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User:Yoko5000/sorenhtest

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Sorcerer
Starting a...

Enhancements
Tactics
Equipment
Spells

Class
Enhancements
Barbarian

Bard
Cleric
Favored Soul
Fighter
Paladin
Ranger
Rogue
Monk
Sorcerer
Wizard


Race
Enhancements
Drow

Dwarf
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Warforged

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