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  1. #6
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

    Join Date
    Nov 2009
    Posts
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    Default Round 8 will be placed up at first page, probably last round unless I get feedback...

    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 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
    Last edited by Silverleafeon; 08-06-2014 at 07:53 AM.

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