells. Repair Manipulation II Prereqs: Level 3 Sorcerer or Wizard, Repair Manipulation I Benefit: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 25%. Repair Manipulation III Prereqs: Level 5 Sorcerer or Wizard, Repair Manipulation II Benefit: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 30%. Repair Manipulation IV Prereqs: Level 7 Sorcerer or Wizard, Repair Manipulation III Benefit: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 35%. Repair Manipulation V Prereqs: Level 9 Sorcerer or Wizard, Repair Manipulation IV Benefit: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 40%. Repair Manipulation VI Prereqs: Level 11 Sorcerer or Wizard, Repair Manipulation V Benefit: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 45%. Repair Manipulation VII Prereqs: Level 13 Sorcerer or Wizard, Repair Manipulation VI Benefit: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 50%. Reconstructive Spellcasting I Prereqs: Level 2 Sorcerer or Wizard, Repair Manipulation I Benefit: Grants a 4% chance for repair spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%) Reconstructive Spellcasting II Prereqs: Level 5 Sorcerer or Wizard, Repair Manipulation II, Reconstructive Spellcasting I Benefit: Grants a 5% chance for repair spells to generate a critical hit. Reconstructive Spellcasting III Prereqs: Level 8 Sorcerer or Wizard, Repair Manipulation III, Reconstructive Spellcasting II Benefit: Grants a 6% chance for repair spells to generate a critical hit. Reconstructive Spellcasting IV Prereqs: Level 11 Sorcerer or Wizard, Repair Manipulation IV, Reconstructive Spellcasting III Benefit: Grants a 7% chance for repair spells to generate a critical hit. Reconstructive Spellcasting V Prereqs: Level 14 Sorcerer or Wizard, Repair Manipulation V, Reconstructive Spellcasting IV Benefit: Grants a 8% chance for repair spells to generate a critical hit. Reconstructive Spellcasting VI Prereqs: Level 17 Sorcerer or Wizard, Repair Manipulation VI, Reconstructive Spellcasting V Benefit: Grants a 9% chance for repair spells to generate a critical hit. Mighty Reconstruction I Prereqs: Level 3 Sorcerer or Wizard, Repair Manipulation I, Reconstructive Spellcasting I Benefit: Your repair spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%. Mighty Reconstruction II Prereqs: Level 6 Sorcerer or Wizard, Repair Manipulation II, Mighty Reconstruction I Benefit: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%. Mighty Reconstruction III Prereqs: Level 9 Sorcerer or Wizard, Repair Manipulation III, Mighty Reconstruction II Benefit: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%. Mighty Reconstruction IV Prereqs: Level 12 Sorcerer or Wizard, Repair Manipulation IV, Mighty Reconstruction III Benefit: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%. Mighty Reconstruction V Prereqs: Level 15 Sorcerer or Wizard, Repair Manipulation V, Mighty Reconstruction IV Benefit: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%. Mighty Reconstruction VI Prereqs: Level 18 Sorcerer or Wizard, Repair Manipulation VI, Mighty Reconstruction V Benefit: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%. Prestige Enhancements
Favored Soul Angel of Vengeance I Prereqs: Level 6 Favored Soul, Favored Soul Smiting II, Favored Soul Energy of the Scion II, and any one of the following: Empower Spell, Maximize Spell, Heighten Spell, Spell Focus: Conjuration, or Spell Focus: Evocation Cost: 4 AP Benefit: Your faith is unwavering and your vengeance is swift. Enemies that strike you have a chance of suffering divine condemnation rendering them vulnerable to divine attacks, and you project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2. You deal 20% additional damage with spells that deal physical or untyped damage, and can name an ally your 'Champion', transferring your shield of condemnation to them and damaging opponents that strike them in melee. Shield of Condemnation Benefit: Enemies that strike you have a chance of suffering divine condemnation, increasing their vulnerability to light and alignment-based damage by 20%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Name Champion Benefit: You name an ally your Champion, who gains benefits from some of your Angel of Vengeance abilities. You can only have one Champion at a time, and it must be another player or a hireling in your party, or a monster which you have personally summoned. Crown of Retribution Benefit: You transfer your Shield of Condemnation to your Champion as long as they remain within your Aura of Menace. Enemies that strike your Champion while this is active also take 1d8+1 points of light damage from your divine wrath. Favored Soul Angel of Vengeance II Prereqs: Level 12 Favored Soul, Favored Soul Smiting III, Favored Soul Energy of the Scion III, Favored Soul Angel of Vengeance I, and any of: Silver Flame Exorcism, Unyielding Sovereignty, Undying Call, Bladesworn Transformation, or Vulkoor’s Avatar Cost: 2 AP Benefit: Your wrath against those who stand against you continues to grow. Your Aura of Menace now lowers Spell Resistance by 2. You now deal 30% additional damage with spells that deal fire, physical, or untyped damage. You can summon a small lantern archon that hovers over your shoulder, attacking foes within your Aura of Menace with beams of light. Summon Archon Benefit: A small lantern archon hovers over your shoulder and attacks nearby enemies. This archon is indestructible, deals 1 to 3 + caster level light damage every 2 seconds, and uses your light amplification effects for its light beam attacks. The archon will only attack enemies that have already been damaged, and will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the archon is applied to you. (Cost: 20 sp, Duration: 300 seconds) Sorcerer Air Savant I Prereqs: Level 6 Sorcerer, Storm Manipulation III, Charged Spellcasting I, Deadly Shocks I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell, Maximize Spell, or Least Dragonmark of Storm. Cost: 4 AP Benefit: 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. Inherant Shocking Grasp Benefit: You are able to cast Shocking Grasp as a spell-like ability (Cost: 1 sp, 3 second cooldown) Sorcerer Air Savant II Prereqs: Level 12 Sorcerer, Sorcerer Air Savant I, Storm Manipulation V, Charged Spellcasting III, Deadly Shocks III, and any one of Arcane Prodigy, Spell Focus: Conjuration, Spell Focus: Evocation, or Lesser Dragonmark of Storm. Cost: 2 AP Benefit: 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. Inherent Electric Loop Benefit: You are able to cast Electric Loop as a spell-like ability (Cost: 3 sp, 4.5 second cooldown) Personal Featherfall Toggle Benefit: You glide slowly through the air, taking no damage from normal falls. (At-Will) Awaken Elemental Weakness: Electricity Benefit: You are able to curse an enemy, increasing electrical damage to the enemy by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 second cooldown, 30 second duration, refreshing a stack restarts its duration) Sorcerer Air Savant III Prereqs: Level 18 Sorcerer, Sorcerer Air Savant II, Storm Manipulation VII, Charged Spellcasting V, Deadly Shocks V, and either Sorcerer Improved Empowering II, Sorcerer Improved Maximizing II, or Greater Dragonmark of Storm Cost: 2 AP Benefit: You have completed your elemental mastery over lightning. You gain an additional +2 caster levels when casting air or electrical spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your acid or earth spells. Your electrical resistance grows to 15 points and you now bypass 15 points of electrical resistance of opponents. You can cast the Lightning Bolt spell as a spell-like ability. You are now immune to most knockdown effects (but not slippery surfaces), can leap through the air with incredible grace, and an additional +2 bonus to the Tumble skill. Inherent Lightning Bolt Benefit: You are able to cast Lightning Bolt as a spell-like ability. (Cost: 6 sp, 6 second cooldown) Wind Dance Benefit: You leap through the air, propelled by a gust of wind. (Cost: 5 sp, Abundant Step effect, 6 second cooldown) Sorcerer Earth Savant I Prereqs: Level 6 Sorcerer, Acid Manipulation III, Corrosive Spellcasting I, Deadly Acid I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell or Maximize Spell. Cost: 4 AP Benefit: You have focused your training on elemental mastery over acid. You gain +2 caster levels when casting acid and earth spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting air or electricity spells. You gain 5 points of acid resistance and bypass 5 points of acid resistance of opponents. You can cast the Acid Spray 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 Balance skill. Inherent Acid Spray Benefit: You are able to cast Acid Spray as a spell-like ability. (Cost: 1 sp, 3 sec cooldown) Sorcerer Earth Savant II Prereqs: Level 12 Sorcerer, Sorcerer Earth Savant I, Acid Manipulation V, Corrosive Spellcasting III, Deadly Acid III, and any one of Arcane Prodigy, Spell Focus: Conjuration or Spell Focus: Evocation. Cost: 2 AP Benefit: You have continued to focus your training on elemental mastery over acid. You gain an additional +2 caster levels when casting acid and earth spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your air and electricity spells. Your acid resistance grows to 10 points and you now bypass 10 points of acid resistance of opponents. You can cast the Melf's Acid Arrow spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to acid damage, an additional +2 bonus to the Balance skill, 10 additional hit points, and +2 stacking Natural Armor. Inherent Melf's Acid Arrow Benefit: You are able to cast Melf's Acid Arrow as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown) Awaken Elemental Weakness: Acid Benefit: You are able to curse an enemy, increasing acid 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 Prereqs: Level 18 Sorcerer, Sorcerer Earth Savant II, Acid Manipulation VII, Corrosive Spellcasting V, Deadly Acid V, and either Sorcerer Improved Empowering II or Sorcerer Improved Maximizing II Cost: 2 AP Benefit: You have completed your elemental mastery over acid. You gain an additional +2 caster levels when casting acid and earth spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your air and electricity spells. Your acid resistance grows to 15 points and you now bypass 15 points of acid resistance of opponents. You can cast the Acid Blast spell as a spell-like ability. You also gain the ability to cause earthen hands to grab your opponent rendering them helpless and dealing bludgeoning damage, and an additional +2 bonus to the Balance skill. Inherent Acid Blast Benefit: You are able to cast Acid Blast as a spell-like ability. (Cost: 6 sp, 6 second cooldown) Earthgrab Benefit: Earthen hands grasp your foe, rendering them helpless and dealing bludgeoning damage over time on a failed Reflex save (DC: 10 + Constitution modifier + Sorcerer level). (Cost: 15 sp, 15 second cooldown, 12 second duration) Sorcerer Fire Savant I Prereqs: Level 6 Sorcerer, Flame Manipulation III, Combustive Spellcasting I, Deadly Flame I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell or Maximize Spell. Cost: 4 AP Benefit: You have focused your training on elemental mastery over flame. You gain +2 caster levels when casting fire spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting cold or water spells. You gain 5 points of fire resistance and bypass 5 points of fire resistance of opponents. You can cast the Burning Hands 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 Intimidate skill. Inherent Burning Hands Benefit: You are able to cast Burning Hands as a spell-like ability. (Cost: 1 sp, 3 second cooldown) Sorcerer Fire Savant II Prereqs: Level 12 Sorcerer, Sorcerer Fire Savant I, Flame Manipulation V, Combustive Spellcasting III, Deadly Flame III, and any one of Arcane Prodigy, Spell Focus: Conjuration or Spell Focus: Evocation. Cost: 2 AP Benefit: You have continued to focus your training on elemental mastery over flame. You gain an additional +2 caster levels when casting fire spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your cold and water spells. Your fire resistance grows to 10 points and you now bypass 10 points of fire resistance of opponents. You can cast the Scorching Ray spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to fire damage, an additional +2 bonus to the Intimidate skill, and a permanent fire guard effect (deals 1d6 fire damage to opponents that strike you in melee). Inherent Scorching Ray Benefit: You are able to cast Scorching Ray as a spell-like ability. (Cost: 3 sp, 4.5 second cooldown) Awaken Elemental Weakness: Fire Benefit: You are able to curse an enemy, increasing fire damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 second cooldown, 30 second duration - refreshing a stack restarts its duration) Sorcerer Fire Savant III Prereqs: Level 18 Sorcerer, Sorcerer Fire Savant II, Flame Manipulation VII, Combustive Spellcasting V, Deadly Flame V, and either Sorcerer Improved Empowering II or Sorcerer Improved Maximizing II Cost: 2 AP Benefit: You have completed your elemental mastery over flame. You gain an additional +2 caster levels when casting fire spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your cold or water spells. Your fire resistance grows to 15 points and you now bypass 15 points of fire resistance of opponents. You can cast the Fireball spell as a spell-like ability. You gain the ability to raise the internal temperature of a living creature to a horrifying degree, and an additional +2 bonus to the Intimidate skill. Inherent Fireball Benefit: You are able to cast Fireball as a spell-like ability. (Cost: 6 sp, 6 second cooldown) Heat Death Benefit: You raise the internal temperature of a living target to lethal levels. The target must succeed on a Fortitude save (DC: 10 + Constitution Modifier + Sorcerer Level) or take 2000 points of fire damage as its blood (or other internal fluid) boils in a horrific manner. (Cost: 50 sp, 60 second cooldown) Sorcerer Water Savant I Prereqs: Level 6 Sorcerer, Frost Manipulation III, Glacial Spellcasting I, Deadly Ice I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell or Maximize Spell. Cost: 4 AP Benefit: 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. Inherent Niac's Cold Ray Benefit: You are able to cast Niac's Cold Ray as a spell-like ability. (Cost: 1 sp, 3 second cooldown) Sorcerer Water Savant II Prereqs: Level 12 Sorcerer, Sorcerer Water Savant I, Frost Manipulation V, Glacial Spellcasting III, Deadly Ice III, and any one of Arcane Prodigy, Spell Focus: Conjuration or Spell Focus: Evocation. Cost: 2 AP Benefit: 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. Inherent Snowball Swarm Benefit: You are able to cast Snowball Swarm as a spell-like ability. (Cost: 3 sp, 4.5 second cooldown) Awaken Elemental Weakness: Cold Benefit: You are able to curse an enemy, increasing cold damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 second cooldown, 30 second duration, refreshing a stack restarts its duration) Sorcerer Water Savant III Prereqs: Level 18 Sorcerer, Sorcerer Water Savant II, Frost Manipulation VII, Glacial Spellcasting V, Deadly Ice V, and either Sorcerer Improved Empowering II or Sorcerer Improved Maximizing II Cost: 2 AP Benefit: 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. Inherent Frost Lance Benefit: You are able to cast Frost Lance as a spell-like ability. (Cost: 6 sp, 6 second cooldown) Icy Prison Benefit: 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, and the target gets occasional saves to attempt to escape.. (Cost: 25 sp, 60 second cooldown, 30 second duration)
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