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Feydark Illusionist enhancements

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Feydark Illusionist enhancements[edit]

Feydark Illusionist enhancements tree

Core abilities[edit]

Icon FamiliarWhiteCat.png
Find Familiar: Select a Familiar to accompany you on your advenures.

For each Core ability spent in this tree, including this one, your Familiar grants you +5 Force and +5 Universal Spellpower

  • Icon FamiliarFox.png Familiar Toggle: Summons your chosen familiar, a fox, to your side. Familiars will follow you and can assist in your magical endeavors
  • Icon FamiliarPseudoDragon.png Familiar Toggle: Summons your chosen familiar, a Pseudodragon, to your side. Familiars will follow you and can assist in your magical endeavors
  • Icon FamiliarWhiteCat.png Familiar Toggle: Summons your chosen familiar, a white cat, to your side. Familiars will follow you and can assist in your magical endeavors
  • Icon FamiliarWhiteTressym.png Familiar Toggle: Summons your chosen familiar, a white tressym, to your side. Familiars will follow you and can assist in your magical endeavors
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Character level 1, [Magical Training]
Icon IntWisCha.png
Ability I: Choose between Intelligence, Wisdom or Charisma
  • Icon Intelligence.png +1 Intelligence
  • Icon Ability Score.png +1 Wisdom
  • Icon Charisma.png +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Character level 3, Find Familiar
Icon Greater Color Spray.png
Greater Color Spray: You may cast the spell Greater Color Spray as a Spell-Like Ability. Cost: 10sp Cooldown: 8 seconds
DC = 17 + Highest of Int/Wis/Cha mod + Illusion bonuses
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Character level 6, Ability I
Icon IntWisCha.png
Ability II: Choose between Intelligence, Wisdom or Charisma
  • Icon Intelligence.png +1 Intelligence
  • Icon Ability Score.png +1 Wisdom
  • Icon Charisma.png +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Character level 12, Greater Color Spray
Icon FamiliarsReach.png
Familiar's Reach: +1 Illusion DCs. Your familiar carries spells further than you would normally be able to cast them. Your spells benefit from the Enlarge Metamagic at no additional cost.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Character level 18, Ability II
Icon Master Illusionist.png
Master Illusionist: Active: Shroud you and your party members, regardless of location, in illusory magic that disguises their location. They gain 95% Concealment for 15 seconds. Cooldown: 3 minutes Passive: +2 Intelligence, Wisdom and Charisma. +2 Illusion DCs.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Character level 20, Familiar's Reach

Tier One[edit]

Requires character level 1, 1 AP spent in tree

Icon FeydarkExplorer.png
Feydark Explorer: +[1/2/3] Spellcraft, Move Silently and Concentration. Rank 3: +1 Use Magic Device
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon FamiliarsFlourishI.png
Familiar's Flourish I: While your Familiar is by your side, you may use Charisma as your weapon's to-hit modifier.
Note: This does not function with shields.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon TwistReality.png
Twist Reality: Offensive Illusion spells reduce enemies' Will saves by 1 for 10 seconds. This stacks 3 times.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon StudyTheArcane.png
Study the Arcane: +[30/60/100] Maximum Spellpoints
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Illusory Weaponry.png
Illusory Weaponry: You have studied Illusion to the point where you can craft more permanent manifestations of Shadow. This grants both the ability to conjure physical Shadowblades to wield as weapons as well as the ability to enchant your current weapons to be more powerful. Shadowblades are Shortswords made of force and may use your Charisma modifier for their attack and damage. As you level up, they will become more powerful. If you unequip your Shadowblades, they will dissipate into nothingness and must be summoned again. Enchanting your weapons to become Shadowblades will change their material type to Force and grant them additional bonuses. This is considered an Item Enchantment.
Note: Enchanting your weapons (including the Shadowblades) in this way will not add the "magic" enchantment for the purposes of breaking DR (this also means that it will not prevent Shadowblades and Flameblades, etc. from bypassing DR). Also, similar to Flame Blades, Shadowblades are ki weapons (you stay centered).
AP Cost: 2 Ranks: 1 Progression: 1 No requirements

Tier Two[edit]

Requires character level 2, 5 APs spent in tree

Icon RealityBulwark.png
Reality Bulwark: +[1/2/3] to all Saving Throws Rank 3: You are immune to Fear
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon FamiliarsFlourishII.png
Familiar's Flourish II: While your Familiar is by your side, you may use Charisma as your weapon's damage modifier.
Note: This does not function with shields.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Familiar's Flourish I
Icon BendLight.png
Bend Light: Your studies of the Illusion school have manifested to protect you, making you slightly harder to see. You gain the benefits of the Blur spell. When you cast the Blur spell on yourself or an ally, it now also briefly grants Invisibility and a +3 bonus to Armor Class. The AC bonus will linger as long as the Invisibility does.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Icon YouveGotMyBack.png
You've Got My Back: Your familiar draws ambient and offensive magics to it, protecting you from Magic Missiles as if you had the benefits of the Shield spell. In addition the Shield spell now provides +10 Physical Resistance Rating, and the Nightshield spell now provides +10 Magical Resistance Rating. Note the increased PRR from the Shield spell does not stack with the Improved Shield Enhancement from the wizard Eldritch Knight tree.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Icon Shadowblade.png
Shadowblade: Conjure an illusory blade of shadow that flies forward at a single target. The enemy struck takes 1d6+2 Force damage per caster level, with a Will save vs (DC17 + Illusion bonuses + Highest of Int/Wis/Cha) for half damage.

Cost: 10/8/6 sp

Cooldown: 8/6/6 seconds
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Tier Three[edit]

Requires character level 3, 10 APs spent in tree

Icon SpellPenetration.png
Spell Penetration: +[1/2/3] Spell Penetration
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Icon Distract.png
Distract: Your familiar appears at a targeted location, acting as a distraction and attacting attention of monsters who may be searching for you in the area. This will only successfully distract monsters who are not actively attacking. This ability may be used without breaking Stealth or Invisibility. Cooldown 30 seconds.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Icon MagicalAttunementI.png
Magical Attunement I: +2% Force Spell Critical Chance, +1% Universal Spell Critical Chance.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Icon Refraction.png
Refraction: When hit or missed in combat, there is a small chance you will reactively turn invisible for a short duration. In addition, while under the effects of any source of Invisibility, you gain +15% Missile Deflection
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Icon IntWisCha.png
Ability I: Choose an Ability Score.
  • Icon Intelligence.png +1 Intelligence
  • Icon Ability Score.png +1 Wisdom
  • Icon Charisma.png +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires character level 4, 20 APs spent in tree

Icon BeMyEyes.png
Be My Eyes: Your familiar grants you the benefits of the True Seeing spell, and will automatically find Spell Wards for you.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
Icon FanOfShadowblades.png
Fan of Shadowblades: Fan a series of Shadowblades outwards into a wide cone. The enemies struct take 1d6+2 Force damage per caster level, with a Will save vs (DC17 + Illusion bonuses + Highest of Int/Wis/Cha) for half damage.

Cost: 18/15/12 sp

Cooldown: 14/12/10 seconds
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
Icon MagicalAttunementII.png
Magical Attunement II: +2% Force Spell Critical Chance, +1% Universal Spell Critical Chance.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Magical Attunement I
Icon ImprovedShadowblades.png
Improved Shadowblades: All of your Shadwblade spells, attacks with weapons that have been imbued with Shadow, and attacks with conjured Shadowblades apply [1/2/3] stacks of Shattermantle when they damage an enemy.
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
Icon IntWisCha.png
Ability II: Choose an Ability Score.
  • Icon Intelligence.png +1 Intelligence
  • Icon Ability Score.png +1 Wisdom
  • Icon Charisma.png +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Ability I

Tier Five[edit]

Requires character level 12, 30 APs spent in tree

Icon IllusoryAugmentation.png
Illusory Augmentation: +1 Illusion DCs. The feats Augment Summoning and Improved Augment Summoning now each grant +5 Force Spell Power and an additional +1 Illusion DCs.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
Icon PermanentDispacement.png
Permanent Displacement: You are Displaced, as if you had cast the spell Displacement
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
Icon MagicalAttunementIII.png
Magical Attunement III: +2% Force Spell Critical Chance, +2% Universal Spell Critical Chance.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Magical Attunement II
Icon RingOfShadowblades.png
Ring of Shadowblades: Conjure a ring of interlocking illusory Shadowblades that damage enemies passing through them. Enemies take 1d6+2 Force damage per caster level, with a Will save vs (DC17 + Illusory bonuses + Highest of Int/Wis/Cha) for half damage.

Cost: 50/40/25 sp

Cooldown: 40/35/30 seconds
AP Cost: 1 Ranks: 3 Progression: 30 No requirements
Icon ForceInTandem.png
Force in Tandem: Your familiar grants you +10 Force spellpower, 10 Universal spellpower, and 5% Force absorption. These bonuses are temporarily double if you cross the barrier of a ring of Shadowblades.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements