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Spinning Ice/sandbox
Spinning Ice: Attack all enemies around you for +(2/3/4)[W] damage. Each affected enemy is frozen solid if they fail a Fortitude save (14 + Charisma modifier + [0/one-quarter/one-half] Bard Level + Stunning modifiers) for a number of seconds equal to your half your Bard level. Bosses cannot be frozen. Activation cost: 6/4/2 SP. Cooldown 45/35/25 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 30 | Requires: Northwind |
Spinning Ice | |
Enhancement | |
PrerequisitePermanent conditions that must be met before an ability can be acquired. For instance, the Dodge feat lists Dexterity 13+. Temporary conditions are listed under Conditions.: |
Northwind, Bard Level 5, Character Level 12, 30 AP in tree, Perform: |
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Enhancement TreeWhen the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.: |
Warchanter |
APThe number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2. /RanksThe number of ranks of an enhancement that can be acquired,usually 1 to 3.: |
1 AP / 3 ranks |
UsageEvery ability has one or more usage modes. A passive ability functions continuously without any conscious effort. An active ability requires conscious effort to invoke. A toggled ability, such as a Stance, requires conscious effort to activate, but then remains active until consciously untoggled (or character dies, etc.). Note that an ability which enhances an active or toggled ability, but does not, itself, need to be independently activated, is passive. An ability may have both a passive component and an active or toggled component. The field is hidden when easily predictable, such as for a spell (which is always active).: |
Active |
CostThe cost to invoke an active or toggled ability, such as 12 Spell Points, 10 Ki, or None. Not to be confused with the cost to acquire an ability in the first place, which might be measured in Action Points.: |
6/4/2 SP |
TargetEvery ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.: |
Foes |
RangeThe distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area. /AreaThe coverage of a spell or effect, such as Single target, Standard AoE, or Conal AoE. Not to be confused with range. For example, both Finger of Death and Fireball have Standard range, but Finger of Death has a Single target area, while Fireball has a Large Spherical AOE. Note that, in contrast to PnP, DDO in-game descriptions often conflate range and area.: |
Melee / All around |
Saving ThrowThe type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.: |
Fortitude |
DCThe Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.: |
14 + Charisma modifier + 0/one-quarter/one-half Bard Level + Stunning modifiers |
DurationThe length of time an effect typically lasts, along with any conditions for premature termination. For instance, the duration for most physical attacks is Instantaneous, while the duration of Invisibility is 1 minute per caster level (no maximum), or until interacting with a target or object.: |
Instantaneous damage, (one-half Bard level) seconds freezing |
CooldownHow long a character must wait between activations of an ability, typically measured in seconds.: |
45/35/25 seconds |
DebuffA harmful effect other than physical damage.: |
Freeze |
DamageThe amount and type of damage inflicted.: |
+(2/3/4)[W] |
Description
Attack all enemies around you for +(2/3/4)[W] damage. Each affected enemy is frozen solid if they fail a Fortitude save (14 + Charisma modifier + [0/one-quarter/one-half] Bard Level + Stunning modifiers) for a number of seconds equal to your half your Bard level. Bosses cannot be frozen. Activation cost: 6/4/2 SP. Cooldown 45/35/25 seconds.
- Note: unlisted additional saving throw(s) to break free