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  1. #1
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

    Join Date
    Nov 2009
    Posts
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    Default Warmage Project {Sorcerer tree}

    Greetings DDO Players,

    I am a member of the Player's Council 2014, acting completely independently from the Developers in this thread which a continuation of the a thread found inside the Player's Council forums.

    Up front I want to make several things clear, I have no idea when a new "third" Sorcerer tree will be made if ever. New Sorcerer trees are not on the current NDA list.

    This tree is result my brainstorming for new ideas for a possible new class for 2015 onward. The Warmage tree was a suggestion for possible new classes, yet as I looked it over, I found it would fit much better into a Sorcerer tree which is needed than its own class.

    A new class needs have its own distinctive traits, and Warmage is simply a more powerful arcane that is limited in focus. Hence I chose to convert it to an enhancement tree rather than directly compete with the Wizard and the Sorcerer. The design of this tree is expected to compliment the existing Savant trees and provide cherry picking as well as be a stand alone tree.

    I have received PC feedback and improvements on this already.

    Hopefully we can continue sorting thru and create one or more new sample trees, sticking close if possible to 3rd edition roots.

    As a member of the Player's Council, I am allowed to present my own personal projects and vision for the future of DDO.

    When we are done here, there will be a permanent placement of our theories and ideas into the Player's Council Forums, and I will encourage and press the Developer to work towards adding a "third" Sorcerer tree. Even if these don't not take place until after I leave the Player's Council at the end of the year, those ideas will still remain behind to inspire the Developers.

    Thank you for your help and feedback, it is appreciated and a link to this thread will be included in that final report to the developers.
    Last edited by Silverleafeon; 07-26-2014 at 05:26 PM.

  2. #2
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

    Join Date
    Nov 2009
    Posts
    0

    Default Current tree ~ round 15

    Round 15 Draconic Warmage tree for Sorcerers
    {ap cost 6+15+14+12+13+13 = 73 total for tree}

    Fluff:

    In the beginning there were Sorcerers. Then eventually two ancient schools of thought developed. Those who viewed Sorcery as an art and an expression of elemental power, and those who viewed Sorcery as a tool for war. Those who viewed Sorcery as an art gather centers of knowledge near their elemental climates. Those who viewed Sorcery as a tool where employed as mercenaries for the Houses. In time these two schools began facing each other in duals of magic as politics and wars pushed them out of the towers of knowledge unto the battlefields. The feud grew and in time, the Savants distanced themselves from the Warmage not allowing them to study at their centers of knowledge anymore. So the Warmage turned to the Dragons as their foundation of knowledge and admiration.


    Core Abilities


    Core 1
    Draconic Training ~ Spell Power
    Every point you spend in the Warmage enhancement tree provides +0.50 Universal Spell Power.
    Draconic Sacrifice ~ choose a school of magic other than Evocation, your DCs for that school are reduced by two, you cannot choose a school that you have already chosen for Draconic Sacrifice.
    Choosing this core will lock out the Savant Tree Core enhancements, and you cannot take this core if you already have points spent in a Savant tree.


    Core 3
    Draconic Training ~ Armor Readiness
    Your Arcane Spell Failure is reduced by your Sorcerer levels.
    Draconic Sacrifice ~ choose a school of magic other than Evocation, your DCs for that school are reduced by two, you cannot choose a school that you have already chosen for Draconic Sacrifice.


    Core 6
    Draconic Training ~ Eschew Materials
    All your spells have the Eschew Materials metamagic feat applied to them for free.
    Draconic Sacrifice ~ choose a school of magic other than Evocation, your DCs for that school are reduced by two, you cannot choose a school that you have already chosen for Draconic Sacrifice.


    Core 12
    Draconic Training ~ Enlarge
    All your spells have the enlarge metamagic feat applied to them for free.
    Draconic Sacrifice ~ choose a school of magic other than Evocation, your DCs for that school are reduced by two, you cannot choose a school that you have already chosen for Draconic Sacrifice.


    Core 18
    Draconic Training ~ Quicken
    All your spells have the quicken metamagic feat applied to them for free.
    Draconic Sacrifice ~ choose a school of magic other than Evocation, your DCs for that school are reduced by two, you cannot choose a school that you have already chosen for Draconic Sacrifice.


    Core 20
    +2 Charisma
    Blade Barrier
    You gain Blade Barrier as a level eight SLA with a cost of 35 spell points and a cooldown of 25 seconds.



    Tier One


    Elemental Spray I:
    Multi-selection. Choose one of the following as an SLA:
    Acid Spray, Burning Hands, Niac's Cold Ray, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap


    Elemental Spray II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Spray, Burning Hands, Niac's Cold Ray, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Elemental Spray I


    Elemental Spray III:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Spray, Burning Hands, Niac's Cold Ray, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Elemental Spray II


    Battlefield Caster
    +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    Cost 1/1/1


    Skills of the Battlefield
    +1/+2/+3 Concentration, Balance, and Spellcraft.
    Tier 3, you gain +30 sp
    Cost 1/1/1



    Tier Two


    Forceful Lights and Sounds of Battle I
    Multi-selection. Choose one of the following as an SLA:
    Gust of Wind, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap


    Forceful Lights and Sounds of Battle II
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Gust of Wind, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Forceful Lights and Sounds of Battle I


    Forceful Lights and Sounds of Battle III
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Gust of Wind, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Forceful Lights and Sounds of Battle II


    Battlefield Focus I:
    You gain the feat: Combat Casting
    Cost 2 ap


    Wand and Scroll Mastery
    +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.
    Cost 1/1/1



    Tier Three


    Detonator
    Upon casting a spell there is a 1/3/5% chance to cause a blast around you dealing Sorcerer Level random damage type.
    AP Cost 1/1/1 ap


    Arcane Scales:
    You gain stacking +2/4/6 natural armor.
    AP Cost 1/1/1 ap


    Battlefield Focus II:
    You gain the feat Mobil Spellcasting.
    {requires Battle Field Focus I}
    Cost 2 ap


    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    Cost 2


    Charima Bonus:
    You add +1 Cha
    Cost 2 ap


    Tier Four


    Battlefield Barrage I:
    Multi-selection. Choose one of the following as an SLA:
    Acid Arrow, Electric Loop, Scorch, Searing Light, Snowball Swarm
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1


    Battlefield Barrage II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Arrow, Electric Loop, Scorch, Searing Light, Snowball Swarm
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 Requirements Battlefield Barrage I


    Battlefield Barrage III:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Arrow, Electric Loop, Scorch, Searing Light, Snowball Swarm
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 Requirements Battlefield Barrage II


    Battlefield Mastery
    60 second buff with a 2 minute cooldown that makes your spells uninterruptable for the duration
    Cost 2 ap Requirement Battle Field Focus II


    Charima Bonus:
    You add +1 Cha
    Cost 2 ap



    Tier Five


    Evocation Focus
    Choose one of the following:
    You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
    Cost 2 ap


    Elemental Cannon I
    Multi-selection. Choose one of the following as an SLA:
    Acid Blast, Frost Lance, Fireball, Lightning Bolt
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap


    Elemental Cannon II
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Blast, Frost Lance, Fireball, Lightning Bolt
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap Requires Elemental Cannon I


    Elemental Cannon III
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Blast, Frost Lance, Fireball, Lightning Bolt
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap Requires Elemental Cannon II


    Warmage Edge
    A Warmage adds their Charisma Modifier to their universal spell power.
    Cost 2 ap





    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;







    Round 14 Warmage tree for Sorcerers
    {ap cost 6+15+14+10+13+13 = 71 total for tree}

    Fluff:

    In the beginning there were Sorcerers. Then eventually two ancient schools of thought developed. Those who viewed Sorcery as an art and an expression of elemental power, and those who viewed Sorcery as a tool for war. Those who viewed Sorcery as an art gather centers of knowledge near their elemental climates. Those who viewed Sorcery as a tool where employed as mercenaries for the Houses. In time these two schools began facing each other in duals of magic as politics and wars pushed them out of the towers of knowledge unto the battlefields. The feud grew and in time, the Savants distanced themselves from the Warmage not allowing them to study at their centers of knowledge anymore...


    Core Abilities


    Core 1
    Every point you spend in the Warmage enhancement tree provides +0.50 Universal Spell Power.
    All your spell DCs are reduced by 1.


    Core 3
    Your Arcane Spell Failure is reduced by 10%


    Core 6
    Sudden Eschew Materials
    All your spells have the Eschew Materials metamagic feat applied to them for free.


    Core 12
    Sudden Enlarge
    All your spells have the enlarge metamagic feat applied to them for free.


    Core 18
    Sudden Quicken
    All your spells have the quicken metamagic feat applied to them for free.


    Core 20
    +2 Charisma
    Blade Barrier
    You gain Blade Barrier as a level eight SLA with a cost of 35 spell points and a cooldown of 25 seconds.



    Tier One


    Elemental Spray I:
    Multi-selection. Choose one of the following as an SLA:
    Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap


    Elemental Spray II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Elemental Spray I


    Elemental Spray III:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Elemental Spray II


    Battlefield Caster
    +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    Cost 1/1/1


    Skills of the Battlefield
    +1/+2/+3 Concentration, Balance, and Spellcraft.
    Tier 3, you gain +30 sp
    Cost 1/1/1



    Tier Two


    Forceful Lights and Sounds of Battle I
    Multi-selection. Choose one of the following as an SLA:
    Gust of Wind, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap


    Forceful Lights and Sounds of Battle II
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Gust of Wind, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Forceful Lights and Sounds of Battle I


    Forceful Lights and Sounds of Battle III
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Gust of Wind, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Forceful Lights and Sounds of Battle II


    Battlefield Focus I:
    You gain the feat: Combat Casting
    Cost 2 ap


    Wand and Scroll Mastery
    +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.
    Cost 1/1/1



    Tier Three


    Detonator
    Upon taking damage there is a 5% chance to cause a blast around you dealing Sorcerer Level fire damage.
    AP Cost 2 ap


    Battlefield Commander:
    Your summoned creatures, charmed minions, and hirelings have +2 to all ability scores and increased fortification (+25%).
    AP Cost 2 ap


    Battlefield Focus II:
    You gain the feat Mobil Spellcasting and +10 universal spell power.
    {requires Battle Field Focus I}
    Cost 2 ap


    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    Cost 2


    Charima Bonus:
    You add +1 Cha
    Cost 2 ap


    Tier Four


    Battlefield Barrage I:
    Multi-selection. Choose one of the following as an SLA:
    Scorch, Snowball Swarm, Electric Loop, Searing Light
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1


    Battlefield Barrage II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Scorch, Snowball Swarm, Electric Loop, Searing Light
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 Requirements Battlefield Barrage I


    Battlefield Barrage III:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Scorch, Snowball Swarm, Electric Loop, Searing Light
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 Requirements Battlefield Barrage II


    Battlefield Mastery
    60 second buff with a 2 minute cooldown that makes your spells uninterruptable for the duration
    Cost 2 ap Requirement Battle Field Focus II


    Charima Bonus:
    You add +1 Cha
    Cost 2 ap



    Tier Five


    Evocation Focus
    Choose one of the following:
    You have trained extensively in Evocation magic, granting a +2 bonus to your spell DCs of that school.
    Cost 2 ap


    Elemental Cannon I
    Multi-selection. Choose one of the following as an SLA:
    Frost Lance, Fireball, Lightning Bolt
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap


    Elemental Cannon II
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Frost Lance, Fireball, Lightning Bolt
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap Requires Elemental Cannon I


    Elemental Cannon III
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Frost Lance, Fireball, Lightning Bolt
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap Requires Elemental Cannon II


    Warmage Edge
    A Warmage adds their Charisma Modifier to their universal spell power.
    Cost 2 ap





    .................................................. .................................................. .................................................. .................................................. .................................................. ........




    Round 13 Warmage tree for Sorcerers
    {ap cost 6+15+14+12+13+13 = 73 total for tree}

    Fluff:

    In the beginning there were Sorcerers. Then eventually two ancient schools of thought developed. Those who viewed Sorcery as an art and an expression of elemental power, and those who viewed Sorcery as a tool for war. Those who viewed Sorcery as an art gather centers of knowledge near their elemental climates. Those who viewed Sorcery as a tool where employed as mercenaries for the Houses. In time these two schools began facing each other in duals of magic as politics and wars pushed them out of the towers of knowledge unto the battlefields. The feud grew and in time, the Savants distanced themselves from the Warmage not allowing them to study at their centers of knowledge anymore...


    Core Abilities


    Core 1
    Every point you spend in the Warmage enhancement tree provides +0.5 Universal Spell Power.
    For each core Warmage you take, you receive a -1 DC penalty to all your non evocation spells that you cast.
    For each core Warmage that you take, your total arcane spell failure is reduced by four percent.
    Selecting this enhancement will prevent you from spending points in any of the Savant enhancement trees.
    If you already have points spent in the Savant enhancement trees, you cannot take this Core.


    Core 3
    Static Shock
    You gain Static Shock as a level two SLA with a cost of 4 spell points and a cooldown of 6 seconds.


    Core 6
    Salt Ray
    You gain Salt Ray as a level four SLA with a cost of 15 spell points and a cooldown of 8 seconds.


    Core 12
    Divine Punishment
    You gain Divine Punishment as a level six SLA with a cost of 25 spell points and a cooldown of 10 seconds.
    Sudden Eschew Materials
    All your SLA spells have the Eschew Materials metamagic feat applied to them for free.


    Core 18
    Sunbeam
    You gain Sunbeam as a level seven SLA with a cost of 15 spell points and a cooldown of 12 seconds.
    Sudden Enlarge
    All your spells have the enlarge metamagic feat applied to them for free.


    Core 20
    +2 Charisma +2 Constitution
    Blade Barrier
    You gain Blade Barrier as a level eight SLA with a cost of 35 spell points and a cooldown of 25 seconds.
    Sudden Quicken
    All your spells have the quicken metamagic feat applied to them for free.



    Tier One


    Elemental Spray I:
    Multi-selection. Choose one of the following as an SLA:
    Niac's Cold Ray, Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap


    Elemental Spray II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Elemental Spray I


    Elemental Spray III:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Elemental Spray II


    Battlefield Caster
    +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    Cost 1/1/1


    Skills of the Battlefield
    +1/+2/+3 Concentration, Balance, and Spellcraft.
    Tier 3, you gain +30 sp
    Cost 1/1/1



    Tier Two


    Forceful Lights and Sounds of Battle I
    Multi-selection. Choose one of the following as an SLA:
    Magic Missile, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap


    Forceful Lights and Sounds of Battle II
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Magic Missile, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Forceful Lights and Sounds of Battle I


    Forceful Lights and Sounds of Battle III
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Magic Missile, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Forceful Lights and Sounds of Battle II


    Battlefield Focus I:
    You gain the feat: Combat Casting
    Cost 2 ap


    Wand and Scroll Mastery
    +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.
    Cost 1/1/1



    Tier Three


    Shields of Battle I:
    Multi-selection. Choose one of the following as an SLA:
    Gust of Wind, Invisibility, Glitterdust, Resist Energy
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 ap


    Shields of Battle II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Gust of Wind, Invisibility, Glitterdust, Resist Energy
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 ap Requirement Shields of Battle I


    Battlefield Focus II:
    You gain the feat Mobil Spellcasting
    {requires Battle Field Focus I}
    Cost 2 ap


    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    Cost 2


    Charima Bonus:
    You add +1 Cha
    Cost 2 ap


    Tier Four


    Battlefield Barrage I:
    Multi-selection. Choose one of the following as an SLA:
    Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1


    Battlefield Barrage II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 Requirements Battlefield Barrage I


    Battlefield Barrage III:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 Requirements Battlefield Barrage II


    Battlefield Mastery
    60 second buff with a 2 minute cooldown that makes your spells uninterruptable for the duration
    Cost 2 ap Requirement Battle Field Focus II


    Charima Bonus:
    You add +1 Cha
    Cost 2 ap



    Tier Five


    Evocation Focus
    Choose one of the following:
    You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
    Cost 2 ap


    Elemental Cannon I
    Multi-selection. Choose one of the following as an SLA:
    Frost Lance, Fireball, Lightning Bolt, Force Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap


    Elemental Cannon II
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Frost Lance, Fireball, Lightning Bolt, Force Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap Requires Elemental Cannon I


    Elemental Cannon III
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Frost Lance, Fireball, Lightning Bolt, Force Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap Requires Elemental Cannon II


    Warmage Edge
    A Warmage adds their Charisma Modifier to their universal spell power.
    Cost 2 ap








    .................................................. .................................................. .................................................. .................................................. .................................................. .......................





    Round 12 Warmage tree for Sorcerers
    {ap cost 6+15+14+12+13+13 = 73 total for tree}

    Fluff:

    In the beginning there were Sorcerers. Then eventually two ancient schools of thought developed. Those who viewed Sorcery as an art and an expression of elemental power, and those who viewed Sorcery as a tool for war. Those who viewed Sorcery as an art gather centers of knowledge near their elemental climates. Those who viewed Sorcery as a tool where employed as mercenaries for the Houses. In time these two schools began facing each other in duals of magic as politics and wars pushed them out of the towers of knowledge unto the battlefields. The feud grew and in time, the Savants distanced themselves from the Warmage not allowing them to study at their centers of knowledge anymore...


    Core Abilities


    Core 1
    Every point you spend in the Warmage enhancement tree provides +0.5 Universal Spell Power.
    You add to your known spell list Shield as a first level evocation Sorcerer spell.
    Selecting this enhancement will prevent you from spending points in any of the Savant enhancement trees.
    If you already have points spent in the Savant enhancement trees, you cannot take this Core.
    For each core Warmage you take, you receive a -1 DC penalty to all your non evocation spells that you cast.
    For each core Warmage that you take, your total arcane spell failure is reduced by four percent.


    Core 3
    Bonus Spell
    You add to your known spell list Blur as a second level Sorcerer spell.
    Sudden Enlarge
    All your SLA spells have the enlarge metamagic feat applied to them.


    Core 6
    Bonus Spell
    You add to your known spell list Displacement as a third level evocation Sorcerer spell.
    Sudden Quicken
    All your SLA spells have the quicken metamagic feat applied to them.


    Core 12
    Bonus Spell
    You add to your known spell list Disintegrate as a sixth level evocation Sorcerer spell.
    Sudden Empower
    All your SLA spells have the Empower metamagic feat applied to them.


    Core 18
    Bonus Spell
    You add to your known spell list the Sunbeam spell as a seventh level Sorcerer spell.
    Sudden Heighten
    All your SLA spells have the heighten metamagic feat applied to them.


    Core 20
    +2 Charisma +2 Constitution
    Bonus Spell
    You add to your known spell list the Blade Barrier spell as an Eight level Sorcerer spell.
    Sudden Maximize
    All your SLA spells have the Maximize metamagic feat applied to them.



    Tier One


    Elemental Spray I:
    Multi-selection. Choose one of the following as an SLA:
    Niac's Cold Ray, Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap


    Elemental Spray II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Elemental Spray I


    Elemental Spray III:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Elemental Spray II


    Battlefield Caster
    +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    Cost 1/1/1


    Skills of the Battlefield
    +1/+2/+3 Concentration, Balance, and Spellcraft.
    Tier 3, you gain +30 sp
    Cost 1/1/1



    Tier Two


    Forceful Lights and Sounds of Battle I
    Multi-selection. Choose one of the following as an SLA:
    Magic Missile, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap


    Forceful Lights and Sounds of Battle II
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Magic Missile, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Forceful Lights and Sounds of Battle I


    Forceful Lights and Sounds of Battle III
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Magic Missile, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Forceful Lights and Sounds of Battle II


    Battlefield Focus I:
    You gain the feat: Combat Casting
    Cost 2 ap


    Wand and Scroll Mastery
    +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.
    Cost 1/1/1



    Tier Three


    Shields of Battle I:
    Multi-selection. Choose one of the following as an SLA:
    Gust of Wind, Invisibility, Glitterdust, Resist Energy
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 ap


    Shields of Battle II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Gust of Wind, Invisibility, Glitterdust, Resist Energy
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 ap Requirement Shields of Battle I


    Battlefield Focus II:
    You gain the feat Mobil Spellcasting
    {requires Battle Field Focus I}
    Cost 2 ap


    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    Cost 2


    Charima Bonus:
    You add +1 Cha
    Cost 2 ap


    Tier Four


    Battlefield Barrage I:
    Multi-selection. Choose one of the following as an SLA:
    Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1


    Battlefield Barrage II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 Requirements Battlefield Barrage I


    Battlefield Barrage III:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 Requirements Battlefield Barrage II


    Battlefield Mastery
    60 second buff with a 2 minute cooldown that makes your spells uninterruptable for the duration
    Cost 2 ap Requirement Battle Field Focus II


    Charima Bonus:
    You add +1 Cha
    Cost 2 ap



    Tier Five


    Evocation Focus
    Choose one of the following:
    You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
    Cost 2 ap


    Elemental Cannon I
    Multi-selection. Choose one of the following as an SLA:
    Frost Lance, Fireball, Lightning Bolt, Force Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap


    Elemental Cannon II
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Frost Lance, Fireball, Lightning Bolt, Force Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap Requires Elemental Cannon I


    Elemental Cannon III
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Frost Lance, Fireball, Lightning Bolt, Force Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap Requires Elemental Cannon II


    Warmage Edge
    A Warmage adds their Charisma Modifier to their universal spell power.
    Cost 2 ap





    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;





    Round 11 Warmage tree for Sorcerers
    {ap cost 6+15+14+12+13+13 = 73 total for tree}

    Fluff:

    In the beginning there were Sorcerers. Then eventually two ancient schools of thought developed. Those who viewed Sorcery as an art and an expression of elemental power, and those who viewed Sorcery as a tool for war. Those who viewed Sorcery as an art gather centers of knowledge near their elemental climates. Those who viewed Sorcery as a tool where employed as mercenaries for the Houses. In time these two schools began facing each other in duals of magic as politics and wars pushed them out of the towers of knowledge unto the battlefields. The feud grew and in time, the Savants distanced themselves from the Warmage not allowing them to study at their centers of knowledge anymore...


    Core Abilities


    Core 1
    Every point you spend in the Warmage enhancement tree provides +0.5 Universal Spell Power.
    You add to your known spell list Shield as a first level evocation Sorcerer spell.
    Selecting this enhancement will prevent you from spending points in any of the Savant enhancement trees.
    If you already have points spent in the Savant enhancement trees, you cannot take this Core.


    Core 3
    Bonus Spell
    You add to your known spell list Blur as a second level Sorcerer spell.
    Sudden Enlarge
    All your SLA spells have the enlarge metamagic feat applied to them.


    Core 6
    Bonus Spell
    You add to your known spell list Displacement as a third level evocation Sorcerer spell.
    Sudden Quicken
    All your SLA spells have the quicken metamagic feat applied to them.


    Core 12
    Bonus Spell
    You add to your known spell list Disintegrate as a sixth level evocation Sorcerer spell.
    Sudden Empower
    All your SLA spells have the Empower metamagic feat applied to them.


    Core 18
    Bonus Spell
    You add to your known spell list the Sunbeam spell as a seventh level Sorcerer spell.
    Sudden Heighten
    All your SLA spells have the heighten metamagic feat applied to them.


    Core 20
    +2 Charisma +2 Constitution
    Bonus Spell
    You add to your known spell list the Blade Barrier spell as an Eight level Sorcerer spell.
    Sudden Maximize
    All your SLA spells have the Maximize metamagic feat applied to them.



    Tier One


    Elemental Spray I:
    Multi-selection. Choose one of the following as an SLA:
    Niac's Cold Ray, Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap


    Elemental Spray II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Niac's Cold Ray, Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Elemental Spray I


    Elemental Spray III:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Niac's Cold Ray, Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Elemental Spray II


    Battlefield Caster
    +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    Cost 1/1/1


    Skills of the Battlefield
    +1/+2/+3 Concentration, Balance, and Spellcraft.
    Tier 3, you gain +30 sp
    Cost 1/1/1



    Tier Two


    Forceful Lights and Sounds of Battle I
    Multi-selection. Choose one of the following as an SLA:
    Flaming Sphere, Magic Missile, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap


    Forceful Lights and Sounds of Battle II
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Flaming Sphere, Magic Missile, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Forceful Lights and Sounds of Battle I


    Forceful Lights and Sounds of Battle III
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Magic Missile, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 1/1/1 ap Requirement Forceful Lights and Sounds of Battle II


    Battlefield Focus I:
    You gain the feat: Combat Casting
    Cost 2 ap


    Wand and Scroll Mastery
    +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.
    Cost 1/1/1



    Tier Three


    Shields of Battle I:
    Multi-selection. Choose one of the following as an SLA:
    Gust of Wind, Invisibility, Glitterdust, Resist Energy
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 ap


    Shields of Battle II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Gust of Wind, Invisibility, Glitterdust, Resist Energy
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 ap Requirement Shields of Battle I


    Battlefield Focus II:
    You gain the feat Mobil Spellcasting
    {requires Battle Field Focus I}
    Cost 2 ap


    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    Cost 2


    Charima Bonus:
    You add +1 Cha
    Cost 2 ap


    Tier Four


    Battlefield Barrage I:
    Multi-selection. Choose one of the following as an SLA:
    Acid Arrow, Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1


    Battlefield Barrage II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Arrow, Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 Requirements Battlefield Barrage I


    Battlefield Barrage III:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Arrow, Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 1/1/1 Requirements Battlefield Barrage II


    Battlefield Mastery
    60 second buff with a 2 minute cooldown that makes your spells uninterruptable for the duration
    Cost 2 ap Requirement Battle Field Focus II


    Charima Bonus:
    You add +1 Cha
    Cost 2 ap



    Tier Five


    Multi-select Evocation/Conjuration Focus
    Choose one of the following:
    You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
    You have trained extensively in Conjuration magic, granting a +1 bonus to your spell DCs of that school.
    Cost 2 ap


    Elemental Cannon I
    Multi-selection. Choose one of the following as an SLA:
    Frost Lance, Acid Blast, Fireball, Lightning Bolt, Force Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap


    Elemental Cannon II
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Frost Lance, Acid Blast, Fireball, Lightning Bolt, Force Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap Requires Elemental Cannon I


    Elemental Cannon III
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Frost Lance, Acid Blast, Fireball, Lightning Bolt, Force Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 1/1/1 ap Requires Elemental Cannon II


    Warmage Edge
    A Warmage adds their Charisma Modifier to their universal spell power.
    Cost 2 ap





    '''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''''''''''''''''''''''''''''''''''''''' '''''''''''''''''''''''''




    Round 10 Warmage tree for Sorcerers

    Fluff:

    In the beginning there were Sorcerers. Then eventually two ancient schools of thought developed. Those who viewed Sorcery as an art and an expression of elemental power, and those who viewed Sorcery as a tool for war. Those who viewed Sorcery as an art gather centers of knowledge near their elemental climates. Those who viewed Sorcery as a tool where employed as mercenaries for the Houses. In time these two schools began facing each other in duals of magic as politics and wars pushed them out of the towers of knowledge unto the battlefields. The feud grew and in time, the Savants distanced themselves from the Warmage not allowing them to study at their centers of knowledge anymore...


    Core Abilities


    Core 1
    Every point you spend in the Warmage enhancement tree provides +0.5 Universal Spell Power.
    You add to your known spell list Shield as a first level evocation Sorcerer spell.
    Selecting this enhancement will prevent you from spending points in any of the Savant enhancement trees.


    Core 3
    Bonus Spell
    You add to your known spell list Blur as a second level Sorcerer spell.
    Sudden Enlarge
    All your SLA spells have the enlarge metamagic feat applied to them.


    Core 6
    Bonus Spell
    You add to your known spell list Displacement as a third level evocation Sorcerer spell.
    Sudden Quicken
    All your SLA spells have the quicken metamagic feat applied to them.


    Core 12
    Bonus Spell
    You add to your known spell list Disintegrate as a sixth level evocation Sorcerer spell.
    Sudden Empower
    All your SLA spells have the Empower metamagic feat applied to them.


    Core 18
    Bonus Spell
    You add to your known spell list the Sunbeam spell as a seventh level Sorcerer spell.
    Sudden Heighten
    All your SLA spells have the heighten metamagic feat applied to them.


    Core 20
    +2 Charisma +2 Constitution
    Bonus Spell
    You add to your known spell list the Blade Barrier spell as an Eight level Sorcerer spell.
    Sudden Maximize
    All your SLA spells have the Maximize metamagic feat applied to them.



    Tier One


    Elemental Spray I:
    Multi-selection. Choose one of the following as an SLA:
    Niac's Cold Ray, Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Forceful Lights and Sounds of Battle I
    Multi-selection. Choose one of the following as an SLA:
    Magic Missile, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Battlefield Toughness
    +5/10/15 hit points
    Cost 1/1/1


    Battlefield Caster
    +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    Cost 1/1/1


    Skills of the Battlefield
    +1/+2/+3 Concentration, Balance, and Spellcraft.
    Tier 3, you gain +30 sp
    Cost 1/1/1



    Tier Two


    Elemental Spray II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Niac's Cold Ray, Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap Requirement Elemental Spray I


    [Forceful Lights and Sounds of Battle I
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Magic Missile, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Shield Training
    Passive: You gain proficiency with all shields except Tower Shields, and you do not suffer Arcane Spell Failure chance from equipped shields except Tower Shields
    Cost 2 ap


    Light Armor Proficiency
    Passive: You gain proficiency in Light Armor, and you do not suffer Arcane Spell Failure chance from Light armor.
    {If you are warforged, you gain the Mirthal Body feat instead, and you do not suffer Arcane Spell Failure chance from Mithral Body.}
    Cost 2 ap


    Wand and Scroll Mastery
    +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.
    Cost 1/1/1



    Tier Three


    Lesser Globe of Invulnerability
    You gain Lesser Globe of Invulnerability as an SLA
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 ap


    Battlefield Focus I:
    You gain the feat: Combat Casting
    Cost 2 ap


    Battlefield Focus II:
    You gain the feat Mobil Spellcasting
    {requires Battle Field Focus I}
    Cost 2 ap


    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    Cost 2


    Charima Bonus:
    You add +1 Cha
    Cost 2 ap


    Tier Four


    Battlefield Barrage I:
    Multi-selection. Choose one of the following as an SLA:
    Acid Arrow, Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2


    Battlefield Barrage II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Arrow, Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 Requirements Battlefield Barrage I


    Battlefield Barrage III:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Arrow, Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 Requirements Battlefield Barrage II


    Medium Armor Proficiency
    Passive: You gain proficiency in Medium Armor, and you do not suffer Arcane Spell Failure chance from Medium Armor.
    {If you are warforged, you gain the Adamantine Body feat instead, and you do not suffer Arcane Spell Failure chance from Adamantine Body.}
    Cost 2 ap


    Charima Bonus:
    You add +1 Cha
    Cost 2 ap



    Tier Five


    Multi-select Evocation/Conjuration Focus
    Choose one of the following:
    You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
    You have trained extensively in Conjuration magic, granting a +1 bonus to your spell DCs of that school.
    Cost 2 ap


    Elemental Cannon I
    Multi-selection. Choose one of the following as an SLA:
    Frost Lance, Acid Blast, Fireball, Lightning Bolt, Force Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 2 ap


    Elemental Cannon II
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Frost Lance, Acid Blast, Fireball, Lightning Bolt, Force Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 2 ap
    Requires Elemental Cannon I


    Battlefield Mastery
    60 second buff with a 2 minute cooldown that makes your spells uninterruptable for the duration
    {requires Battle Field Focus II}
    Cost 2 ap


    Warmage Edge
    A Warmage adds their Charisma Score to their universal spell power.
    Cost 2 ap
    Last edited by Silverleafeon; 08-24-2014 at 10:30 PM.

  3. #3
    Ultimate Completionist
    2014 DDO Players Council
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    Default Olders Trees for reference

    Round 9 Warmage tree for Sorcerers

    Fluff:
    An Arcane Master who plunges into the thick of battle to provide artillery support to the troops.


    Core Abilities


    Core 1
    Every point you spend in the Warmage enhancement tree provides +0.5 Universal Spell Power.
    You add to your known spell list Shield as a first level evocation Sorcerer spell.
    Selecting this enhancement will prevent you from spending points in the Eldritch Knight enhancement tree.


    Core 3
    Bonus Spell
    You add to your known spell list Blur as a second level Sorcerer spell.
    Sudden Enlarge
    All your SLA spells have the enlarge metamagic feat applied to them.


    Core 6
    Bonus Spell
    You add to your known spell list Displacement as a third level evocation Sorcerer spell.
    Sudden Quicken
    All your SLA spells have the quicken metamagic feat applied to them.


    Core 12
    Bonus Spell
    You add to your known spell list Disintegrate as a sixth level evocation Sorcerer spell.
    Sudden Empower
    All your SLA spells have the Empower metamagic feat applied to them.


    Core 18
    Bonus Spell
    You add to your known spell list the Sunbeam spell as a seventh level Sorcerer spell.
    Sudden Heighten
    All your SLA spells have the heighten metamagic feat applied to them.


    Core 20
    +2 Charisma +2 Constitution
    Bonus Spell
    You add to your known spell list the Blade Barrier spell as an Eight level Sorcerer spell.
    Sudden Maximize
    All your SLA spells have the Maximize metamagic feat applied to them.



    Tier One


    Elemental Spray I:
    Multi-selection. Choose one of the following as an SLA:
    Niac's Cold Ray, Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Forceful Lights and Sounds of Battle I
    Multi-selection. Choose one of the following as an SLA:
    Magic Missile, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Battlefield Toughness
    +5/10/15 hit points
    Cost 1/1/1


    Battlefield Caster
    +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    Cost 1/1/1


    Skills of the Battlefield
    +1/+2/+3 Concentration, Balance, and Spellcraft.
    Tier 3, you gain +30 sp
    Cost 1/1/1



    Tier Two


    Elemental Spray II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Niac's Cold Ray, Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap Requirement Elemental Spray I


    [Forceful Lights and Sounds of Battle I
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Magic Missile, Nimbus of Light, or Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Shield Training
    Passive: You gain proficiency with all shields except Tower Shields, and you do not suffer Arcane Spell Failure chance from equipped shields except Tower Shields
    Cost 2 ap


    Light Armor Proficiency
    Passive: You gain proficiency in Light Armor, and you do not suffer Arcane Spell Failure chance from Light armor.
    {If you are warforged, you gain the Mirthal Body feat instead, and you do not suffer Arcane Spell Failure chance from Mithral Body.}
    Cost 2 ap


    Wand and Scroll Mastery
    +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.
    Cost 1/1/1



    Tier Three


    Lesser Globe of Invulnerability
    You gain Lesser Globe of Invulnerability as an SLA
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 ap


    Battlefield Focus I:
    You gain the feat: Combat Casting
    Cost 2 ap


    Battlefield Focus II:
    You gain the feat Mobil Spellcasting
    {requires Battle Field Focus I}
    Cost 2 ap


    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    Cost 2


    Charima Bonus:
    You add +1 Cha



    Tier Four


    Battlefield Barrage I:
    Multi-selection. Choose one of the following as an SLA:
    Acid Arrow, Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2


    Battlefield Barrage II:
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Acid Arrow, Scorch, Snowball Swarm, Electric Loop, Searing Light, Chain Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 Requirements Battlefield Barrage I


    Medium Armor Proficiency
    Passive: You gain proficiency in Medium Armor, and you do not suffer Arcane Spell Failure chance from Medium Armor.
    {If you are warforged, you gain the Adamantine Body feat instead, and you do not suffer Arcane Spell Failure chance from Adamantine Body.}
    Cost 2 ap


    Charima Bonus:
    You add +1 Cha



    Tier Five


    Multi-select Evocation/Conjuration Focus
    Choose one of the following:
    You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
    You have trained extensively in Conjuration magic, granting a +1 bonus to your spell DCs of that school.
    Cost 2 ap


    Elemental Cannon I
    Multi-selection. Choose one of the following as an SLA:
    Frost Lance, Acid Blast, Fireball, Lightning Bolt, Force Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 2 ap


    Elemental Cannon II
    Multi-selection. Choose one of the following as an SLA that you have not already chosen:
    Frost Lance, Acid Blast, Fireball, Lightning Bolt, Force Missiles
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 2 ap
    Requires Elemental Cannon I


    Battlefield Mastery
    60 second buff with a 2 minute cooldown that makes your spells uninterruptable for the duration
    {requires Battle Field Focus II}
    Cost 2 ap


    Warmage Edge
    A Warmage adds their Charisma Score to their universal spell power.
    Cost 2 ap





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    Round 8 Warmage tree for Sorcerers

    Fluff:
    An Arcane Master who plunges into the thick of battle to provide artillery support to the troops.


    Core Abilities


    Core 1
    Every point you spend in the Warmage enhancement tree provides +0.5 Universal Spell Power.
    You add to your known spell list Shield as a first level evocation Sorcerer spell.
    Selecting this enhancement will prevent you from spending points in the Eldritch Knight enhancement tree.


    Core 3
    Bonus Spell
    You add to your known spell list Blur as a second level Sorcerer spell.
    Sudden Enlarge
    All your SLA spells have the enlarge metamagic feat applied to them.


    Core 6
    Bonus Spell
    You add to your known spell list Displacement as a third level evocation Sorcerer spell.
    Sudden Quicken
    All your SLA spells have the quicken metamagic feat applied to them.


    Core 12
    Bonus Spell
    You add to your known spell list Fire Shield as a fourth level evocation Sorcerer spell.
    Sudden Empower
    All your SLA spells have the Empower metamagic feat applied to them.


    Core 18
    Bonus Spell
    You add to your known spell list the Disintegrate spell as a sixth level Sorcerer spell.
    Sudden Heighten
    All your SLA spells have the heighten metamagic feat applied to them.


    Core 20
    +2 Charisma +2 Constitution
    Bonus Spell
    You add to your known spell list the Polar Ray spell as a one eighth level Sorcerer spell.
    Sudden Maximize
    All your SLA spells have the Maximize metamagic feat applied to them.



    Tier One


    Elemental Cannon I:
    Multi-selection. Choose one of the following as an SLA:
    Niac's Cold Ray, Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Magic Missile
    You gain Magic Missile as an SLA
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Battlefield Toughness
    +5/10/15 hit points
    Cost 1/1/1


    Battlefield Caster
    +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    Cost 1/1/1


    Skills of the Battlefield
    +1/+2/+3 Concentration, Balance, and Spellcraft.
    Tier 3, you gain +30 sp
    Cost 1/1/1



    Tier Two


    Sonic Blast
    You gain Sonic Blast as an SLA
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Nimbus of Light
    You gain Nimbus of Light as an SLA
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Shield Training
    Passive: You gain proficiency with all shields except Tower Shields, and you do not suffer Arcane Spell Failure chance from equipped shields except Tower Shields
    Cost 2 ap


    Light Armor Proficiency
    Passive: You gain proficiency in Light Armor, and you do not suffer Arcane Spell Failure chance from Light armor.
    {If you are warforged, you gain the Mirthal Body feat instead, and you do not suffer Arcane Spell Failure chance from Mithral Body.}
    Cost 2 ap


    Wand and Scroll Mastery
    +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.
    Cost 1/1/1



    Tier Three


    Searing Light
    You gain Searing Light as an SLA
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 ap


    Lesser Globe of Invulnerability
    You gain Lesser Globe of Invulnerabilityas an SLA
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 ap


    Battlefield Focus I:
    You gain the feat: Combat Casting
    Cost 2 ap


    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    Cost 2


    Charima Bonus:
    You add +1 Cha



    Tier Four


    Elemental Cannon II:
    Multi-selection. Choose one of the following as an SLA:
    Acid Arrow, Scorch, Snowball Swarm, Electric Loop
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2
    Requirements Elemental Cannon I


    Chain Missiles
    You gain Chain Missiles as an SLA
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 ap


    Battlefield Focus II:
    You gain the feat Mobil Spellcasting
    {requires Battle Field Focus I}
    Cost 2 ap


    Medium Armor Proficiency
    Passive: You gain proficiency in Medium Armor, and you do not suffer Arcane Spell Failure chance from Medium Armor.
    {If you are warforged, you gain the Adamantine Body feat instead, and you do not suffer Arcane Spell Failure chance from Adamantine Body.}
    Cost 2 ap


    Charima Bonus:
    You add +1 Cha



    Tier Five


    Multi-select Evocation/Conjuration Focus
    Choose one of the following:
    You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
    You have trained extensively in Conjuration magic, granting a +1 bonus to your spell DCs of that school.
    Cost 2 ap


    Elemental Cannon III
    Multi-selection. Choose one of the following as an SLA:
    Frost Lance, Acid Blast, Fireball, Lightning Bolt
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 2 ap
    Requires Elemental Cannon II


    Battlefield Instinct
    You may apply the higher of your intelligence or your charisma as your spellcraft ability skill bonus.


    Battlefield Mastery
    60 second buff with a 2 minute cooldown that makes your spells uninterruptable for the duration
    {requires Battle Field Focus II}
    Cost 2 ap


    Warmage Edge
    A Warmage adds his Charimsa Modifier to their universal spell power.
    Cost 2 ap





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    Warmage Round 7


    A literal interpretation and conversion of the Warmage class to DDO:


    The Warmage Class

    A militant spellcaster whose training focuses on battlefield magic.


    Hit die d6

    Skill points 2 + Int

    Class Features

    Weapon and Armor Proficiency: Warmages are proficient with all simple weapons, light armor, and light shields. There is no ASF associated with these.


    At 8th level, a warmage gains proficiency with medium armor (see Armored Mage, below). There is no ASF associated with these.

    Spell Casting ~ Charisma based ; Spells learned are the same as a Sorcerer.

    Warmage Edge (Ex): A warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. For instance, if a 1st-level warmage with 17 Intelligence casts magic missile, he deals
    1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus. The bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to those he might have by virtue of levels in another class.

    A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all creatures in the area it affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (of the warmage's choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1 round, it deals this extra damage in each round.

    Magic Items used by a warmage do not gain any benefit from warmage edge.

    Sudden Empower: At 7th level, a warmage gains Sudden Empower as an Action Boost. The Sudden Metamagic Action Boosts reduced the sp cost of that particular metamagic to zero.

    Sudden Enlarge: At 10th level, a warmage gains Sudden Enlarge as an Action Boost. The Sudden Metamagic Action Boosts reduced the sp cost of that particular metamagic to zero.

    Sudden Maximize: At 20th level, a warmage gains Sudden Maximize as an Action Boost. The Sudden Metamagic Action Boosts reduced the sp cost of that particular metamagic to zero.



    Warmage Class Spell list:


    Level 1
    Acid Spray
    Burning Hands
    Chill Touch
    Magic Missile
    Shocking Grasp
    Niac' Cold Ray
    Sonic Blast


    Level 2
    Electric Loop
    Flaming Sphere
    Scorch
    Searing Ray
    Snowball Storm
    Melf's Acid Arrow



    Level 3

    Fire Shield
    Fireball
    Flame Arrow
    Gust of Wind
    Ice Storm
    Lightning Bolt
    Poison
    Sleet Storm
    Stinking Cloud
    Acid Blast
    Chain Missles


    Level 4

    Contagion
    Phantasmal Killer
    Shout
    Wall of Fire
    Acid Rain
    Force Missiles


    Level 5
    Cloud Kill
    Ball Lightning
    Cone of Cold
    Flamestrike
    Prismatic Ray
    Cyclonic Blast
    Eladar's Electric Surge
    Niac's Biting Cold


    Level 6

    Acid Fog
    Blade Barrier
    Chain Lightning
    Circle of Death
    Disintegrate
    Fire Seeds
    Otiluke's Freezing Sphere
    Tenser's Transformation



    Level 7

    Delayed Blast Fireball
    Earthquake
    Finger of Death
    Prismatic Spray
    Sun Beam
    Waves of Exhaustion


    Level 8

    Horrid Wilting
    Incendiary Cloud
    Polar Ray
    Greater Shout
    Sunburst
    Black Dragon Bolt



    Level 9

    Implosion
    Meteor Swarm
    Wail of the Banshee


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    Warmage round 6

    It looks like Warmage as either a Sorcerer or a Wizard tree would prove too competitive with the Savant and Archmage trees respectively. They would either be less powerful than them and hence be wasted coding or they would be more powerful and would outdate existing coding thereby either way promoting wasteful coding time by the Devs.


    To convert Warmage into own class will be the discussion of round 7, however the Warlock class may be preferable as a new class over the Warmage, although the Warmage could eaiser to convert.

    The same rule could very well apply to classes as well as trees, that classes that are too similar and competitive with others will result in wasted coding time as they might underperform compared to or obsolete existing classes.


    However, there may be useful ideas to steal scattered about this thread for other projects.


    .................................................. ........................



    Round 5 Warmage tree for Sorcerers

    Fluff:
    An Arcane Master who plunges into the thick of battle to provide artillery support to the troops.


    Core Abilities


    Core 1
    Every point you spend in the Warmage enhancement tree provides +0.5 Universal Spell Power.
    You add to your known spell list Shield as a first level evocation Sorcerer spell.
    Selecting this enhancement will prevent you from spending points in the Eldritch Knight enhancement tree.


    Core 3
    Bonus Spell
    You add to your known spell list Blur as a second level Sorcerer spell.
    Sudden Enlarge
    All your SLA spells have the enlarge metamagic feat applied to them.


    Core 6
    Bonus Spell
    You add to your known spell list Displacement as a third level evocation Sorcerer spell.
    Sudden Quicken
    All your SLA spells have the quicken metamagic feat applied to them.


    Core 12
    Bonus Spell
    You add to your known spell list Fire Shield as a fourth level evocation Sorcerer spell.
    Sudden Empower
    All your SLA spells have the Empower metamagic feat applied to them.


    Core 18
    Bonus Spell
    You add to your known spell list the Blade Barrier spell as a one sixth level Sorcerer spell.
    Sudden Heighten
    All your SLA spells have the heighten metamagic feat applied to them.


    Core 20
    +2 Charisma
    Bonus Spell
    You add to your known spell list the Heal spell as a one sixth level Sorcerer spell.
    Sudden Maximize
    All your SLA spells have the Maximize metamagic feat applied to them.



    Tier One


    Elemental Cannon I:
    Multi-selection. Choose one of the following as an SLA:
    Niac's Cold Ray, Acid Spray, Burning Hands, Shocking Grasp
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Magic Missile
    You gain Magic Missile as an SLA
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Battlefield Toughness
    +5/10/15 hit points
    Cost 1/1/1


    Battlefield Caster
    +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    Cost 1/1/1


    Skills of the Battlefield
    +1/+2/+3 Concentration, Balance, and Spellcraft.
    Tier 3, you gain +30 sp
    Cost 1/1/1



    Tier Two


    Sonic Blast
    You gain Sonic Blast as an SLA
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Nimbus of Light
    You gain Nimbus of Light as an SLA
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Shield Training
    Passive: You gain proficiency with all shields except Tower Shields, and you do not suffer Arcane Spell Failure chance from equipped shields except Tower Shields
    Cost 2 ap


    Light Armor Proficiency
    Passive: You gain proficiency in Light Armor, and you do not suffer Arcane Spell Failure chance from Light armor.
    {If you are warforged, you gain the Mirthal Body feat instead, and you do not suffer Arcane Spell Failure chance from Mithral Body.}
    Cost 2 ap


    Wand and Scroll Mastery
    +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.
    Cost 1/1/1



    Tier Three


    Searing Light
    You gain Searing Light as an SLA
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 ap


    Lesser Globe of Invulnerability
    You gain Lesser Globe of Invulnerabilityas an SLA
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 ap


    Battlefield Focus I:
    You gain the feat: Combat Casting
    Cost 2 ap


    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    Cost 2


    Charima Bonus:
    You add +1 Cha



    Tier Four


    Elemental Cannon II:
    Multi-selection. Choose one of the following as an SLA:
    Acid Arrow, Scorch, Snowball Swarm, Electric Loop
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2
    Requirements Elemental Cannon I


    Chain Missiles
    You gain Chain Missiles as an SLA
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    AP Cost 2 ap


    Battlefield Focus II:
    You gain the feat Mobil Spellcasting
    {requires Battle Field Focus I}
    Cost 2 ap


    Medium Armor Proficiency
    Passive: You gain proficiency in Medium Armor, and you do not suffer Arcane Spell Failure chance from Medium Armor.
    {If you are warforged, you gain the Adamantine Body feat instead, and you do not suffer Arcane Spell Failure chance from Adamantine Body.}
    Cost 2 ap


    Charima Bonus:
    You add +1 Cha



    Tier Five


    Multi-select Evocation/Conjuration Focus
    Choose one of the following:
    You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
    You have trained extensively in Conjuration magic, granting a +1 bonus to your spell DCs of that school.
    Cost 2 ap


    Elemental Cannon III
    Multi-selection. Choose one of the following as an SLA:
    Frost Lance, Acid Blast, Fireball, Lightning Bolt
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 2 ap
    Requires Elemental Cannon II


    Battlefield Instinct
    You may apply the higher of your intelligence or your charisma as your spellcraft ability skill bonus.


    Battlefield Mastery
    60 second buff with a 2 minute cooldown that makes your spells uninterruptable for the duration
    {requires Battle Field Focus II}
    Cost 2 ap


    Warmage Edge
    A Warmage adds his Charimsa Modifier to their universal spell power.
    Cost 2 ap



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    Round 4 Warmage tree for Sorcerers

    Fluff:
    An Arcane Master who plunges into the thick of battle to provide artillery support to the troops.


    Core Abilities


    Core 1
    Each point spent in this tree provides 1 universal spell power.
    You add to your known spell list one first level evocation Sorcerer spell of your choice.
    Selecting this enhancement will prevent you from spending points in the Eldritch Knight enhancement tree.


    Core 3
    Bonus Spell
    You add to your known spell list one second level evocation Sorcerer spell of your choice.


    Core 6
    Bonus Spell
    You add to your known spell list one four level evocation Sorcerer spell of your choice.


    Core 12
    Sudden Metamagic I
    You gain bonus feat: Eschew Materials Metamagic feat and it does not cost sp while activated.
    Bonus Spell
    You add to your known spell list one three and one level five evocation Sorcerer spell of your choice.


    Core 18
    Sudden Metamagic II
    You gain bonus feat: Enlarge Metamagic feat and it only costs 3 sp while activated.
    Bonus Spell
    You add to your known spell list one level six and one level eight evocation Sorcerer spell of your choice.


    Core 20
    +2 Charisma
    Sudden Metamagic III
    You gain bonus feat: Empower Metamagic feat and it only costs 5 sp while activated.
    Bonus Spell
    You add to your known spell list one level seven and one level nine evocation Sorcerer spell of your choice.



    Tier One


    Evocation Spell Critical I:
    Your Evocation spells have an additional 1% chance to critically hit.
    Cost 1 ap


    Sudden Battle Magic I
    You gain Magic Missile as an SLA
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap


    Battlefield Toughness
    +5/10/15 hit points
    Cost 1/1/1


    Battlefield Caster
    +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    Cost 1/1/1


    Skills of the Battlefield
    +1/+2/+3 Concentration, Balance, and Spellcraft.
    Tier 3, you gain +30 sp
    Cost 1/1/1



    Tier Two


    Evocation Spell Critical: II:
    Your evocation spells have an additional 1% chance to critically hit.
    {requires Evocation Spell Critical: I}
    Cost 1 ap


    Sudden Battle Magic II
    Multi-selection. Choose one of the following as an SLA:
    Nimbus of Light, Niac's Cold Ray, Acid Spray, Burning Hands, Shocking Grasp, Magic Missle, Sonic Blast
    (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2 ap
    Requirements: Sudden Battle Magic I


    Shield Training
    Passive: You gain proficiency with all shields except Tower Shields, and you do not suffer Arcane Spell Failure chance from equipped shields except Tower Shields
    Cost 2 ap


    Light Armor Proficiency
    Passive: You gain proficiency in Light Armor, and you do not suffer Arcane Spell Failure chance from Light armor.
    {If you are warforged, you gain the Mirthal Body feat instead, and you do not suffer Arcane Spell Failure chance from Mithral Body.}
    Cost 2 ap


    Wand and Scroll Mastery
    +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.
    Cost 1/1/1



    Tier Three


    Evocation Spell Critical: III:
    Your evocation spells have an additional 1% chance to critically hit.
    {requires Evocation Spell Critical: II}
    Cost 1 ap


    Battlefield Focus I:
    You gain the feat: Combat Casting
    Cost 2 ap


    Battefield Rewards
    Whenever you cast a spell, you have a 10%/20%/30% chance to gain 5 Temporary Spell Points.
    Cost 1/1/1 ap


    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    Cost 2


    Charima Bonus:
    You add +1 Cha



    Tier Four


    Evocation Spell Critical: IV:
    Your evocation spells have an additional 1% chance to critically hit.
    {requires Evocation Spell Critical: III}
    Cost 1 ap


    Sudden Battle Magic IV
    You gain Chain Missiles as an SLA
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 2 ap
    Requirement Sudden Battle Magic III


    Battlefield Focus II:
    You gain the feat Mobil Spellcasting
    {requires Battle Field Focus I}
    Cost 2 ap


    Medium Armor Proficiency
    Passive: You gain proficiency in Medium Armor, and you do not suffer Arcane Spell Failure chance from Medium Armor.
    {If you are warforged, you gain the Adamantine Body feat instead, and you do not suffer Arcane Spell Failure chance from Adamantine Body.}
    Cost 2 ap


    Charima Bonus:
    You add +1 Cha



    Tier Five


    Evocation Focus
    You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
    Cost 2 ap


    Sudden Battle Magic III
    Multi-selection. Choose one of the following as an SLA:
    Searing Light, Frost Lance, Acid Blast, Fireball, Force Missiles, Lightning Bolt, Shout
    (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
    Cost 2 ap
    Requires Sudden Battle Magic II


    Battlefield Instinct
    You may apply the higher of your intelligence or your charisma as your spellcraft ability skill bonus.


    Battlefield Mastery
    You gain bonus feat: Quicken Metamagic feat and it only costs 3 sp while activated.
    {requires Battle Field Focus II}
    Cost 2 ap


    Warmage Edge
    A Warmage adds his Charimsa Modifier to their universal spell power.
    Cost 2 ap










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    Round 3 Warmage tree for Sorcerers

    Fluff:
    An Arcane Master who plunges into the thick of battle to provide altillery support to the troops.


    Core Abilities

    Core 1
    Each point spent in this tree provides 1 universal spell power.
    You add to your known spell list one first level evocation Sorcerer spell of your choice.
    Selecting this enhancement will prevent you from spending points in the Eldritch Knight enhancement tree.

    Core 3
    +1 Caster Level to all your evocation spells.
    Bonus Spell
    You add to your known spell list one second level evocation Sorcerer spell of your choice.


    Core 6
    Bonus Feat
    You gain bonus feat: Eschew Materials Metamagic feat and it does not cost sp while activated.
    Bonus Spell
    You add to your known spell list one four level evocation Sorcerer spell of your choice.


    Core 12
    Bonus Spell
    You add to your known spell list one three and one level five evocation Sorcerer spell of your choice.

    Rewards of Combat: When you critically hit with a spell, you gain 3 Warmage type temporary spell points.


    Core 18
    Bonus Feat
    You gain bonus feat: Enlarge Metamagic feat.
    Bonus Spell
    You add to your known spell list one level six and one level eight evocation Sorcerer spell of your choice.

    Rewards of Combat: When you critically hit with a spell, you now gain 6 Warmage type temporary spell points.


    Core 20

    +2 Charisma
    Your Warmage Edge is doubled.

    Rewards of Combat: When you critically hit with a spell, you now gain 10 Warmage type temporary spell points.

    Bonus Spell
    You add to your known spell list one level seven and one level nine evocation Sorcerer spell of your choice.



    Tier One


    Universal Spell Critical I:
    Your spells have an additional universal 1% chance to critically hit.
    Cost 1 ap


    Sudden Empower
    Your sp cost for using the Empower metamagic feat is cut in half after all other modifiers are applied.
    Cost 2 ap


    Battlefield Toughness
    +5/10/15 hit points
    Cost 1/1/1


    Battlefield Caster
    +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    Cost 1/1/1


    Skills of the Battlefield
    +1/+2/+3 Concentration, Balance, and Spellcraft.
    Tier 3, you gain +30 sp
    Cost 1/1/1



    Tier Two


    Universal Spell Critical: II:
    Your spells have an additional universal 1% chance to critically hit.
    {requires Universal Spell Critical: I}
    Cost 1 ap



    Shield Training
    Passive: You gain proficiency with all shields except Tower Shields, and you do not suffer Arcane Spell Failure chance from equipped shields except Tower Shields
    Cost 2 ap


    Light Armor Proficiency
    Passive: You gain proficiency in Light Armor, and you do not suffer Arcane Spell Failure chance from Light armor.
    Cost 2 ap


    Sudden Quicken
    Your sp cost for using the Quicken metamagic feat is cut in half after all other modifiers are applied.
    Cost 2 ap


    Wand and Scroll Mastery
    +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.
    Cost 1/1/1



    Tier Three


    Universal Spell Critical: III:
    Your spells have an additional universal 1% chance to critically hit.
    {requires Universal Spell Critical: II}
    Cost 1 ap


    Battlefield Focus I:
    You gain the feat: Combat Casting
    Cost 2 ap


    Sudden Maximize
    Your sp cost for using the Maximize metamagic feat is cut in half after all other modifiers are applied.
    Cost 2 ap



    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    Cost 2


    Charima Bonus:
    You add +1 Cha



    Tier Four


    Universal Spell Critical: IV:
    Your spells have an additional universal 1% chance to critically hit.
    {requires Universal Spell Critical: III}
    Cost 1 ap


    Battlefield Focus II:
    You gain the feat Mobil Spellcasting
    {requires Battle Field Focus I}
    Cost 2 ap


    Sudden Heighten
    Your sp cost for using the Heighten metamagic feat is cut in half after all other modifiers are applied.
    Cost 2 ap


    Medium Armor Proficiency
    Passive: You gain proficiency in Medium Armor, and you do not suffer Arcane Spell Failure chance from Medium Armor.

    Charima Bonus:
    You add +1 Cha



    Tier Five


    Battlefield Focus III:
    You gain +1 to all your spell DCs.
    {requires Battle Field Focus II}
    Cost 2 ap


    Battlefield Instinct
    You may apply the higher of your intelligence or your charisma as your spellcraft ability skill bonus.


    Battlefield Mastery
    60 second buff with a 2 minute cooldown that makes your spells uninterruptable for the duration
    {requires Battle Field Focus II}
    Cost 2 ap


    Warmage Edge
    A Warmage adds his Charimsa Modifier to their universal spell power.
    Cost 2 ap


    Universal Spell Critical: V:
    Your spells have an additional universal 1%/2%/3% chance to critically hit.
    {requires Universal Spell Critical: IV}
    Cost 1/1/1 ap







    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    Older trees listed below:





    Round 2 Warmage tree for Sorcerers

    Fluff:
    An Arcane Master who plunges into the thick of battle to provide altillery support to the troops.


    Core Abilities

    Core 1
    Each point spent in this tree provides 1 universal spell power.

    Core 3

    Bonus Feat
    You gain your choice of one Sudden Metamagic feat.
    Bonus Spell
    You add to your known spell list one second level evocation Sorcerer spell of your choice.


    Core 6
    Bonus Feat
    You gain your choice of one Sudden Metamagic feat.
    Bonus Spell
    You add to your known spell list one third level evocation Sorcerer spell of your choice.


    Core 12
    Bonus Feat
    You gain your choice of one Sudden Metamagic feat.
    Bonus Spell
    You add to your known spell list one fifth level evocation Sorcerer spell of your choice.


    Core 18
    Bonus Feat
    You gain your choice of one Sudden Metamagic feat.
    Bonus Spell
    You add to your known spell list one fourth and one sixth level evocation Sorcerer spell of your choice.


    Core 20
    +2 Charisma

    Cannon Barrage You gain +2 to the Intimidate and Spellcraft skills, and are able to cast the spell Meteor Swarm at will without using spell points.
    Cooldown is ???

    Magical Surge
    Every time you cast an evocation spell there is a 5% chance of triggering a explosive burst around you dealing Character Level d4 damage.



    Tier One


    Spell Critical: Evocation I:
    Your Evocation spells have an additional 2% chance to critically hit.
    Cost 2 ap


    Battlefield Focus I:
    Concentration +3 while spellcasting
    Cost 2


    Thick in the Battle I
    Whenever you cast an Evocation spell, you gain +2 to your Universal Spell Power for 8 seconds. This stacks up to 1/3/5 times.
    Cost 1/1/1


    Battlefield Toughness
    +5/10/15 hit points
    Cost 1/1/1



    Tier Two


    Spell Critical: Evocation II:
    Your Evocation spells have an additional 2% chance to critically hit.
    {requires Spell Critical: Evocation I}
    Cost 2 ap


    Battlefield Focus II:
    Concentration +3 while spellcasting
    {requires Battle Field Focus I}
    Cost 2 ap


    Thick in the Battle II
    Whenever you cast an Evocation spell, you gain an addition +3 to your Universal Spell Power for 8 seconds. (For a total of +5). This stacks up to 1/3/5 times.
    Requires Thick in the Battle I, same tier
    Cost 1/1/1


    Wand and Scroll Mastery
    +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.
    Cost 1/1/1


    Magic Missile
    Spell Like Ability: Magic Missile (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
    Cost 2


    Tier Three


    Spell Critical: Evocation III:
    Your Evocation spells have an additional 2% chance to critically hit.
    {requires Spell Critical: Evocation II}
    Cost 2 ap


    Battlefield Focus III:
    You gain the feat: Combat Casting
    {requires Battle Field Focus II}
    Cost 3 ap


    Thick in the Battle III
    Whenever you cast an Evocation spell, you gain an addition +4 to your Universal Spell Power for 8 seconds. (For a total of +9). This stacks up to 1/3/5 times.
    Requires Thick in the Battle II, same tier
    Cost 1/1/1


    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    Cost 2


    Charima Bonus:
    You add +1 Cha



    Tier Four


    Spell Critical: Evocation IV:
    Your Evocation spells have an additional 2% chance to critically hit.
    {requires Spell Critical: Evocation III}
    Cost 2 ap


    Battlefield Focus IV:
    You gain the feat Mobil Spellcasting
    {requires Battle Field Focus III}
    Cost 3 ap


    Thick in the Battle IV
    Whenever you cast an Evocation spell, you gain an addition +5 to your Universal Spell Power for 8 seconds. (For a total of +14). This stacks up to 1/3/5 times.
    Requires Thick in the Battle III, same tier
    Cost 1/1/1


    Battlefield Instinct
    You may apply the higher of your intelligence or your charisma as your spellcraft ability skill bonus.


    Charima Bonus:
    You add +1 Cha



    Tier Five


    Evocation Focus:
    Your Evocation spells have +1 DC
    Cost 2 ap


    Spell Critical: Evocation V:
    Your Evocation spells have an additional 2% chance to critically hit.
    {requires Spell Critical: Evocation IV}
    Cost 2 ap


    Battlefield Mastery
    60 second buff with a 2 minute cooldown that makes your spells uninterruptable for the duration
    {requires Battle Field Focus IV}
    Cost 2 ap


    Warmage Edge
    Whenever a warmage casts a spell that deals hit point damage, he adds his Charisma bonus (if any) to the amount of damage dealt. A single spell can never gain this extra damage more than once per casting. Magical items activated by a warmage also gain no benefit from warmage edge. This bonus is not increase by spell power or any other bonus of any kind, it is simply added to the spell after all bonuses are applied.
    Cost 2 ap


    Ready for Action
    Allows the caster to cast a spell without its material component.
    The spell does not cost any addition spell points when this toggle is applied.
    {It is like having Eschew Materials Metamagic but with zero sp cost.}
    Cost 2 ap





    .................................................. .................................................. ..................................................



    OLD TREE from ROUND ONE

    Warmage tree for Sorcerers

    Fluff:
    An Arcane Master who plunges into the thick of battle to provide altillery support to the troops.


    Core Abilities

    Core 0
    Each point spent in this tree provides 1 universal spell power.

    Core 3
    Armored mage (light)
    A warmage gains proficiency in light armor and light shields. A warmage's combat focus and specialized training, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. A warmage gains proficiency in light armor and light shields.

    Core 6
    Armored mage (medium)
    At 8th level, a warmage learns to use medium armor with no chance of arcane spell failure.

    Core 12
    Sudden Empower
    Every time a warmage casts a spell there is a percentage chance that any cost from using Empower Metamagic will be free.
    The percentage chance is equal to the Warmage's Arcane Caster Level for that spell.

    The warmage adds new spells to their known spell list:
    Pick one of these to be added as a fourth level known spell:
    Chaos Hammer, Holy Smite, Order's Wrath, Unholy Blight

    Core 18
    Sudden Maximize
    Every time a warmage casts a spell there is a percentage chance that any cost from using Maximize Metamagic will be free.
    The percentage chance is equal to the Warmage's Arcane Caster Level for that spell.

    The warmage adds new spells to their known spell list:
    Pick one of these to be added as a sixth level known spell:
    Blade Barrier, Comet Fall, Sunbeam, Disintegrate

    Core 20
    +2 Charisma and +2 Intelligence

    The warmage adds new spells to their known spell list:
    Pick one of these to be added as an eight level known spell:
    Firestorm, Earthquake, Sunburst

    Pick one of these to be added as a ninth level known spell:
    Implosion, Storm of Vengeance, Meteor Swarm



    Tier One

    Spell Critical: Conjuration I:
    Your Conjuration spells have an additional 2% chance to critically hit.
    Cost 2 ap

    Spell Critical: Evocation I:
    Your Evocation spells have an additional 2% chance to critically hit.
    Cost 2 ap

    Battlefield Focus I:
    Concentration +3 while spellcasting
    Cost 2

    Thick in the Battle I
    Whenever you cast an Conjuration or Evocation spell, you gain +2 to your Universal Spell Power for 8 seconds. This stacks up to 1/3/5 times.
    Cost 1/1/1

    Hit Points:
    +10/20/30 hit points
    Cost 1/1/1



    Tier Two

    Spell Critical: Conjuration II:
    Your Conjuration spells have an additional 2% chance to critically hit.
    {requires Spell Critical: Conjuration I}
    Cost 2 ap

    Spell Critical: Evocation II:
    Your Evocation spells have an additional 2% chance to critically hit.
    {requires Spell Critical: Evocation I}
    Cost 2 ap

    Battlefield Focus II:
    Concentration +3 while spellcasting
    {requires Battle Field Focus I}
    Cost 2 ap

    Thick in the Battle II
    Whenever you cast an Conjuration or Evocation spell, you gain an addition +3 to your Universal Spell Power for 8 seconds. (For a total of +5). This stacks up to 1/3/5 times.
    Requires Thick in the Battle I, same tier
    Cost 1/1/1

    Spell Penatration:
    You add +1 to your Caster Level check to overcome an enemy's Spell Resistance


    Tier Three

    Spell Critical: Conjuration III:
    Your Conjuration spells have an additional 2% chance to critically hit.
    {requires Spell Critical: Conjuration II}
    Cost 2 ap

    Spell Critical: Evocation III:
    Your Evocation spells have an additional 2% chance to critically hit.
    {requires Spell Critical: Evocation II}
    Cost 2 ap

    Battlefield Focus III:
    You gain the feat: Combat Casting
    {requires Battle Field Focus II}
    Cost 3 ap

    Thick in the Battle III
    Whenever you cast an Conjuration or Evocation spell, you gain an addition +4 to your Universal Spell Power for 8 seconds. (For a total of +9). This stacks up to 1/3/5 times.
    Requires Thick in the Battle II, same tier
    Cost 1/1/1

    Charima Bonus:
    You add +1 Cha


    Tier Four

    Spell Critical: Conjuration IV:
    Your Conjuration spells have an additional 2% chance to critically hit.
    {requires Spell Critical: Conjuration III}
    Cost 2 ap

    Spell Critical: Evocation IV:
    Your Evocation spells have an additional 2% chance to critically hit.
    {requires Spell Critical: Evocation III}
    Cost 2 ap

    Battlefield Focus IV:
    You gain the feat Mobil Spellcasting
    {requires Battle Field Focus III}
    Cost 3 ap

    Thick in the Battle IV
    Whenever you cast an Conjuration or Evocation spell, you gain an addition +5 to your Universal Spell Power for 8 seconds. (For a total of +14). This stacks up to 1/3/5 times.
    Requires Thick in the Battle III, same tier
    Cost 1/1/1

    Charima Bonus:
    You add +1 Cha



    Tier Five

    Conjuration Focus:
    Your Conjuration spells have +1 DC, +1 caster level, and +1 max caster level
    Cost 2 ap

    Evocation Focus:
    Your Evocation spells have +1 DC +1 caster level, and +1 max caster level
    Cost 2 ap

    Battlefield Mastery
    60 second buff with a 2 minute cooldown that makes your spells uninterruptable for the duration
    {requires Battle Field Focus IV}
    Cost 2 ap

    Warmage Edge
    Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. The bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to those he might have by virtue of levels in another class. A single spell can never gain this extra damage more than once per casting. Scrolls activated by a warmage also gain no benefit from warmage edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by a warmage use not only the warmage's caster level but also gain the benefits of the warmage edge, if applicable.

    This bonus is not increase by spell power or any other bonus of any kind, it is simply added to the spell after all bonuses are applied.
    The second tier makes it double Intelligence modifier.
    Cost 2/2 ap


    Ready for Action
    Allows the caster to cast a spell without its material component.
    The spell does not cost any addition spell points when this toggle is applied.

    Add your character level to the percentage chance or Sudden Empower and
    Sudden Maximize from the Warmage tree.

    Cost 3 ap
    Last edited by Silverleafeon; 08-10-2014 at 09:50 AM.

  4. #4
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    Default Alternative Tree for Warmage

    Quote Originally Posted by thesnoman View Post
    found here
    Core Abilities


    Warmage
    Passive:

    • Armored Mage (Light) - Warmage training allows the caster to avoid arcane spell failure as long as he sticks to light Armor and Shields
    • +10 Universal Spell Power
    • +25% Fortification
    • Every point spent in this tree grants +0.75 Universal Spell Power

    (AP Cost 1, Ranks: 1, Progression: 0, Requires: Sorcerer Level 1)

    Warmage Affinity I

    Warmage Affinity: Choose one:

    • Warmage Affinity: Acid
    • Warmage Affinity: Flame
    • Warmage Affinity: Frost
    • Warmage Affinity: Shock

    Toggle: Warmages can assess their situation and increase the spell power of one specific element at a time, allowing an additional +10 Spell Power to their selected element. This increases to +15 at level 6, +20 at level 12, +25 at level 18, and +30 at Level 20


    Passive:
    +10 Universal Spell Power
    (AP Cost: 1; Ranks: 1; Progression: 5; Requires: Warmage, Sorcerer Level 3)

    Warmage Affinity II: Choose a second Warmage Affinity Toggle
    Passive:

    • +10 Universal Spell Power
    • +50% Fortification

    (AP Cost: 1; Ranks: 1; Progression: 10; Requires: Warmage Affinity I, Sorcerer Level 6)


    Warmage Affinity III: Choose a third Warmage Affinity Toggle
    Passive:

    • +10 Universal Spell Power
    • Armored Mage (Medium)

    (AP Cost: 1; Ranks: 1; Progression: 20; Requires: Warmage Affinity II, Sorcrer Level 12)

    Warmage Affinity IV: Choose a forth Warmage Affinity Toggle
    Passive:

    • +10 Universal Spell Power
    • +75% Fortification

    (AP Cost: 1; Ranks: 1; Progression: 30; Requires: Warmage Affinity III, Sorcrer Level 18)

    Warmage Mastery


    • +2 Charisma
    • +2 Constitution
    • +25 Universal Spell Power
    • +1 Caster Level to non-Elemental Spells
    • +1 Maximum Caster Level to non-Elemental Spells


    Tier One
    Requires Warmage, Sorcerer Level 1


    Spell Like Ability I: Magic Missile (Acivation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 Seconds)
    (AP Cost: 1; Ranks: 3; Progression: 1; No Requirements)


    Toughness: +10/+20/+30 Maximum Hit Points
    (AP Cost: 1; Ranks: 3; Progression: 1; No Requirements)


    Elemental Resistance: You gain +3/+6/+10 bonus to your Acid, Cold, Electric, Fire, and Sonic Resistance
    (AP Cost: 1; Ranks: 3; Progression: 1; No Requirements)


    Spell Critical I: Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped Damage Spells have an additional 2% Chance to Critically Hit
    (AP Cost: 2; Ranks: 1; Progression: 1; No Requirements)


    Battlemage: +2/+4/+6 to Concentration and Spellcraft
    (AP Cost: 1; Ranks: 3; Progression: 1; No Requirements)




    Tier Two
    Requires Sorcerer Level 2, 5 APs Spent in tree


    Sudden MetaMagic I: Choose one of the following Feats. Reduce the spell point cost of using that Metamagic to 0 for 20/40/60 Seconds. 1/3/5 Uses per rest.

    • Empower
    • Enlarge
    • Maximize
    • Quicken
    • Heighten

    (AP Cost: 2; Ranks: 3; Progression: 5; No Requirements)

    Pierce Spell Resistance, Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped 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: Elemental Resistance)

    Spell Critical II: Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped Damage Spells have an additional 2% Chance to Critically Hit
    (AP Cost: 2; Ranks: 1; Progression: 5; Requires: Spell Critical I)


    Light Shield Proficiency: You gain proficiency with Light Shields
    (AP Cost: 2; Ranks: 1; Progression: 1; No Requirements)




    Tier 3
    Requires Sorcerer Level 3, 10 APs spent on tree


    Sudden MetaMagic II: Choose another Metamagic Feat. Reduce the spell point cost of using that Metamagic to 0 for 20/40/60 Seconds. 1/3/5 Uses per rest.
    (AP Cost: 2; Ranks: 3; Progression: 10; Requires Sudden Metamagic I)


    Spell Penetration: You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    (AP Cost: 2; Ranks: 1; Progression: 10; No Requirements)


    Spell Critical III: Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped Damage Spells have an additional 2% Chance to Critically Hit
    (AP Cost: 2; Ranks: 1; Progression: 10; Requires: Spell Critical II)


    Charisma or Constitution:
    Choose One:

    • +1 Charisma
    • +1 Constitution

    (AP Cost: 2; Ranks: 1; Progression: 10; No Requirements)


    Tier 4
    Requires Sorcerer Level 4, 20 APs spent on tree


    Spell Like Ability II: Scorching Ray (Acivation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 Seconds)
    (AP Cost: 1; Ranks: 3; Progression: 20; Requirements: Spell Like Ability I)


    Sudden Eschew Materials: Allows the use the Eschew Materials Feat 0 additional Spell Points
    (AP Cost: 1; Ranks: 1; Progression: 20; Requires: Sudden Metamagic II)


    Combat Casting: You gain the Combat Casting Feat
    (AP Cost: 2; Ranks: 1; Progression: 20; No Requirements)


    Spell Critical IV: Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped Damage Spells have an additional 2% Chance to Critically Hit
    (AP Cost: 2; Ranks: 1; Progression: 20; Requires: Spell Critical III)


    Charisma or Constitution:
    Choose One:

    • +1 Charisma
    • +1 Constitution

    (AP Cost: 2; Ranks: 1; Progression: 20; No Requirements)


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


    Spell Like Ability III: Blade Barrier (Acivation Cost: 12/8/6 Spell Points. Cooldown: 18/12/6 Seconds)


    (AP Cost: 1; Ranks: 3; Progression: 30; Requirements: Spell Like Ability II)


    Mobile Spellcasting: You gain the Mobile Spellcasting Feat
    (AP Cost: 2; Ranks: 1; Progression: 30; Requires: Combat Casting)


    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; No Requirements)


    Warmage Edge: Whenever a Warmage casts a spell that deals damage, he adds his CHARISMA modifier to the amount of damage dealt. This damage DOUBLES if the character takes the Warmage Mastery Enhancement.
    (AP Cost: 2; Ranks: 1; Progression: 30; No Requirements)



    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    Quote Originally Posted by Drathsiddh View Post
    Warmage seems a pretty cool idea, but in terms of spell power, it is lacking way behind the Savants, plus it can't be an insta-killer because of the penalty's to DC's.
    Also I think I have more of a Wildmage over a Warmage, but oh well.
    • Core One: Whenever you cast an offensive spell one random affect may trigger. This may only be produced once per second.
    • Blood Seeker: You gain 10 Universal spell power for the next ten seconds.
    • Infused Spell: Target takes 1d6 damage per Sorcerer.
    • Cripleding Magic: Target's movement speed is halved and it takes a -2 to Reflex Saaves.
    • Powerd Spell: Target is stunned for 5 seconds (save halves).
    • Warded Spell: You gain +10 to elemental resistance for 10 seconds.
    • Willpwered: You gain +2 to all saves for 10 seconds.

    • Core Two: +20 Universal spell power.

    • Core Three: Improves the random effects produced by spells which is granted at Core One
    • Blood Seeker: You gain 10 Universal spell power for 20 seconds.
    • Infuseed Spell: Target takes 1d8 damge per Sorcerer level rather than 1d6.
    • Cripling Magic: Targed takes -3 to reflex saves.
    • Powerd Spell: No save.
    • Warded Spell: As well as +10 MRR
    • Willpowered: +3 to all saves.

    • Core Four: +20 universal spellpower.

    • Core Five: + 2 Cha and now every offensive spell you cast may produce two random affects, rather than one.


    • Tier One:

    • Multi-selection. Choose one of the following as an SLA:
      Acid Spray, Burning Hands, Niac's Cold Ray, Shocking Grasp
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Spray, Burning Hands, Niac's Cold Ray, Shocking Grasp
    • +3/+6/+10 Universal Spell Power when wielding a Shield or Staff.
    • +1/+2/+3 Concentration, Balance, and Spellcraft. Tier 3, you gain +30 sp
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Spray, Burning Hands, Niac's Cold Ray, Shocking Grasp
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Spray, Burning Hands, Niac's Cold Ray, Shocking Grasp
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Spray, Burning Hands, Niac's Cold Ray, Shocking Grasp

    • Tier Two:
    • Multi-selection. Choose one of the following as an SLA:
      Gust of Wind, Nimbus of Light, or Sonic Blast
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Gust of Wind, Nimbus of Light, or Sonic Blast
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Gust of Wind, Nimbus of Light, or Sonic Blast
    • You gain the feat: Combat Casting
    • +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands.

    • Tier Three:
    • MultiSelection, choose one of:
    • When you cast an Abjuration Spell you gain +1 PRR and MRR per Sorcerer level for 2 minutes.
    • When you cast an Evocation spell you gain +20 bonus to spell power.
    • When you cast a Necromancy Spell you gain temporary Hit points equal to your Sorcer level times 2.
    • However you take a -1 to the DCs of a school that is not displayed here.
    • -1/2/4 to the aditional spell point cost of all metamagics.
    • You gain Mobile Spell casting as a feat
    • +1 Cha
    • +1 caster level for Abjuration, Evocation and Necromany spells

    • Tier Four:
    • Multi-selection. Choose one of the following as an SLA:
      Acid Arrow, Electric Loop, Scorch, Searing Light, Snowball Swarm
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Arrow, Electric Loop, Scorch, Searing Light, Snowball Swarm
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Arrow, Electric Loop, Scorch, Searing Light, Snowball Swarm
    • Multiselection: Chose one option that you did not pick at Tier Two.
    • When you cast an Abjuration Spell you gain +1 PRR and MRR per Sorcerer level for 2 minutes.
    • When you cast an Evocation spell you gain +20 bonus to spell power.
    • When you cast a Necromancy Spell you gain temporary Hit points equal to your Sorcerer level times 2.

    • Tier Five:
    • Multi-selection. Choose one of the following as an SLA:
      Acid Blast, Frost Lance, Fireball, Lightning Bolt
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Blast, Frost Lance, Fireball, Lightning Bolt
    • Multi-selection. Choose one of the following as an SLA that you have not already chosen:
      Acid Blast, Frost Lance, Fireball, Lightning Bolt
    • A Warmage adds their Charisma Modifier to their universal spell power.
    • Multi-Selection: Choose one option that you did not pick at tier four:
    • When you cast an Abjuration Spell you gain +1 PRR and MRR per Sorcerer level for 2 minutes.
    • When you cast an Evocation spell you gain +20 bonus to spell power.
    • When you cast a Necromancy Spell you gain temporary Hit points equal to your Sorcerer level times 2.


    Just realized that I was late in this post, oh well..
    Last edited by Silverleafeon; 09-15-2014 at 05:49 AM.

  5. #5
    Bounty Hunter slarden's Avatar
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    Very nice work! The thing that jumps out at me is that you would be giving a sorc arguably the best divine spell (blade barrier) and the best druid spell (earthquake).

    Obviously what a sorc is going to do is take 5 tiers of this tree and 4 tiers for their main element and this basically amps up their crits for their main element while giving them great crits for force as well. Blade Barrier and Earthquake would almost always be selected because they are just so good. Would the evocation crits apply to epic destiny SLAs?

    I love the concept, but this seems like a huge power boost for sorcs which already perform well in EE content.
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  6. #6
    Community Member azrael4h's Avatar
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    The T1 HP enhancement is twice as strong as EK. Granted, that's about the only thing in EK other than W&S mastery worth taking. Assuming that it is ever fixed. I would probably drop it for something else. Maybe a working W&S Mastery, and just dump EK in the trash entirely (IMO, the melee mage archetype needs it's own basic class, not a PrE in Wiz/Sorc).

    Maybe add a Spell Power action boost clicky.

    A tree that didn't suck utterly and gives USP is what Sorc needs. I would probably ditch Savant entirely, or just hit Air for Wind Dance. Personally, I'd also push for a DC-based option as well. Maybe just a retool of Archmage.

    Giving Sorcerers access to some of the best non-arcane spells is probably too powerful. I'd at least restrict it to level 6 and below, and probably just give them additional arcane slots, not Druid or Divine spells as options. There's not as many 7-9 spells anyway, but 6 and 4 are very tight levels. Simply giving them the ability to add additional L4, 5 and 6 Arcane spells would be powerful enough.

    The Evo/Conj crit boosts could probably just be 1 enhancement, as a multi-select option. TBH, I think most of us would just take Evo boosts since there's more Evo spells in common use. You could give additional SP as a multi-select option, either 3 USP or more for specific types, to replace the other enhancement.

    I don't see any T5's I would take over Wind Dance, Heat Death, Earthgrab, or Prison, SLA, or Awaken Weakness. Edge makes little sense, and the minor boost isn't worth the lost mobility. There are not enough stave clickies in the game to bother boosting them, and what few there are are generally Heroic level. Evo focus is available in Savants and again, 99.9% of what is going to be taken. Basically, the only thing I see is Ready For Action's boost to the earlier core abilities.
    Anyone who disagrees is a Terrorist...

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    Community Member Minrothad's Avatar
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    Yes, yes, a million times, yes! Please , PC members, make this happen. A sorcerer with blade barrier, implosion, freaking earthquake, yeah, that won't make it past Alpha before people realize it's way too OP, but I like the idea behind it, please keep working on this one.
    Last edited by Minrothad; 07-27-2014 at 01:23 AM.

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    Quote Originally Posted by slarden View Post
    Very nice work! The thing that jumps out at me is that you would be giving a sorc arguably the best divine spell (blade barrier) and the best druid spell (earthquake).
    Yes, that and a few other things is what shifted the whole thing away from being a new class to being a new tree.

    The first write up, I tried to keep as close as possible to the pen and paper version,
    which did include those spells.

    Obviously what a sorc is going to do is take 5 tiers of this tree and 4 tiers for their main element and this basically amps up their crits for their main element while giving them great crits for force as well. Blade Barrier and Earthquake would almost always be selected because they are just so good.
    Yepper, and that makes the other choices not really choices.


    Would the evocation crits apply to epic destiny SLAs?
    I believe so.
    I love the concept, but this seems like a huge power boost for sorcs which already perform well in EE content.
    I agree.
    Quote Originally Posted by azrael4h View Post
    The T1 HP enhancement is twice as strong as EK.
    That will probably need to be rebalance, I was trying to represent the d6 base that this class receive over the traditional d4 base.

    Granted, that's about the only thing in EK other than W&S mastery worth taking. Assuming that it is ever fixed. I would probably drop it for something else. Maybe a working W&S Mastery, and just dump EK in the trash entirely (IMO, the melee mage archetype needs it's own basic class, not a PrE in Wiz/Sorc).
    I'll try to look for a spot to place wand and scroll mastery, thank you for the hint.
    Maybe add a Spell Power action boost clicky.
    Another good suggestion, thank you.
    A tree that didn't suck utterly and gives USP is what Sorc needs.
    nods
    I would probably ditch Savant entirely, or just hit Air for Wind Dance. Personally, I'd also push for a DC-based option as well. Maybe just a retool of Archmage.
    I think a DC option would be nice, and will take a bit of balance not to go overboard, so it was not in the first draft.
    Giving Sorcerers access to some of the best non-arcane spells is probably too powerful.
    I agree.

    Imagine the rage when Sorcerer get earthquake and Cleric cannot.

    I'd at least restrict it to level 6 and below, and probably just give them additional arcane slots, not Druid or Divine spells as options. There's not as many 7-9 spells anyway, but 6 and 4 are very tight levels. Simply giving them the ability to add additional L4, 5 and 6 Arcane spells would be powerful enough.
    I find this excellent advice, and will be taking it.
    The Evo/Conj crit boosts could probably just be 1 enhancement, as a multi-select option. TBH, I think most of us would just take Evo boosts since there's more Evo spells in common use. You could give additional SP as a multi-select option, either 3 USP or more for specific types, to replace the other enhancement.
    More excellent advice that will move this tree forward, thank you.

    I don't see any T5's I would take over Wind Dance, Heat Death, Earthgrab, or Prison, SLA, or Awaken Weakness. Edge makes little sense, and the minor boost isn't worth the lost mobility. There are not enough stave clickies in the game to bother boosting them, and what few there are are generally Heroic level. Evo focus is available in Savants and again, 99.9% of what is going to be taken. Basically, the only thing I see is Ready For Action's boost to the earlier core abilities.
    Well, I will just have to create some more actractive Tier 5 abilities, ty.

    Quote Originally Posted by Minrothad View Post
    Yes, yes, a million times, yes! Please , PC members, make this happen. A sorcerer with blade barrier, implosion, freaking earthquake, yeah, that won't make it past Alpha before people realize it's way too OP, but I like the idea behind it, please keep working on this one.
    LOL, indeed, and ty for the encouragement!!!

  9. #9
    Hopeless Romantic dunklezhan's Avatar
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    Looks like a great start.

    'Negative' comments follow (you can take it as read that if I haven't said I don't like something then I either like it or thought "/meh". I'll try to come back and go into more detail on /meh at least)

    I would drop the armour/shield ASF bonuses as these can be got from EK. I see no point duplicating one tree's abilities within the same class. Also the difference between the purpose of an EK (leaving aside the subject of whether or not it fulfils it's purpose...) and the purpose of warmage is quite subtle, so anything that makes them more distinct from each other would be a good thing. For me, all weapon, shield and armour benefits should be in EK. Elemental affinities in the savant tree, and Warmage should - and the way you've written it, does - be the 'generalist nuker'*.


    I don't like the 'sudden' metamagics, too random. A Warmage would not want random in my view, they would be tactical planners and would value reliability over everything. I don't doubt that when taken over the course of an adventure these Sudden effects would be extremely beneficial - I would prefer just static discounts to spell cost. Again though these can be got from elsewhere in the sorc trees so I would question the value of including metamagic discounts at all.




    *which I really DO like. This does seem to be a tree for sorcs which supports 'generalist nuking' as opposed to forcing a specialisation, which I never liked (Don't get me wrong, I LOVE earth/air/fire/water savant, what I'm saying is I disliked that it was specialise or go home until EK came in, and then when EK came in it was 'specialise, go melee or go home' - I like the idea of a sorc being effective with a wide spread of spells again). In fact, the tree as written could be 'generalist uninterruptable nuking' which is a nice touch, I'm glad you included those concentration/mobile casting etc options - they're not flashy, but they are quite desirable.
    Last edited by dunklezhan; 07-27-2014 at 06:37 AM.
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    Quote Originally Posted by dunklezhan View Post
    Looks like a great start.
    Thank you.

    I would drop the armour/shield ASF bonuses as these can be got from EK.
    An excellent point.
    The first write up tried to keep close to the pen and paper version,
    but as you say, it is totally duplicating something that is already there.

    So I guess I will take it out.

    I don't like the 'sudden' metamagics, too random. A Warmage would not want random in my view, they would be tactical planners and would value reliability over everything. I don't doubt that when taken over the course of an adventure these Sudden effects would be extremely beneficial - I would prefer just static discounts to spell cost. Again though these can be got from elsewhere in the sorc trees so I would question the value of including metamagic discounts at all.
    A tricky point to convert their class sudden metamagics which are totally free applied once per a day.
    Perhaps a free metamagic button with a very long cool down would work?

    *which I really DO like. This does seem to be a tree for sorcs which supports 'generalist nuking' as opposed to forcing a specialisation, which I never liked (Don't get me wrong, I LOVE earth/air/fire/water savant, what I'm saying is I disliked that it was specialise or go home until EK came in, and then when EK came in it was 'specialise, go melee or go home' - I like the idea of a sorc being effective with a wide spread of spells again). In fact, the tree as written could be 'generalist uninterruptable nuking' which is a nice touch, I'm glad you included those concentration/mobile casting etc options - they're not flashy, but they are quite desirable.
    Aye, this seeming to fit so well into the Sorcerer tree, that I placed it there instead of the possible wizard tree.
    I am liking it more and more, and I am glad you do too.

    Everyone's Feedback here is very, very appreciated.
    Thank you, I hope we can make this a special tree.

  11. #11
    Hopeless Romantic dunklezhan's Avatar
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    Quote Originally Posted by Silverleafeon View Post
    A tricky point to convert their class sudden metamagics which are totally free applied once per a day.
    Perhaps a free metamagic button with a very long cool down would work?
    Perhaps it would appear as an 'additional' metamagic, with pre-reqs of empower then maximise, which would have the effect of applying one/both of these effects at zero spell cost, but doubling/tripling/quadrupelling/whatever the cooldown (and possibly taking the global 1 second cooldown on your other spells up to 2 seconds). You could then either just toggle them on, or do the right click thing on a spell by spell basis. This would allow you to drag an additional (for example) magic missile out, apply the new metamagics to just that and get a beast of a MM at no extra cost... but that has like a minute cooldown on it. Every now and again you get almost a free 'BOOM', but you can manage it alongside your other metamagic options. Or you can start a boss fight with it toggled on, let off every blast you have, then toggle off and go to normal spellcasting. if the fight lasts another minute, toggle and boom again. They're not free spells still, they're just not costing extra. You're effectively granting a bunch of extra spell points for a specific purpose - and with the spell point figures people who aren't me seem to be able to reach these days, that's not that powerful a thing to be giving out.

    Or, simpler, just have a clickie with a 1 min cooldown, when you click it, the next spell you cast gets max/emp at no extra cost but doubles that spell's cooldown. Extra ranks (or core ablities) might reduce the cooldown (lets say 5 ranks, it could go from cooldown +100% down to +80%, +60%, +40%, +20%) but might instead apply to the next 2, 3, 4, 5 spells you cast. Have to be thought about more carefully by better minds than mine to make sure the 'cost' is not a hindrance on effectiveness.
    Last edited by dunklezhan; 07-27-2014 at 07:33 AM.
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    OK - So I dug out my "Complete Arcane" and looked up the Warmage - It's been a while...


    Thoughts:
    This is a very specialized class in PnP, but I can see this as a Sorcerer tree in DDO. It definitely should not be a Wizard tree simply because of the Wizard's ability to swap out any arcane spell after rest or at a tavern. Warmages need to have a limited number of spells available, similar to a Sorcerer, even though in PnP they had even fewer (Max 7 Spells at Level 20 for a Human - 8 for an Elf/Drow)


    I'm not sure about how the OP's tree works in terms of being overpowered, but it looks like it could be far too powerful in DDO simply because Sorcs do have access to every Arcane Spell, while classic PnP Warmages can only access a very small number of spells.



    Another thing to consider, as has already been mentioned - is EK. EK already has much of the armor bonuses that warmage would have, but I still think they belong in the Warmage tree - perhaps slightly differently though.


    On the tree as I would see it - Much of the OP works, but I'll try to put my take on it since I think the OP will be far too powerful. (This may also be OP, but I think it adheres much more closely to the PnP version of the Warmage and translates well for DDO PLUS has a capstone worth taking):


    Core Abilities


    Warmage
    Passive:

    • Armored Mage (Light) - Warmage training allows the caster to avoid arcane spell failure as long as he sticks to light Armor and Shields
    • +10 Universal Spell Power
    • +25% Fortification
    • Every point spent in this tree grants +0.75 Universal Spell Power

    (AP Cost 1, Ranks: 1, Progression: 0, Requires: Sorcerer Level 1)

    Warmage Affinity I

    Warmage Affinity: Choose one:

    • Warmage Affinity: Acid
    • Warmage Affinity: Flame
    • Warmage Affinity: Frost
    • Warmage Affinity: Shock

    Toggle: Warmages can assess their situation and increase the spell power of one specific element at a time, allowing an additional +10 Spell Power to their selected element. This increases to +15 at level 6, +20 at level 12, +25 at level 18, and +30 at Level 20


    Passive:
    +10 Universal Spell Power
    (AP Cost: 1; Ranks: 1; Progression: 5; Requires: Warmage, Sorcerer Level 3)

    Warmage Affinity II: Choose a second Warmage Affinity Toggle
    Passive:

    • +10 Universal Spell Power
    • +50% Fortification

    (AP Cost: 1; Ranks: 1; Progression: 10; Requires: Warmage Affinity I, Sorcerer Level 6)


    Warmage Affinity III: Choose a third Warmage Affinity Toggle
    Passive:

    • +10 Universal Spell Power
    • Armored Mage (Medium)

    (AP Cost: 1; Ranks: 1; Progression: 20; Requires: Warmage Affinity II, Sorcrer Level 12)

    Warmage Affinity IV: Choose a forth Warmage Affinity Toggle
    Passive:

    • +10 Universal Spell Power
    • +75% Fortification

    (AP Cost: 1; Ranks: 1; Progression: 30; Requires: Warmage Affinity III, Sorcrer Level 18)

    Warmage Mastery


    • +2 Charisma
    • +2 Constitution
    • +25 Universal Spell Power
    • +1 Caster Level to non-Elemental Spells
    • +1 Maximum Caster Level to non-Elemental Spells


    Tier One
    Requires Warmage, Sorcerer Level 1


    Spell Like Ability I: Magic Missile (Acivation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 Seconds)
    (AP Cost: 1; Ranks: 3; Progression: 1; No Requirements)


    Toughness: +10/+20/+30 Maximum Hit Points
    (AP Cost: 1; Ranks: 3; Progression: 1; No Requirements)


    Elemental Resistance: You gain +3/+6/+10 bonus to your Acid, Cold, Electric, Fire, and Sonic Resistance
    (AP Cost: 1; Ranks: 3; Progression: 1; No Requirements)


    Spell Critical I: Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped Damage Spells have an additional 2% Chance to Critically Hit
    (AP Cost: 2; Ranks: 1; Progression: 1; No Requirements)


    Battlemage: +2/+4/+6 to Concentration and Spellcraft
    (AP Cost: 1; Ranks: 3; Progression: 1; No Requirements)




    Tier Two
    Requires Sorcerer Level 2, 5 APs Spent in tree


    Sudden MetaMagic I: Choose one of the following Feats. Reduce the spell point cost of using that Metamagic to 0 for 20/40/60 Seconds. 1/3/5 Uses per rest.

    • Empower
    • Enlarge
    • Maximize
    • Quicken
    • Heighten

    (AP Cost: 2; Ranks: 3; Progression: 5; No Requirements)

    Pierce Spell Resistance, Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped 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: Elemental Resistance)

    Spell Critical II: Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped Damage Spells have an additional 2% Chance to Critically Hit
    (AP Cost: 2; Ranks: 1; Progression: 5; Requires: Spell Critical I)


    Light Shield Proficiency: You gain proficiency with Light Shields
    (AP Cost: 2; Ranks: 1; Progression: 1; No Requirements)




    Tier 3
    Requires Sorcerer Level 3, 10 APs spent on tree


    Sudden MetaMagic II: Choose another Metamagic Feat. Reduce the spell point cost of using that Metamagic to 0 for 20/40/60 Seconds. 1/3/5 Uses per rest.
    (AP Cost: 2; Ranks: 3; Progression: 10; Requires Sudden Metamagic I)


    Spell Penetration: You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    (AP Cost: 2; Ranks: 1; Progression: 10; No Requirements)


    Spell Critical III: Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped Damage Spells have an additional 2% Chance to Critically Hit
    (AP Cost: 2; Ranks: 1; Progression: 10; Requires: Spell Critical II)


    Charisma or Constitution:
    Choose One:

    • +1 Charisma
    • +1 Constitution

    (AP Cost: 2; Ranks: 1; Progression: 10; No Requirements)


    Tier 4
    Requires Sorcerer Level 4, 20 APs spent on tree


    Spell Like Ability II: Scorching Ray (Acivation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 Seconds)
    (AP Cost: 1; Ranks: 3; Progression: 20; Requirements: Spell Like Ability I)


    Sudden Eschew Materials: Allows the use the Eschew Materials Feat 0 additional Spell Points
    (AP Cost: 1; Ranks: 1; Progression: 20; Requires: Sudden Metamagic II)


    Combat Casting: You gain the Combat Casting Feat
    (AP Cost: 2; Ranks: 1; Progression: 20; No Requirements)


    Spell Critical IV: Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped Damage Spells have an additional 2% Chance to Critically Hit
    (AP Cost: 2; Ranks: 1; Progression: 20; Requires: Spell Critical III)


    Charisma or Constitution:
    Choose One:

    • +1 Charisma
    • +1 Constitution

    (AP Cost: 2; Ranks: 1; Progression: 20; No Requirements)


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


    Spell Like Ability III: Blade Barrier (Acivation Cost: 12/8/6 Spell Points. Cooldown: 18/12/6 Seconds)


    (AP Cost: 1; Ranks: 3; Progression: 30; Requirements: Spell Like Ability II)


    Mobile Spellcasting: You gain the Mobile Spellcasting Feat
    (AP Cost: 2; Ranks: 1; Progression: 30; Requires: Combat Casting)


    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; No Requirements)


    Warmage Edge: Whenever a Warmage casts a spell that deals damage, he adds his CHARISMA modifier to the amount of damage dealt. This damage DOUBLES if the character takes the Warmage Mastery Enhancement.
    (AP Cost: 2; Ranks: 1; Progression: 30; No Requirements)
    Last edited by thesnoman; 07-27-2014 at 06:22 PM.
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  13. #13
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    Quote Originally Posted by dunklezhan View Post
    Perhaps it would appear as an 'additional' metamagic, with pre-reqs of empower then maximise, which would have the effect of applying one/both of these effects at zero spell cost, but doubling/tripling/quadrupelling/whatever the cooldown (and possibly taking the global 1 second cooldown on your other spells up to 2 seconds). You could then either just toggle them on, or do the right click thing on a spell by spell basis. This would allow you to drag an additional (for example) magic missile out, apply the new metamagics to just that and get a beast of a MM at no extra cost... but that has like a minute cooldown on it. Every now and again you get almost a free 'BOOM', but you can manage it alongside your other metamagic options. Or you can start a boss fight with it toggled on, let off every blast you have, then toggle off and go to normal spellcasting. if the fight lasts another minute, toggle and boom again. They're not free spells still, they're just not costing extra. You're effectively granting a bunch of extra spell points for a specific purpose - and with the spell point figures people who aren't me seem to be able to reach these days, that's not that powerful a thing to be giving out.

    Or, simpler, just have a clickie with a 1 min cooldown, when you click it, the next spell you cast gets max/emp at no extra cost but doubles that spell's cooldown. Extra ranks (or core ablities) might reduce the cooldown (lets say 5 ranks, it could go from cooldown +100% down to +80%, +60%, +40%, +20%) but might instead apply to the next 2, 3, 4, 5 spells you cast. Have to be thought about more carefully by better minds than mine to make sure the 'cost' is not a hindrance on effectiveness.

    Excellent advice, I will add this suggestion to the Warmage Tree:

    We need new tech, please add the following feats to the DDO game:

    Sudden Metamagic Feats ~ each Metamagic Feat now has a sudden version as well and can be purchased as a feat with the same restrictions that the regular metamatic feats have. You cannot apply the sudden version and the normal version with the same name to the same spell on the hot bar, you must choose one or the other. You cannot toggle sudden metamagic to be always on. Sudden metamagic feats have no sp cost, but they do have an extra cooldown associated with them.

    When the sudden metamagic is applied to a hot keyed spell, that spell can be cast once before the sudden cooldown is applied of X seconds. Having multiple Sudden metamagics applied to the same spell will not increase the cooldown costs.

    {Current suggestion is 1 minute for sudden metamagic cooldowns.}

    {New tech is always subject to chance due to technical limitations.}

    I will put this in post 3 so it is easy to find and look at.

    I will probably add a few mult-selectors at tier 5 allowing one to pick up a few of these for free.
    A DC boost choice would also be nice for tier 5 along with a max caster level boost.
    Keep the "uninterrupted spellcasting" feature and ponder the future of Warmage edge.
    Last edited by Silverleafeon; 07-27-2014 at 05:03 PM.

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    Quote Originally Posted by thesnoman View Post
    OK - So I dug out my "Complete Arcane" and looked up the Warmage - It's been a while...
    Nods happily.

    Thoughts:
    This is a very specialized class in PnP, but I can see this as a Sorcerer tree in DDO. It definitely should not be a Wizard tree simply because of the Wizard's ability to swap out any arcane spell after rest or at a tavern. Warmages need to have a limited number of spells available, similar to a Sorcerer, even though in PnP they had even fewer (Max 7 Spells at Level 20 for a Human - 8 for an Elf/Drow)
    Aye
    I'm not sure about how the OP's tree works in terms of being overpowered, but it looks like it could be far too powerful in DDO simply because Sorcs do have access to every Arcane Spell, while classic PnP Warmages can only access a very small number of spells.
    Yes, they limited out the enchantment type spells, but then allowed the best divine spell in the game back in.
    I am trying to represent an evocation/conjuration focus by granting those spells bonuses making the enchantment spells less attractive.

    If you carefully read the warmage spell list and compare it to the DDO versions you will find most all those spells are either conjuration or evocation.
    Another thing to consider, as has already been mentioned - is EK. EK already has much of the armor bonuses that warmage would have, but I still think they belong in the Warmage tree - perhaps slightly differently though.
    Yes, I feel duplication of trees is wasted space.
    On the tree as I would see it - Much of the OP works, but I'll try to put my take on it since I think the OP will be far too powerful. (This may also be OP, but I think it adheres much more closely to the PnP version of the Warmage and translates well for DDO PLUS has a capstone worth taking):
    Thank you very much, I will read thru this sample tree very carefully and I appreciate the time you put into it.
    I will probably end up creating two trees for the Devs to choose between.


    I don't think I will change Warmage Edge from being Intelligence based to Charisma based, as I would like to follow the PnP version as much as possible, but it is a thought to consider.

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    Hopeless Romantic dunklezhan's Avatar
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    Quote Originally Posted by Silverleafeon View Post
    I don't think I will change Warmage Edge from being Intelligence based to Charisma based, as I would like to follow the PnP version as much as possible, but it is a thought to consider.
    Make it a selector for build diversity?
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    Quote Originally Posted by Amundir View Post
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    Quote Originally Posted by dunklezhan View Post
    Make it a selector for build diversity?
    I am fond of multi-selectors...

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    Quote Originally Posted by Silverleafeon View Post
    I don't think I will change Warmage Edge from being Intelligence based to Charisma based, as I would like to follow the PnP version as much as possible, but it is a thought to consider.
    If this is supposed to be the all-around Nuker, might as well do it right and base everything on Charisma (After all, we already have to deal with Spellcraft being Intelligence based)

    Quote Originally Posted by Silverleafeon View Post
    I am trying to represent an evocation/conjuration focus by granting those spells bonuses making the enchantment spells less attractive.
    It should only be Evocation: From the Warmage section of "The Complete Arcane" in regards to Advanced Learning: "The spell must be a wizard spell of the evocation school"

    While I agree that looking at the Warmage Spell List there are plenty of DDO Conjuration spells in there, keeping it all Evocation really makes you look strictly at Damage Spells.

    I've edited my original post regarding SLA's - I was looking at the wrong spell list when I came up with those.
    Also, please note that I tried to make it a really hard decision to multi-class with this enhancement tree. IMHO, Current Sorcerer capstones actually make you want to multi-class rather than stay pure - this tree gives a big benefit to staying pure Sorcerer
    Last edited by thesnoman; 07-27-2014 at 06:27 PM.
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    Quote Originally Posted by thesnoman View Post
    Core Abilities


    Warmage
    Passive:

    • Armored Mage (Light) - Warmage training allows the caster to avoid arcane spell failure as long as he sticks to light Armor and Shields
    • +10 Universal Spell Power
    • +25% Fortification
    • Every point spent in this tree grants +0.75 Universal Spell Power

    (AP Cost 1, Ranks: 1, Progression: 0, Requires: Sorcerer Level 1)

    Warmage Affinity I

    Warmage Affinity: Choose one:

    • Warmage Affinity: Acid
    • Warmage Affinity: Flame
    • Warmage Affinity: Frost
    • Warmage Affinity: Shock

    Toggle: Warmages can assess their situation and increase the spell power of one specific element at a time, allowing an additional +10 Spell Power to their selected element. This increases to +15 at level 6, +20 at level 12, +25 at level 18, and +30 at Level 20


    Passive:
    +10 Universal Spell Power
    (AP Cost: 1; Ranks: 1; Progression: 5; Requires: Warmage, Sorcerer Level 3)

    Warmage Affinity II: Choose a second Warmage Affinity Toggle
    Passive:

    • +10 Universal Spell Power
    • +50% Fortification

    (AP Cost: 1; Ranks: 1; Progression: 10; Requires: Warmage Affinity I, Sorcerer Level 6)


    Warmage Affinity III: Choose a third Warmage Affinity Toggle
    Passive:

    • +10 Universal Spell Power
    • Armored Mage (Medium)

    (AP Cost: 1; Ranks: 1; Progression: 20; Requires: Warmage Affinity II, Sorcrer Level 12)

    Warmage Affinity IV: Choose a forth Warmage Affinity Toggle
    Passive:

    • +10 Universal Spell Power
    • +75% Fortification

    (AP Cost: 1; Ranks: 1; Progression: 30; Requires: Warmage Affinity III, Sorcrer Level 18)

    Warmage Mastery


    • +2 Charisma
    • +2 Constitution
    • +25 Universal Spell Power
    • +1 Caster Level to non-Elemental Spells
    • +1 Maximum Caster Level to non-Elemental Spells

    Your warmage toggles are very interesting.

    Tier One
    Requires Warmage, Sorcerer Level 1


    Spell Like Ability I: Magic Missile (Acivation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 Seconds)
    (AP Cost: 1; Ranks: 3; Progression: 1; No Requirements)


    Toughness: +10/+20/+30 Maximum Hit Points
    (AP Cost: 1; Ranks: 3; Progression: 1; No Requirements)


    Elemental Resistance: You gain +3/+6/+10 bonus to your Acid, Cold, Electric, Fire, and Sonic Resistance
    (AP Cost: 1; Ranks: 3; Progression: 1; No Requirements)


    Spell Critical I: Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped Damage Spells have an additional 2% Chance to Critically Hit
    (AP Cost: 2; Ranks: 1; Progression: 1; No Requirements)


    Battlemage: +2/+4/+6 to Concentration and Spellcraft
    (AP Cost: 1; Ranks: 3; Progression: 1; No Requirements)
    Interesting, I have not placed SLAs in the warmage tree yet.
    I kind of want to be different from the Savant trees if possible.

    Tier Two
    Requires Sorcerer Level 2, 5 APs Spent in tree


    Sudden MetaMagic I: Choose one of the following Feats. Reduce the spell point cost of using that Metamagic to 0 for 20/40/60 Seconds. 1/3/5 Uses per rest.

    • Empower
    • Enlarge
    • Maximize
    • Quicken
    • Heighten

    (AP Cost: 2; Ranks: 3; Progression: 5; No Requirements)
    A good approach to the sudden metamagic conversion problem.

    Pierce Spell Resistance, Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped 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: Elemental Resistance)

    Spell Critical II: Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped Damage Spells have an additional 2% Chance to Critically Hit
    (AP Cost: 2; Ranks: 1; Progression: 5; Requires: Spell Critical I)


    Light Shield Proficiency: You gain proficiency with Light Shields
    (AP Cost: 2; Ranks: 1; Progression: 1; No Requirements)
    Some light shields have ASF, don't they?
    I guess we have spell agility augments now a days.

    Tier 3
    Requires Sorcerer Level 3, 10 APs spent on tree


    Sudden MetaMagic II: Choose another Metamagic Feat. Reduce the spell point cost of using that Metamagic to 0 for 20/40/60 Seconds. 1/3/5 Uses per rest.
    (AP Cost: 2; Ranks: 3; Progression: 10; Requires Sudden Metamagic I)


    Spell Penetration: You add +1 to your Caster Level check to overcome an enemy's Spell Resistance
    (AP Cost: 2; Ranks: 1; Progression: 10; No Requirements)
    No spell pen in my tree yet, but spell pen is mostly for instant kills and enchantments.

    Spell Critical III: Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped Damage Spells have an additional 2% Chance to Critically Hit
    (AP Cost: 2; Ranks: 1; Progression: 10; Requires: Spell Critical II)
    Interesting concept, labeling by energy type instead of school type.

    Charisma or Constitution:
    Choose One:

    • +1 Charisma
    • +1 Constitution

    (AP Cost: 2; Ranks: 1; Progression: 10; No Requirements)
    This I will have to adopt, its excellently done.

    Tier 4
    Requires Sorcerer Level 4, 20 APs spent on tree


    Spell Like Ability II: Scorching Ray (Acivation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 Seconds)
    (AP Cost: 1; Ranks: 3; Progression: 20; Requirements: Spell Like Ability I)


    Sudden Eschew Materials: Allows the use the Eschew Materials Feat 0 additional Spell Points
    (AP Cost: 1; Ranks: 1; Progression: 20; Requires: Sudden Metamagic II)
    I like the thought of a warmage using Eschew metamagic for free.

    Combat Casting: You gain the Combat Casting Feat
    (AP Cost: 2; Ranks: 1; Progression: 20; No Requirements)


    Spell Critical IV: Elemental and Force: Your Acid, Cold, Electric, Fire, Force, and Untyped Damage Spells have an additional 2% Chance to Critically Hit
    (AP Cost: 2; Ranks: 1; Progression: 20; Requires: Spell Critical III)


    Charisma or Constitution:
    Choose One:

    • +1 Charisma
    • +1 Constitution

    (AP Cost: 2; Ranks: 1; Progression: 20; No Requirements)
    Nicely done.

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


    Spell Like Ability III: Blade Barrier (Acivation Cost: 12/8/6 Spell Points. Cooldown: 18/12/6 Seconds)


    (AP Cost: 1; Ranks: 3; Progression: 30; Requirements: Spell Like Ability II)
    Blade Barrier is a definite sweet tier five, not sure it will fly past Alpha, but it should be considered.

    Mobile Spellcasting: You gain the Mobile Spellcasting Feat
    (AP Cost: 2; Ranks: 1; Progression: 30; Requires: Combat Casting)


    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; No Requirements)
    I love these two.

    Warmage Edge: Whenever a Warmage casts a spell that deals damage, he adds his CHARISMA modifier to the amount of damage dealt. This damage DOUBLES if the character takes the Warmage Mastery Enhancement.
    (AP Cost: 2; Ranks: 1; Progression: 30; No Requirements)
    And comes the big question, charisma or not charisma???
    I definitely like how you tied this into the Capstone, we should have more of that type of thing in DDO.

    A typical Sorcerer is going to have between 40 and 80 charisma depending upon their gimpness.
    Assume a Cha of 60ish = 25 damage bonus.
    The same Sorcerer might have an Int of 10+8+2+tomes
    Assume a Cha of 24ish = 7 damage bonus.

    There is quite a difference in the two, and frankly the latter might not be worthy of tier 5.


    Thanks again, nice write up, will be using pieces and we might consider something like this for the alternate tree.

  19. #19
    Community Member
    Join Date
    Jun 2010
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    64

    Cool

    I am a avid 4e CharOp person (go ahead, mock, see if I care,) and as such I approve of the inclusion of a striker mechanic such as adding a secondary score to damage. The 4e Sorcerer adds either Strength or Dexterity to their damage in addition to their Charisma. For Strength Sorcerers, their Strength Modifier is added to their AC instead of Dexterity or Intelligence. I say this for a multitude of reasons:

    1. DDO has transcended 3.5e, and as such we need to be open-minded.
    2. This tree has a predilection toward melee, and if Intelligence is selected as the secondary stat, this build becomes MAD (Multiple Attribute Dependent) very quickly. For if one wants to engage in melee combat, one must be a certain race i.e. PDK, invest in Dexterity and be of a specific race i.e. Elf, or invest in Strength. One must also invest in Constitution if one wants to stay alive, one also has to invest in Dexterity if one doesn't want to be shredded in the light armor that they are saddled with for the majority of their heroic careers, as well as multiclass Monk or Rogue for evasion, or they bite the bullet and multiclass Fighter for heavy armor. This requires nearly every stat maxed out except for Wisdom. If Intelligence could be applied to AC that would make this much simpler, also, making Charisma or Intelligence the melee combat stat for this tree would make things much simpler.
    2a. If melee combat isn't part of this tree at all, ignore my last.
    3. This build does seem to want to be in the thick of things, so how about making them resistant to offensive spells directed toward them, like adding their Charisma or Intelligence modifiers to saves against spells or something like that. A Warmage should be capable of defending him or herself from enemy artillery.

    That concludes my piece (rant, 2 cents, whatever.) If it makes no sense, feel free to ignore it.

  20. #20
    Community Member Xyfiel's Avatar
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    Feb 2006
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    I have nothing against a third sorc tree but it shouldn't be high priority. We still need a artificer destiny, some trees and destinies reworked, and completion of other classes trees. Paladin, Druid, Artificer, Fighter, and Soul should all get a third tree before Sorcs get another. I know Sorc is an outlier since they can technically get 3 trees now and have 5 to choose from. I just don't see why this is even being discussed on PC at this time. Trees aren't being put out that quickly. I could agree if Sorcs were having issues but they are a top tier class.

    Now I understand you have information about things that we don't. You should keep this to the PC forums since we can't give opinions about things we don't know. And you are not a go between between players and Devs, we have Llama for that. Stop acting like you are a dev in training and releasing hints to upcoming stuff or asking for feedback. We have official discussion threads exactly for feedback.

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