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.