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Air Savant enhancements

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: 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 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
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Air Savant enhancements[edit]

Air Savant enhancements tree
Air Savant enhancements tree

Core abilities[edit]

Air Savant: Every point you spend in the Air Savant enhancement tree provides +0.75 Universal Spell Power.
Passive:
  • +10 Electric and Sonic Spell Power
  • +1 Caster Level when casting Electric, Sonic, and Air spells.
  • -10 Acid Spell Power
  • -1 Caster Level when casting Acid and Earth spells
Selecting this enhancement will prevent you from spending points in the Earth Savant enhancement tree.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Sorcerer Level 1
Air Affinity: Passive:
  • +10 Electric and Sonic Spell Power
  • +1 Caster Level when casting Electric, Sonic, and Air spells.
  • -10 Acid Spell Power
  • -1 Caster Level when casting Acid and Earth spells
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Air Savant, Sorcerer Level 3
Greater Air Affinity: Passive:
  • +10 Electric and Sonic Spell Power
  • +1 Caster Level when casting Electric, Sonic, and Air spells.
  • -10 Acid Spell Power
  • -1 Caster Level when casting Acid and Earth spells
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Air Affinity, Sorcerer Level 6
Conduction: Passive: On Electric or Sonic Spell Cast: Your target randomly gains zero, one, or two stacks of Vulnerable (Target takes 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)
  • +10 Electric and Sonic Spell Power
  • +1 Caster Level when casting Electric, Sonic, and Air spells.
  • -10 Acid Spell Power
  • -1 Caster Level when casting Acid and Earth spells
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Greater Air Affinity, Sorcerer Level 12
Light on Your Feet: Passive:
  • Immunity to most knockdown effects
  • +10 Electric and Sonic Spell Power
  • +1 Caster Level when casting Electric, Sonic, and Air spells.
  • +1 Maximum Caster Level when casting Electric, Sonic, and Air spells.
  • -10 Acid Spell Power
  • -1 Caster Level when casting Acid and Earth spells
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Conduction, Sorcerer Level 18
Elemental Apotheosis: Air: Activate this ability to transform into an Air 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 Air Elemental form, you also gain an additional +20 Electric and Sonic Spell Power, +2% Electric and Sonic Spell Critical Chance, and a +1 bonus to caster level and max caster level for Air, electrical, and sonic spells, but your water, earth, and fire spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to electrical resistance, +20 Physical Resistance Rating, +3% dodge chance, and a -10 penalty to acid 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 Electric and Sonic Spell Power
  • +1 Caster Level when casting Electric, Sonic, and Air spells.
  • +1 Maximum Caster Level when casting Electric, Sonic, and Air spells.
  • -10 Acid Spell Power
  • -1 Caster Level when casting Acid and Earth spells
Note: This form's immunity remove doesn't work against Portals. Even though it works against raid boss like Stormreaver and Queen Lailat.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Light on Your Feet, Sorcerer Level 20

Tier One[edit]

Requires Air Savant, Sorcerer level 1

Shocking Grasp: SLA: (SP Cost: [4/3/2], Cooldown: [12/8/4] seconds.)
AP Cost: 1 Ranks: 3 Progression: 1
Acrobatic: You gain +[2/4/6] to your Tumble, Jump and Balance skills. Rank 3: Dodge + 1%
AP Cost: 1 Ranks: 3 Progression: 1
One with the Storm: You gain a +[3/6/10] bonus to your Electricity Resistance.
AP Cost: 1 Ranks: 3 Progression: 1
Spell Critical: Electric I: Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 1
Electrocution: Whenever you cast an Electric or Sonic damage spell, you gain +5 to your Electric and Sonic 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.

Notes: Unless stated otherwise, you may only have one trained Efficient Metamagic enhancement for each Metamagic, regardless of tree.

AP Cost: 2 Ranks: 3 Progression: 5
Pierce Electric Resistance: Your Electric and Sonic 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 Storm
Spell Critical: Electric II: Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 1 Requires: Spell Critical: Electric I
Alternating Current: Whenever you cast an Electric or Sonic damage spell, you have a [10/20/30]% chance to gain 3 Temporary Spell Points.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Electrocution

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. (You can't choose the same one you chose at Tier 2)

Notes: Unless stated otherwise, you may only have one trained Efficient Metamagic enhancement for each Metamagic, regardless of tree.

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

Tier Four[edit]

Requires Sorcerer Level 4, 20 points spent on tree

Electric Loop: SLA: (SP Cost: 8/6/4, Cooldown: [15/10/5] seconds.)
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Shocking Grasp
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)
Feather Fall: You gain Feather Falling, and may toggle it on or off at will. (Cooldown: 3 seconds)
AP Cost: 2 Ranks: 1 Progression: 20
Spell Critical: Electric IV: Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Spell Critical: Electric III
Charisma or Dexterity: Choose one:
  • +1 Dexterity
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Charisma or Dexterity (Tier 3)

Tier Five[edit]

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

Lightning Bolt: SLA: (Activation Cost: [12/8/6] Spell Points. Cooldown: [18/12/6] seconds.)
AP Cost: 1 Ranks: 3 Progression: 30 Requires: Electric Loop
Awaken Elemental Weakness: Electric: You are able to curse an enemy, increasing Electric 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. (SP Cost: 5, Cooldown: 20 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30
Wind Dance: You leap through the air, propelled by a gust of wind. Uses of this ability recharge at a rate of one every 15 seconds in private areas, and 3 seconds in town. (SP Cost: 10, Cooldown: 3 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Feather Fall
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 Flame: You have extensively practiced with Fire magic, granting an additional +15 Fire Spell Power.
  • Power of Force: You have extensively practiced with Force magic, granting an additional +10 Force Spell Power.
  • Power of Frost: You have extensively practiced with Cold magic, granting an additional +15 Cold Spell Power.
AP Cost: 2 Ranks: 1 Progression: 30