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Exalted Angel

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Exalted Angel[edit]

Exalted Angel.png

Description[edit]

Overview: Exalted Angels are uniquely tuned into Divine magic. While primarily focused on Positive Healing, Light, and Fire spellcasting, non-casters looking into the path of the Exalted Angel may find help in laying the Undead to rest and some defensive tools that could be useful while doing so. Exalted Angels can use Angelic form to become more like Celestial beings, shrugging off damage and diseases that might otherwise kill those not favored by the Divine.

Core Abilities[edit]

Astral Touch.png
Astral Touch: You gain the Magical Training feat. Each core ability of this tree, including this one, grants the following:
  • +1 Epic bonus to all Spell DCs
  • +50 Maximum Spell Points
  • +5 Fire, Light, Alignment, Positive, and Universal Spell Power.
EDP Cost: 1 Ranks: 1 Progression: 0 Requires: none
Deepening Faith.png
Deepening Faith: You gain a +10% Destiny bonus to Maximum Spell Points, and your Echoes of Power now restores up to 30 Spell Points. This ability does not stack with other Epic Destiny Abilities that modify your Echoes of Power (Such as Deepening Arcana).
EDP Cost: 1 Ranks: 1 Progression: 5 Requires: Astral Touch, Character Level 23
Angelic Charge.png
Angelic Charge: You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventurers balk. 3 second cooldown. Uses of this ability recharge at a rate of one every 15 seconds in private areas, and 3 seconds in public areas; you can hold up to 5 charges maximum. If you already have the Leap of Faith feat, it now recharges at a rate of one every 12 seconds in private areas instead.
EDP Cost: 1 Ranks: 1 Progression: 10 Requires: Deepening Faith, Character Level 26
Heavenly Leap.png
Heavenly ability: Multiselector
  • Heavenly Wrath: When you use Angelic Charge or Leap of Faith, enemies you fly through take 1d6+3 light damage per caster level and 1d6+3 fire damage per caster level. This damage scales with Spell Power.
  • Heavenly Blessing: When you finish an Angelic Charge or Leap of Faith, you and allies near you take 1d6+2 plus 1 per caster level Positive Healing. This healing scales with Spell Power.
EDP Cost: 1 Ranks: 1 Progression: 20 Requires: Third core, Level 32

Tier One[edit]

Subtle Flame.png
Subtle Flame: -10/20/30% spell threat. Rank 3: +5 Fire, Light, Positive, Alignment, and Universal Spell Power. Does not stack with Imperceptible Casting in Magus of the Eclipse.
EDP Cost: 1 Ranks: 3 Progression: 1 No requirements
Born By Flame.png
Born By Flame: +5/10/15 Fire and Light resistance. Rank 3: You gain +5% Fire and Light Absorption.
EDP Cost: 1 Ranks: 3 Progression: 1 No requirements
Angelic Form.png
Angelic Form: Multiselector:
  • Angelic Form: Exalted Angel Destiny Mantle: Your offensive spells deal 1d6+6 bonus Fire damage per caster level, and your offensive Light and Alignment spells now deal 1d6+6 bonus Light damage per caster level. Your Positive Healing spells heal 1d6 extra Positive Healing per caster level. These effects each have a unique cooldown of 5 seconds. Note: The damage effects appear to be explicitly single-target; if one effect is triggered by an AoE attack against multiple enemies, only one of the enemies will be affected.
  • Wrathful Form: Exalted Angel Destiny Mantle: Casting a Fire, Light, Alignment, or Positive Spell causes you to be surrounded by fire and light for 5 seconds, damaging all enemies nearby every 2.5 seconds for 1d6 Fire and 1d6 Light damage per caster level. This damage will not strike dazed targets unless they are also stunned. Subsequent spellcasts extend the duration by an additional 5 seconds, up to a maximum of 15. This ability ends when you leave combat. Your Positive Healing spells heal 1d6 extra Positive Healing per caster level. This has a cooldown of 5 seconds before it can trigger again.
EDP Cost: 2 Ranks: 1 Progression: 1 No requirements
Avenging Magic.png
Avenging Magic: Multiselector:
  • Sun Pillar.png Sun Pillar (Epic Strike): SLA: Bring a beam of light down on a single enemy, dealing 1d6+8 Light damage per caster level (max level 20). Cooldown 6 seconds, cost 5 Spell Points. Double range, instant strike, can only target Enemies. Excellent for long-range bombardment. Effective Metamagic: Maximize, Intensify
  • Flame Pillar.png Flame Pillar (Epic Strike): SLA: Bring a pillar of fire down on a single enemy, dealing 1d6+8 Fire damage per caster level. Cooldown 6 seconds, cost 5 Spell Points.
  • Healing Pillar.png Healing Pillar (Epic Strike): SLA: Bring a pillar of positive energy down on a single ally, healing them for 3d6+6 Hit Points, plus an additional 1 per Caster Level (Max Caster Level: 15). This is a Conjuration spell, and counts as both a Positive and Cure Wounds spell. Can be used on Undead enemies, who take that Positive healing as damage. Cooldown 6 seconds, cost 5 Spell Points. Metamagic: Empower Healing Spell, Enlarge, Quicken, Empower, Maximize, Intensify.
EDP Cost: 1 Ranks: 1 Progression: 1 No requirements
Bane of Undeath.png
Bane of Undeath: You gain the Turn Undead feat, and your Turn Undead now uses your Character level instead of your Cleric or Paladin level. +1/2/3 uses of Turn Undead. Rank 3: If you have the Improved Turning feat, increases your Turn skills DCs and max hit dice by 3.
EDP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

  • Requires 5 points spent in this tree.
Divine Protection.png
Divine Protection: +1/2/3 Armor Class and Physical and Magical Resistance Rating. Rank 3: +5 Fire, Light Alignment, Positive, and Universal Spell Power.
EDP Cost: 1 Ranks: 3 Progression: 5 No requirements
Stand And Be Judged.png
Stand And Be Judged: Targeted foe at any range (but with line of sight) is Dazed for 8 seconds. Bosses and Raid Bosses do not take this effect, but otherwise affects enemies normally immune to Daze. (Taking damage breaks the Daze). 20 second cooldown.
EDP Cost: 2 Ranks: 1 Progression: 5 No requirements
Angelic Body.png
Angelic Body: While in your Exalted Angel Destiny Mantle, you gain +5 Armor Class, Physical Resistance Rating and Magical Resistance Rating, and you are immune to Natural Poisons and Natural Diseases.
EDP Cost: 1 Ranks: 1 Progression: 5 No requirements
Saving Grace.png
Saving Grace: +2/4/6 Will Saves. Rank 3: You no longer fail Will Saves on a Natural 1.
EDP Cost: 1 Ranks: 3 Progression: 5 No requirements
Endless Turning.png
Endless Turning: Turn Undead regenerates 10/20/30% faster. Rank 3: When you Turn Undead, you apply Restoration to allies in the Turn.
EDP Cost: 1 Ranks: 3 Progression: 5 Requires: Bane of Undeath

Tier Three[edit]

  • Requires 10 points spent in this tree and character level 23.
Angelic Spell Focus.png
Angelic Spell Focus: Multiselector:
  • Angelic Spell Focus Conjuration.png +1/2/3 Cojuration DCs
  • Angelic Spell Focus Enchantment.png +1/2/3 Enchantment DCs
  • Angelic Spell Focus Evocation.png +1/2/3 Evocation DCs
  • Angelic Spell Focus Necromancy.png +1/2/3 Necromancy DCs
EDP Cost: 1 Ranks: 3 Progression: 10 No requirements
Noble Affinity.png
Noble Affinity: Multiselector:
  • Sun Bolt SLA.png Sun Bolt SLA (12 second cooldown, 12 spell points) Cost: 1 DP. A powerful bolt of light deals 1d4+4 light damage per caster level (max caster level 15) to targets in its path. A successful Reflex save reduces the damage by half, vs. DC(10 + Character level + Highest of WIS/CHA mod). This spell has double range. Note: Unguided ray, moderate range and speed, enemies at long range may avoid it.
  • Flaming Sphere SLA.png Flaming Sphere SLA (60 second cooldown, 15 spell points) Cost: 2 DP
  • Mass Cure Moderate Wounds SLA.png Mass Cure Moderate Wounds SLA (9 second cooldown, 35 spellpoints). Cast Cure Moderate Wounds, Mass on yourself and nearby allies. Has identical healing strength and viable Metamagics to the original spell, is also affected by Intensify, can toggle the bonus heal from Angelic Form. Cost: 2 DP. Metamagic: Empower Healing Spell, Enlarge, Quicken, Empower, Maximize.
EDP Cost: Varies Ranks: 1 Progression: 10 No requirements
Angelic Soul.png
Angelic Soul: You apply Consecrated Cinders to enemies when you damage them with your Exalted Angel Destiny Mantle and you apply Consecrated Sparks to allies that you heal with your Exalted Angel Destiny Mantle.

Consecrated Cinders: -5 Armor Class and Physical and Magical Resistance Rating.

Consecrated Sparks: +5 Armor Class and Physical and Magical Resistance Rating.
EDP Cost: 2 Ranks: 1 Progression: 10 No requirements
Purity of Mind and Soul.png
Purity of Mind & Soul: +5/10/15 to Positive, Negative, and Repair Healing Amplification
EDP Cost: 1 Ranks: 3 Progression: 10 No requirements
Shadows Upon You.png
Shadows Upon You: When you Turn Undead, foes in the area become cursed with Shadows Upon You, reducing all Saving Throws, their Armor Class, and their Physical and Magical Resistance Rating by -1 for 20 seconds. Whenever this foe is damaged by spells or attacks, saving throws are reduced by an additional -1 for 5 seconds. Stacks up to 5 times.
EDP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

  • Requires 20 points spent in this tree and character level 26
Blood and Radiance.png
Blood and Radiance: +10 Fire, Light, Positive, Alignment, and Universal Spell Power
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements
Delayed Judgement.png
Delayed Judgement: Foes affected by Stand And Be Judged must now also make Will saving throw (20 + Highest of INT/WIS/CHA modifiers + Enchantment bonuses) or be Stunned for 8 seconds. Bosses and Raid Bosses do not take this effect, but this otherwise affects creatures normally immune to Stun. If stunned, after 6 seconds they take 10d50 Fire damage and 10d50 Light damage. This damage scales with Spell Power.
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements
Holy Presence.png
Holy Presence: While in your Exalted Angel Destiny Mantle, you gain 15% damage absorption to all Elemental (Fire, Cold, Electric, Acid, Poison, Sonic) and Alignment (Good, Evil, Lawful, Chaotic) damage.
EDP Cost: 1 Ranks: 1 Progression: 20 No requirements
Holy Command.png
Holy Command: When you hit enemies with Sun Pillar, Flame Pillar, or Healing Pillar Epic Strike, they must make a Will saving throw (DC: 20 + Highest of INT/WIS/CHA modifiers + Evocation bonuses) or be tripped, blinded, and made helpless for 12 seconds.
EDP Cost: 1 Ranks: 1 Progression: 20 No requirements
Icon Enhancement Efficient Metamagic.png
​Metamagics Attunement: Multiselector:
  • Icon Enhancement Efficient Maximize.png Enhanced Metamagics: Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
  • Icon Enhancement Efficient Empower.png Enhanced Metamagics: Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Icon Enhancement Efficient Quicken.png Enhanced Metamagics: Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
EDP Cost: 1 Ranks: 3 Progression: 20 No requirements

Tier Five[edit]

  • Requires 30 points spent in this tree and character level 30
Enhanced Angelic Spell Focus.png
Enhanced Angelic Spell Focus: +1/2/3 spell DCs
EDP Cost: 1 Ranks: 3 Progression: 30 No requirements
Heavenly Magic.png
Heavenly Magic: Multiselector:
  • Heavenly Magic.png Holy Fireball: SLA: (Cooldown 10 seconds, Costs 40 Spell Points) Creates a ball of fire that detonates on impact, causing an explosion of light and flame that deals 1d6+4 Light damage and 1d6+4 Fire damage per caster level to targets in its path. A successful Reflex save reduces the damage by half. This counts as both a Fire and Light spell. (Max Caster Level: 20). (Available Metamagics: Empower Maximize Quicken Enlarge Intensify Embolden)
  • Chain Cure.png Chain Cure: SLA: (Cooldown 9 seconds, Costs 40 Spell Points) A powerful discharge of Positive energy strikes a primary Ally or Undead Foe for 1d6+3 Positive Healing per Caster Level and then arcs to other nearby Allies and Undead Foes hitting each of them with a similar bolt of Positive energy. (Max Caster Level: 20). This is considered a Cure Wounds spell. Spell recieves reduced benefit from Spell Power. (Available Metamagics: Empower, Empower Healing, Maximize, Quicken, Enlarge, and Intensify)
EDP Cost: 2 Ranks: 1 Progression: 30 No requirements
EA Blessed Water.png
Blessed Water: +1/2/3 to Effective Level for Turn Undead, +1/2/3 to Maximum Hit Dice for Turn Undead, and +1/2/3 Hit Dice for Turn Undead. Rank 3: If you have the Fount of Life feat, you gain +15 Armor Class and Physical and Magical Resistance Rating.
EDP Cost: 1 Ranks: 3 Progression: 30 No requirements
Ascendance.png
Ascendance (Epic Moment): Your single-target Cure Wounds spells and Healing Pillar Epic Strike you cast on any target now instead apply to all allies, regardless of distance. These spells cannot crit. Raise Dead and Resurrection spells also raise your target to full HP like True Resurrection does. Finally, your Turn Undead may now turn any type of creature instead of just Undead, will destroy anything it Turns, and you gain +3 Turn Undead Effective Level, Maximum Hit Dice, and Hit Dice per Religious Lore feat you have.
  • 5 minute cooldown.
EDP Cost: 2 Ranks: 1 Progression: 30 No requirements
Icon Enhancement Efficient Metamagic.png
Enhanced Metamagics: Multiselector:
  • Icon Enhancement Efficient Empower Healing.png Enhanced Metamagics: Empower Healing: The Empower Healing Metamagic no longer costs Spell Points
  • Icon Enhancement Efficient Intensify.png Enhanced Metamagics: Intensify: The Intensify Metamagic no longer costs Spell Points.
Note: this ability only reduces the Spell Point cost to zero for the related Metamagic, it does not grant the Feat itself.
EDP Cost: 2 Ranks: 1 Progression: 30 No requirements