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Enthrallment/sandbox
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Enthrallment: Cooldown: 10 seconds
Expend a use of Bardic Music to enthrall multiple enemies. Enthralled enemies stop what they're doing and have a chance of breaking free when damaged. Enthralled enemies suffer a -2 penalty to attack rolls and Will saves for 24 seconds plus 6 seconds per bard level, even after being disrupted from their reverie. This ability uses a Perform check as Will save DC. | ||||
AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Bard 3 |
Enthrallment | |
Song 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.: |
Bard 3, 10 AP in Spellsinger enhancements, Perform: |
---|---|
Enhancement TreeWhen the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.: |
Spellsinger |
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.: |
2 AP / 1 rank |
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.: |
1 Bard song |
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.: |
Foe, All nearby enemies not immune to mind-affecting effects |
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.: |
Will negates |
DCThe Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.: |
Perform skill + 1d20 |
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.: |
24 seconds plus 6 seconds per bard level |
CooldownHow long a character must wait between activations of an ability, typically measured in seconds.: |
10 seconds |
BuffA broad characterization of the type(s) of beneficial effects an ability imparts, not otherwise mentioned. The inventory of recognized effects is expected to undergo considerable refinement.: |
Music |
DebuffA harmful effect other than physical damage.: |
Enthrall |