DisclaimerEverything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.
Hello folks! This is part of the Epic Overhaul. If you haven't read our Overview post and its companion info post, please do that first before reading this!
The Primal Avatar tree has been rebuilt to now focused just on spell casting. Some of it's original melee elements were moving into fury of the wild to keep the tree more focused. The desire is this tree will be an interesting possibility for most if not all casters, while still having a few druid specific perks because of it's theme.
Core Abilities:
- This is your Nature (Level 20): Select either Heart, Sky or Thorn. The rest of this tree's options will be determined by this choice. Multiselector:
- Heart: You follow the path of the Heart. Each Core Ability in this tree, including this one, grants the following: +5 Fire, Light, Positive and Universal Spell Power, +50 Maximum Spellpoints, +1 Epic bonus to all DCs.
- Sky: You follow the path of the Sky. Each Core Ability in this tree, including this one, grants the following: +5 Electric, Cold, Sonic and Universal Spell Power, +50 Maximum Spellpoints, +1 Epic bonus to all DCs.
- Thorn: You follow the path of the Thorn. Each Core Ability in this tree, including this one, grants the following: +5 Acid, Force, Poison and Universal Spell Power, +50 Maximum Spellpoints, +1 Epic bonus to all DCs.
- Now Grow: (Level 23): Choose another aspect of nature to gain a minor affinity for. You cannot choose what you took in the first core again. This does NOT confer eligibility to abilities later in the tree. Multiselector:
- Heart: You gain a minor affinity for Heart. You gain the following for each Core Ability you take in this tree, including this one: +3 Fire, Light, and Positive Spell Power.
- Sky: You gain a minor affinity for Sky. You gain the following for each Core Ability you take in this tree, including this one: +3 Electric, Cold, and Sonic Spell Power.
- Thorn: You gain a minor affinity for Thorn. You gain the following for each Core Ability you take in this tree, including this one: +3 Acid, Force, and Poison Spell Power.
- Weathering the Elements (Level 26): Gain 15% absorption against Fire/Cold/Acid/Electric/Poison damage. Whenever you cast any protection from element spell it grants you 25 points per level instead of 12 with no level cap.
Tier 1 (requires level 20):
- Seeking Balance: +1/2/3 Reflex Saving Throws, +2/4/6 Tumble and Balance. Rank 3: If you are using a Quarterstaff, you gain +1 Damage and +5 Universal Spell Power.
- Well Weathered: +1/2/3 to Physical and Magical Resistance Rating.
- Primal Avatar Builder: Gain a Spell that builds Primal Charges based on your nature. Multiselector:
- (requires Nature of Heart) Spring to Summer: Primal Builder: A burst of butterflies forms around the caster in a small radius applying a copy of rejuvenation cocoon to all allies. After several seconds the butterflies burst into flame causing 2d6 fire damage per character level to all nearby enemies, with a reflex save for half damage (DC: 20 + Evocation Bonuses + Highest Mental Ability Score Modifier). For each enemy struck, gain one Primal Charge up to two. Activation Cost: 20 Spell Points. Cooldown: 12 Seconds.
- (requires Nature of Sky) Storm Catcher: Primal Builder : Target enemy becomes chilled to the bone for 8 seconds, which slows them and cuases them to take 1d6 per 2 character levels in Cold damage every two seconds, with no save. As the effect ends the target will also be struck by a lightning bolt for 1d6+6 electric damage per caster level, with a Fortitude save for half damage, for the duration of the effect. You gain one Primal Charge. Activation Cost: 20 Spell Points. Cooldown: 8 Seconds.
- (requires Nature of Thorn) Carrion Swarm: Primal Builder: Target enemy becomes covered with biting acidic and poisonous insects. Every 2 seconds they take 1d6+1 acid and 1d6+1 poison damage per 2 character levels for 8 seconds. Stacks up to 3 times. Each stack also causes a -4 penalty to attack rolls and Armor class. You gain a Primal Charge. Cooldown: 6 Seconds. Activation Cost: 20 Spell Points.
- Nature's Friend: When you sit to rest at a rest shrine your selected friend of nature visits you briefly and offers comfort. You and nearby party members are granted a buff that lasts until the end of your current quest.
- Bat of Echoes: +10 Sonic Spell Power, +15 Sonic Absorption, +3 Listen
- Bird of Wind: +10 Electric Spell Power, +1% Dodge, +3 Spot
- Fox of Flame: +10 Fire Spell Power, +2 Damage with Sneak Attacks, +3 Move Silently
- Frog of the Lake: +10 Cold Spell Power, +2 Magical Resistance Rating, +3 Jump
- Spider of the Deeps: +10 Poison and Acid Spell Power, 15% Poison Absorption
- Squirrel of Luck: +1 to Attack, Damage, and all Saving Throws
- Rejuvenation Cocoon: Protects target with a shield of 35/75/150 Temporary Hit Points for 9 seconds. Heals 5d6 HP every 2 seconds while the shield persists.
Tier 2 (requires level 20):
- Thrive: Each Primal Charge you have now grant you 2% Spell Cost Reduction.
- Natural Shielding: You gain 10 Maximum Hit Points, +2 Magical Resistance Rating. Your summons, pets, and hirelings gain 60% bonus to Maximum Hit Points, +3 Magical Resistance Rating, +4 Reflex Saving Throws, and gain the Evasion feat.
- Mantle of Nature: Primal Avatar Destiny Mantle: Multiselector:
- (Heart) Your Healing spells have a chance to apply a copy of Rejuvination Cocoon to your target. Your Fire, Light, and Alignment spells have a chance to apply a blast of that damage type for an extra 1d3 per character level. All effects scale with 100% Spell Power. Each effect can only occur once every 5 seconds, tracked separately. Gain a Primal Charge whenever either of these effects occur.
- (Sky) Your Cold, Electric, and Sonic spells have a chance to blast one target for an additional 1d3 damage per character level of the same type as the spell used. Each element can only occur once every 5 seconds, tracked separately. Gain a Primal Charge whenever this occurs.
- (Thorn) Your Acid, Poison, and Force spells have a chance to blast one target for an additional 1d3 damage per character level of the same type as the spell used. Each element can only occur once every 5 seconds, tracked separately. Gain a Primal Charge whenever this occurs.
- Primal Avatar - Spender: Gain a Spell that expends Primal Charges based on your nature. Multiselector:
- (Heart) Reborn in Fire Primal Spender: A swirl of fire surrounds you dealing 1d6 fire damage per character level to enemies and healing allies for 1d3 per character level. This consumes all Primal Charges, and both the damage and healing are increased by 25% per Primal Charge. If 3 or more Primal Charges are consumed, the bonus damage and healing are doubled and you gain Dancing Flame for 6 seconds. Dancing Flame: +35% Uncapped Dodge. Cooldown: 5 Seconds. Activation Cost: 20 Spell Points.
- (Sky) Thunder Snow: Primal Spender: Sends forth a wide wave of freezing hail before you with a narrow blast of lightning at its center directly in front of the caster. The hail deals 1d6 cold damage per character level, Fortitude save for half (DC: 20 + Evocation Bonuses + Highest Mental Ability Score Modifier). The bolt of lightning strikes for 1d6 per character level. Reflex save for half. This consumes all Primal Charges, and damage of both the hail and lightning are increased by 25% per Primal Charge. If 3 or more Primal Charges are consumed, enemies caught within are slowed by 70%. Cooldown: 20 Seconds. Activation Cost: 20 Spell Points.
- (Thorn) Shard Storm: Summons a cloud of acidic poisonous shards that randomly strikes enemies within 15 meters. 6 strikes over 6 seconds. Each shard deals 1d3 poison and acid damage per character level. This consumes all Primal Charges, and the damage of each shard is increased by 25% per Primal Charge. If 3 or more Primal Charges are consumed, the bonus damage is doubled, and you gain Shard Deflection for 12 seconds. Shard Deflection: You gain 30% of your Maximum Hit Points as Temporary Hit Points. Cooldown: 5 Seconds. Activation Cost: 20 Seconds.
- Spirit Boon: Multiselector:
- +1/2/2 Primal bonus to Strength, Dexterity, and Constitution. Rank 3: Your Primal Charge Cap is increased by 1.
- +1/2/2 Primal bonus to Intelligence, Wisdom, and Charisma. Rank 3: Your Primal Charge Cap is increased by 1.
Tier 3 (requires level 23):
- Improved Form: While in any Elemental Form, you gain +3/6/10 Universal Spell Power. While in any Wild Shape, you gain +2/4/6 Magical Resistance Rating.
- Spirit Heart: +2/4/6 Healing Amplification. Your Healing spells have a 5/10/15% chance to grant a Divine Charge while you are in combat.
- Magic of the Old World: Select a Spell School to Specialize in. Multiselector:
- Evocation: +1/2/3 Evocation Spell DCs.
- Conjuration: +1/2/3 Conjuration Spell DCs.
- Transmutation: +1/2/3 Transmutation DCs.
- Nature's Blessing: When you rest the spirit of nature manifests as a Unicorn and provides with nature's blessing to you and nearby party members. Nature's Blessing: +5% Insight bonus to Maximum Hitpoints. This effect lasts until you leave the dungeon.
- Flowers in the Thorns: Stepping inside a Spike Growth or Entangle spell, either hostile or friendly, heals you for 1d3 hit points every 5 seconds per character level of the spell's owner.
Tier 4 (requires level 26):
- Natural Evasion: Gain the Evasion Feat. Exclusive from other enhancements that grant this feat.
- Shared Mantle: Your summons now also benefit from your Mantle of Nature. When the mantle triggers for them they have a chance to give their summoner a Primal Charge. This still uses your spell power or melee/ranged power to scale.
- Primal Intensity: Multiselector:
- Heart: +5/10/15 Fire, Light, and Positive Spell Power
- Sky: +5/10/15 Cold, Electric, and Sonic Spell Power
- Thorn: +5/10/15 Acid, Poison, and Force Spell Power
- Epic Improved Metamagics: Select a Meta Magic to improve. Multiselector:
- Epic Improved Empower III: Reduces the cost of the Empower Metamagic by 2/4/6 spell points.
- Epic Improved Maximize III: Reduces the cost of the Maximize Metamagic by 3/6/9 spell points.
- Epic Improved Quicken III: Reduces the cost of the Quicken Metamagic by 1/2/4 spell points.
- Epic Improved Metamagics: Select a Meta Magic to improve. Multiselector:
- Epic Improved Empower III: Reduces the cost of the Empower Metamagic by 2/4/6 spell points.
- Epic Improved Maximize III: Reduces the cost of the Maximize Metamagic by 3/6/9 spell points.
- Epic Improved Quicken III: Reduces the cost of the Quicken Metamagic by 1/2/4 spell points.
Tier 5 (requires level 30):
- Primal Ally: Multi Selector: Gain the ability to summon an elemental ally based on your nature.
Multiselector:
- (Heart) Heart Flame Dryad: Creates an elder dryad that casts fire, light, and healing spells. She remains rooted to her summoning point. Duration: 15 Seconds. Cooldown: 15 Seconds. Activation Cost: 50 Spell Points.
- (Sky) Storm Guard : Creates a greater storm spirit to blast your foes with lightning, cold, and sound using your casting stats.. Remains bound to their summoning spot. Duration: 15 Seconds. Cooldown: 15 Seconds. Activation Cost: 50 Spell Points.
- (Thorn) Briar Patch: Summoned a greater thorn spirit to blast your foes with Acid, Poison, and Force using your casting stats. Remains bound to their summoning spot. Duration: 15 Seconds. Cooldown: 15 Seconds. Activation Cost: 50 Spell Points.
- Ancient Wisdom: +1/2/3 to all Spell DCs.
- Mass Frog: Up to six nearby enemies are turned into frogs. Each may avoid ribbiting on a successful Fortitude saving throw vs. DC (20+ Highest of Wisdom/Intelligence/Charisma modifier + Transmutation bonuses). Cooldown: 1 Minute. Activation Cost: 60 Spell Points. (this is a copy of the destiny feat which is being removed from the epic feat list)
- Primal Channel: Gain an enhancement spell cost reduction of 10% to all spells.
- Epic Improved Intensify Spell: Reduces the cost of the Intensify Spell Metamagic by 2/4/6 Spell Points.