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User:Yoko5000/sorenhtest
Sorcerer |
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Starting a... |
Class Enhancements |
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Barbarian Bard |
Race Enhancements |
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Drow |
Sorcerer Improved Empowering I: Using the Empower Spell feat costs you 2 fewer spell points.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Feat: Empower Spell | |
Sorcerer Improved Empowering II: Using the Empower Spell feat costs you 4 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Sorcerer Improved Empowering I, Feat: Empower Spell | |
Sorcerer Improved Empowering III: Using the Empower Spell feat costs you 6 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Sorcerer Improved Empowering II, Feat: Empower Spell | |
Sorcerer Improved Enlarge I: Using the Enlarge Spell feat costs you 1 less spell point.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Feat: Enlarge Spell | |
Sorcerer Improved Enlarge II: Using the Enlarge Spell feat costs you 2 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Sorcerer Improved Enlarge I, Feat: Enlarge Spell | |
Sorcerer Improved Enlarge III: Using the Enlarge Spell feat costs you 4 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Sorcerer Improved Enlarge II, Feat: Enlarge Spell | |
Sorcerer Improved Heightening I: Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Feat: Heighten Spell | |
Sorcerer Improved Heightening II: Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Sorcerer Improved Heightening I, Feat: Heighten Spell | |
Sorcerer Improved Maximizing I: Using the Maximize Spell feat costs you 3 fewer spell points.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Feat: Maximize Spell | |
Sorcerer Improved Maximizing II: Using the Maximize Spell feat costs you 6 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Sorcerer Improved Maximizing I, Feat: Maximize Spell | |
Sorcerer Improved Maximizing III: Using the Maximize Spell feat costs you 9 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Sorcerer Improved Maximizing II, Feat: Maximize Spell | |
Sorcerer Improved Quickening I: Using the Quicken Spell feat costs you 1 less spell point.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Feat: Quicken Spell | |
Sorcerer Improved Quickening II: Using the Quicken Spell feat costs you 2 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Sorcerer Improved Quickening I, Feat: Quicken Spell | |
Sorcerer Improved Quickening III: Using the Quicken Spell feat costs you 4 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Sorcerer Improved Quickening I, Feat: Quicken Spell | |
Sorcerer Bluff I: Grants a +1 bonus to the Bluff skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Sorcerer Bluff II: Grants a +2 bonus to the Bluff skill.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Sorcerer Bluff I | |
Sorcerer Bluff III: Grants a +3 bonus to the Bluff skill.
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AP Cost: 3 | Level: 8 | Progression: 25 | Requires: Sorcerer Bluff II | |
Sorcerer Bluff IV: Grants a +4 bonus to the Bluff skill.
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AP Cost: 4 | Level: 12 | Progression: 40 | Requires: Sorcerer Bluff III | |
Sorcerer Concentration I: Grants a +1 bonus to Concentration skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Sorcerer Concentration II: Grants a +2 bonus to Concentration skill.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Sorcerer Concentration I | |
Sorcerer Concentration III: Grants a +3 bonus to Concentration skill.
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AP Cost: 3 | Level: 8 | Progression: 25 | Requires: Sorcerer Concentration II | |
Sorcerer Concentration IV: Grants a +4 bonus to Concentration skill.
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AP Cost: 4 | Level: 12 | Progression: 40 | Requires: Sorcerer Concentration III | |
Sorcerer Lineage of Energy I: Grants a 3% chance for acid and electical spells to generate a critical hit.
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Sorcerer Lineage of Energy II: Grants a 6% chance for acid and electical spells to generate a critical hit.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Sorcerer Lineage of Energy I | |
Sorcerer Lineage of Energy III: Grants a 9% chance for acid and electical spells to generate a critical hit.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Sorcerer Lineage of Energy II | |
Sorcerer Lineage of Elements I: Grants a 3% chance for fire and cold spells to generate a critical hit.
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Sorcerer Lineage of Elements II: Grants a 6% chance for fire and cold spells to generate a critical hit.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Sorcerer Lineage of Elements I | |
Sorcerer Lineage of Elements III: Grants a 9% chance for fire and cold spells to generate a critical hit.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Sorcerer Lineage of Elements II | |
Sorcerer Lineage of Force I: Grants a 3% chance for force and repair spells to generate a critical hit.
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Sorcerer Lineage of Force II: Grants a 6% chance for force and repair spells to generate a critical hit.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Sorcerer Lineage of Force I | |
Sorcerer Lineage of Force III: Grants a 9% chance for force and repair spells to generate a critical hit.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Sorcerer Lineage of Force II | |
Sorcerer Lineage of Deadly Energy I: Your acid and electricity spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 1.50.
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AP Cost: 1 | Level: 5 | Progression: 15 | No requirements | |
Sorcerer Lineage of Deadly Energy II: Your acid and electricity spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 2.00.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Sorcerer Lineage of Deadly Energy I | |
Sorcerer Lineage of Deadly Energy III: Your acid and electricity spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Sorcerer Lineage of Deadly Energy II | |
Sorcerer Lineage of Deadly Elements I: Your fire and cold spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 1.50.
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AP Cost: 1 | Level: 5 | Progression: 15 | No requirements | |
Sorcerer Lineage of Deadly Elements II: Your fire and cold spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 2.00.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Sorcerer Lineage of Deadly Elements I | |
Sorcerer Lineage of Deadly Elements III: Your fire and cold spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Sorcerer Lineage of Deadly Elements II | |
Sorcerer Lineage of Deadly Force I: Your force and repair spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 1.50.
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AP Cost: 1 | Level: 5 | Progression: 15 | No requirements | |
Sorcerer Lineage of Deadly Force II: Your force and repair spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 2.00.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Sorcerer Lineage of Deadly Force I | |
Sorcerer Lineage of Deadly Force III: Your force and repair spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Sorcerer Lineage of Deadly Force II | |
Sorcerer Energy Manipulation I: Grants a 10% increase to the damage of your acid and electrical spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Sorcerer Energy Manipulation II: Grants a 20% increase to the damage of your acid and electrical spells.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Sorcerer Energy Manipulation I | |
Sorcerer Energy Manipulation III: Grants a 30% increase to the damage of your acid and electrical spells.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Sorcerer Energy Manipulation II | |
Sorcerer Energy Manipulation IV: Grants a 40% increase to the damage of your acid and electrical spells.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Sorcerer Energy Manipulation III | |
Sorcerer Elemental Manipulation I: Grants a 10% increase to the damage of your fire and cold spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Sorcerer Elemental Manipulation II: Grants a 20% increase to the damage of your fire and cold spells.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Sorcerer Elemental Manipulation I | |
Sorcerer Elemental Manipulation III: Grants a 30% increase to the damage of your fire and cold spells.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Sorcerer Elemental Manipulation II | |
Sorcerer Elemental Manipulation IV: Grants a 40% increase to the damage of your fire and cold spells.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Sorcerer Elemental Manipulation III | |
Sorcerer Force Manipulation I: Grants a 10% increase to the damage of your force and repair spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Sorcerer Force Manipulation II: Grants a 20% increase to the damage of your force and repair spells.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Sorcerer Force Manipulation I | |
Sorcerer Force Manipulation III: Grants a 30% increase to the damage of your force and repair spells.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Sorcerer Force Manipulation II | |
Sorcerer Force Manipulation IV: Grants a 40% increase to the damage of your force and repair spells.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Sorcerer Force Manipulation III | |
Sorcerer Spell Penetration I: You add +1 to your level to overcome an enemy's SR.
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AP Cost: 2 | Level: 5 | Progression: 14 | No requirements | |
Sorcerer Spell Penetration II: You add +2 to your level to overcome an enemy's SR.
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AP Cost: 4 | Level: 9 | Progression: 28 | Requires: Sorcerer Spell Penetration I | |
Sorcerer Spell Penetration III: You add +3 to your level to overcome an enemy's SR.
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AP Cost: 6 | Level: 13 | Progression: 42 | Requires: Sorcerer Spell Penetration II | |
Sorcerer Energy of the Dragonblooded I: Grants an additional 30 spell points, bringing your total increase to 30 points.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Sorcerer Energy of the Dragonblooded II: Grants an additional 40 spell points, bringing your total increase to 70 points.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Sorcerer Energy of the Dragonblooded I | |
Sorcerer Energy of the Dragonblooded III: Grants an additional 40 spell points, bringing your total increase to 110 points.
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AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Sorcerer Energy of the Dragonblooded II | |
Sorcerer Energy of the Dragonblooded IV: Grants an additional 40 spell points, bringing your total increase to 150 points.
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AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Sorcerer Energy of the Dragonblooded III | |
Sorcerer Subtle Spellcasting I: Your damaging spells generate 10% less hate, making enemies less likely to attack you.
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AP Cost: 1 | Level: 4 | Progression: 11 | No requirements | |
Sorcerer Subtle Spellcasting II: Your damaging spells generate 20% less hate, making enemies less likely to attack you.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Sorcerer Subtle Spellcasting I | |
Sorcerer Subtle Spellcasting III: Your damaging spells generate 30% less hate, making enemies less likely to attack you.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Sorcerer Subtle Spellcasting II | |
Sorcerer Subtle Spellcasting IV: Your damaging spells generate 40% less hate, making enemies less likely to attack you.
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AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Sorcerer Subtle Spellcasting III | |
Sorcerer Charisma I: Grants a +1 increase to Charisma score.
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AP Cost: 2 | Level: 2 | Progression: 2 | No requirements | |
Sorcerer Charisma II: Grants a +2 increase to Charisma score.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Sorcerer Charisma I | |
Sorcerer Charisma III: Grants a +3 increase to Charisma score.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Sorcerer Charisma II | |
Sorcerer Wand Mastery I: Grants a 10% increase to the effectiveness of your wands.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Sorcerer Wand Mastery II: Grants a 20% increase to the effectiveness of your wands.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Sorcerer Wand Mastery I | |
Sorcerer Wand Mastery III: Grants a 30% increase to the effectiveness of your wands.
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AP Cost: 3 | Level: 8 | Progression: 25 | Requires: Sorcerer Wand Mastery II | |
Sorcerer Wand Mastery IV: Grants a 40% increase to the effectiveness of your wands.
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AP Cost: 4 | Level: 11 | Progression: 36 | Requires: Sorcerer Wand Mastery III | |
Sorcerer Wand Heightening I: You add +1 to the DC of your offensive wands.
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Sorcerer Wand Heightening II: You add +2 to the DC of your offensive wands.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Sorcerer Wand Heightening I | |
Sorcerer Wand Heightening III: You add +3 to the DC of your offensive wands.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Sorcerer Wand Heightening II |