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Primal Avatar

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ARCANE

Draconic Incarnation

Fatesinger

Magus of the Eclipse

Machro­technic
DIVINE

Divine Crusader

Exalted Angel

Unyielding Sentinel
MARTIAL

Grandmaster of Flowers

Legendary Dreadnought

Shadow­dancer
PRIMAL

Fury of the Wild

Primal Avatar

Shiradi Champion

Primal Avatar[edit]

Description[edit]

Overview: This tree is now focused on casting, designed to support elemental damage, poison and healing. Its mechanics combine certain element pairs into custom spells and abilities. It can also greatly increase the power of your summons and features a special summon with enhanced casting ability.

Core Abilities[edit]

This is your Nature: You gain the Magical Training feat. Each Core Ability in this tree, including this one, grants the following:
  • +1 Epic bonus to all Spell DCs
    • Note: The Thorn option purports to grant a bonus to "all DCs", but it actually affects only Spell DCs.
  • +50 Maximum Spell Points
  • Bonuses to each Spell Power from your chosen nature. Multiselector:
    • Heart: +5 Fire, Light, Positive and Universal Spell Power.
      • Bug: While Light spellpower does get added, this enhancement appears not to add the expected Alignment Spell Power.
    • Sky: +5 Electric, Cold, Sonic and Universal Spell Power.
    • Thorn: +5 Acid, Force, Poison and Universal Spell Power.
EDP Cost: 1 Ranks: 1 Progression: 0 Requires: None
Now Grow: You gain a minor affinity (which cannot be the same as last core). You gain the following for each Core Ability you take in this tree, including this one: Multiselector:
  • Heart: +3 Fire, Light, and Positive Spell Power.
  • Sky: +3 Electric, Cold, and Sonic Spell Power.
  • Thorn: +3 Acid, Poison, and Force Spell Power.
EDP Cost: 1 Ranks: Progression: 5 Requires: This is your Nature, Character Level 23
Weathering the Elements: 15% Absorption versus Fire, Cold, Electric, Acid, and Poison Damage. Your Protection from Energy spells now apply 25 points of Energy Protection per Caster Level and no longer have a Max Caster Level.
EDP Cost: 1 Ranks: 1 Progression: 10 Requires: Now Grow, Character Level 26
Regrowth: Using a rest shrine now grants Nature's Resurgence+5% Spell Critical Damage. This lasts until your next rest.. In addition, once per rest, if you drop below 5% of your maximum spell points, you immediately gain Nature's Resurgence and 500 spell points.
  • Note: This buff can be gained without actually resting: Start using a rest shrine, but cancel the rest after the buff icon appears (about halfway through the timer).
EDP Cost: 1 Ranks: 1 Progression: 20 Requires: Third core, Level 32

Tier One[edit]

Requires level 20.

Seeking Balance: You gain +1/2/3 Reflex Saving Throws, +2/4/6 Tumble, and +2/4/6 Balance. Rank 3: If you’re using a quarterstaff gain +1 Damage and +5 Universal Spell Power.
EDP Cost: 1 Ranks: 3 Progression: 0 Requires: None
Well Weathered: +1/2/3 to Physical and Magical Resistance Rating.
EDP Cost: 1 Ranks: 3 Progression: 0 Requires: None
Epic Strikes: Your spell choice is based on your Nature (core 1 & 2) choices. Multi Selector:
  • Carrion Swarm (Epic Strike): Cost 2 SP, cooldown: 6 secs. Target enemy and all enemies within a small radius around them becomes covered with biting acidic and poisonous insects. Every 2 seconds they take 1d6+1 Acid and 1d6+1 Poison damage per 2 character levels for 8 seconds (Max Caster Level 20). Stacks up to 3 times. Each stack also causes a -4 penalty to attack rolls and Armor Class. Before each tick of each damage type, affected enemies have a chance to ignore the rest of the damage of that type if they pass a Fortitude saving throw (DC: 20 + Highest of INT/WIS/CHA Modifier + Conjuration bonuses). Is considered a druid spell for interactions with other abilities. Requires you to be attuned to the path of Thorn.
  • Spring to Summer (Epic Strike): Cost 2 SP, cooldown: 12 secs. A burst of butterflies forms around the caster in a small radius applying a copy of Rejuvenation Cocoon to all allies. After several seconds the butterflies burst into flame causing 1d6+6 Fire damage per character level (Max Level Caster Level 20) to all nearby enemies. The damage is halved on a successful Reflex save (DC: 20 + Highest of INT/WIS/CHA Modifier + Evocation bonuses). Is considered a druid spell for interactions with other abilities. Requires you to be attuned to the path of Heart.
  • Storm Catcher (Epic Strike): Cost 2 SP, cooldown: 8 secs. Target enemy is instantly struck by a bolt of lightning for 1d8+8 Electric damage per Character Level. Target also becomes chilled to the bone for 8 seconds slowing their movement and reducing their Reflex save by half your Character Level (Max Caster Level 20). They also take 1d6 Cold Damage per caster level in Cold Damage every two seconds for the duration. Is considered a druid spell for interactions with other abilities. Requires you to be attuned to the path of Sky.
EDP Cost: 2 Ranks: 1 Progression: 0 Requires: None
Friends of Nature: When you sit to rest at a rest shrine your selected friend of nature visits you briefly and offers comfort. You and nearby party members are granted a buff that lasts until the end of your current quest.

Note: This buff can be gained without actually resting: Start using a rest shrine, but cancel the rest after the buff icon appears (about halfway through the timer).

  • Bat of Echoes: +10 Sonic Spell Power, 15% Sonic Absorption and +3 Listen
  • Bird of Wind: +10 Electric Spell Power, +1% Dodge, +3 Spot
  • Fox of Flame: +10 Fire Spell Power, +2 Sneak Attack damage, and +3 Move Silently
  • Frog of the Lake: +10 Cold Spell Power, +2 Magical Resistance Rating, and +3 Jump
  • Spider of the Deeps: +10 Poison & Acid Spell Power. 15% Poison Absorption.
  • Squirrel of Luck: +1 to Attack, Damage and Saving Throws.
EDP Cost: 2 Ranks: 1 Progression: 0 Requires: None
Rejuvenation Cocoon: Cost 12 SP Protects your target with a shield of 150 temporary Hit Points for 9 seconds. Heals 5d6 Hit Point every 2 seconds while the shield persists. Is considered a druid spell for interactions with other abilities. Cooldown: 12 seconds. Metamagic: Empower Healing Spell, Enlarge, Quicken
EDP Cost: 2 Ranks: 1 Progression: 0 Requires: None

Tier Two[edit]

Requires level 20 and 5 points spent in tree.

Flowers in the Thorns: Stepping inside a Spike Growth or Entangle spell, whether hostile or friendly, heals you for 1d3 hit points every 5 seconds per Character Level of the spell's owner.
EDP Cost: 2 Ranks: 1 Progression: 5 Requires: None
Mantle of Nature: Note: Your Primal Avatar Destiny Mantle choice is based on your Nature (Core 1 & 2) choices. Testing shows that each element has a 50% chance to proc and multiple elements can proc on the same melee hit. Multiselector:
  • Heart: Your Healing spells have a chance to apply a copy of Rejuvenation Cocoon to your target. Your Fire, Light and Alignment spells have a chance to blast of that damage type for an extra 1d6/1d6+3/1d6+6 damage per Character Level. All effects scale with 100% Spell Power. Each element can only strike once every 5 seconds, tracked separately. Any Melee or Ranged attack can also generate one of these effects.
    • Note: Weapon attacks can proc Fire and Light damage, but not Alignment damage. Chaos and Evil damage from Warlock SLAs and pacts do not proc Alignment damage. Any buff is capable of applying Rejuvination Coocoon, not just Healing spells.
  • Sky: Your Cold, Electric and Sonic spells have a chance to blast one target for an additional 1d6/1d6+3/1d6+6 damage per Character Level of the same type as the spell used. All effects scale with 100% Spell Power. Each element can only proc once every 5 seconds, tracked separately. Any Melee or Ranged attack can also generate one of these effects.
    • Note: Weapon attacks can proc Cold, Electric and Sonic damage.
  • Thorn: Your Acid, Poison and Force spells have a chance to blast one target for an additional 1d6/1d6+3/1d6+6 damage per Character Level of the same type as the spell used. All effects scale with 100% Spell Power. Each element can only strike once every 5 seconds, tracked separately. Any Melee or Ranged attack can also generate one of these effects.
    • Note: Weapon attacks can proc Acid, Poison and Pierce (not Force) damage.
EDP Cost: 1 Ranks: 3 Progression: 5 Requires: None
Thrive: +50 Maximum Spell Points. Your Epic Strike in this tree grants now have a 30% chance to grant thrive when cast. Thrive: The cost of all spells is reduced by a 25% Enhancement bonus for 4 seconds.
EDP Cost: 2 Ranks: 1 Progression: 5 Requires: Primal Spell
Primal Spell: Your spell choice is based on your Nature (core 1 & 2) choices. Multiselector:
  • Heart: Reborn in Fire SP: 20, CD: 20. A swirl of fire surrounds you dealing 1d6 fire damage per Character Level to enemies, who take half damage on a successful Reflex save (DC: 20 + Highest of INT/WIS/CHA mod + Evocation Bonuses), and healing allies for 1d6 Hit Points per Character Level (max caster level 20). Is considered a druid spell for interactions with other abilities. Requires you to be attuned to the path of Heart.
  • Sky: Thunder Snow: SP: 20 CD: 20. Sends forth a wide wave of freezing hail before you with a narrow blast of lightning at its center directly in front of the caster. The hail deals 1d6+4 Cold damage per Character Level to enemies it hits, who take half damage on a successful Fortitude save (DC: 20 + Highest of INT/WIS/CHA mod + Evocation Bonuses). The bolt of lightning strikes for 1d6+4 Electric damage per Character Level (Max Caster Level 20) to enemies it hits, who take half damage on a successful Reflex save (same DC as above). Is considered a druid spell for interactions with other abilities. Requires you to be attuned to the path of Sky.
  • Thorn: Shard Storm: SP: 20 CD: 20. Summons a cloud of acidic poisonous shards that randomly strike enemies within 15 meters. 6 strikes over 6 seconds (actually 6 strikes over 12 seconds). Each shard deals 1d4+2 Poison and 1d4+2 Acid damage per Character Level (max Caster Level 20). Is considered a druid spell for interactions with other abilities. Requires you to be attuned to the path of Thorn.
EDP Cost: 2 Ranks: 1 Progression: 5 Requires: None
Spirit Boon: Multiselector:
  • Body: +1/2 Strength, Dexterity, and Constitution.
  • Mind: +1/2 Intelligence, Wisdom, and Charisma.
EDP Cost: 1 Ranks: 2 Progression: 5 Requires: None

Tier Three[edit]

Requires level 23 and 10 points spent in tree.

Ever Green: +30/60/100 Maximum Spell Points. Rank 3: When using your Primal Avatar Destiny Mantle, your spells have a chance to grant you 100 Temporary Spell Points for 60 seconds. (The % chance to activate this is apprixmately 10%. This has a cooldown of 25 seconds before it can be triggered again.)
EDP Cost: 1 Ranks: 3 Progression: 10 Requires: None
Shared Mantle: While within your Primal Avatar Destiny Mantle you gain +3 Imbue dice. Your summons and hirelings now also benefit from your Primal Avatar Destiny Mantle, and they gain your current Spell Power Values.
EDP Cost: 2 Ranks: 1 Progression: 10 Requires: Mantle of Nature
Magic of the Old World: Multiselector:
  • Evocation: +1/2/3 DCs for Evocation spells.
  • Conjuration: +1/2/3 DCs for Conjuration spells.
  • Transmutation: +1/2/3 DCs for Transmutation spells.
  • Enchantment: +1/2/3 DCs for Enchantment spells.
EDP Cost: 1 Ranks: 3 Progression: 10 Requires: None
At Its Core: Upgrades your selected Primal Spell. Multiselector:
  • Heart: Doubles the damage (and healing) of Reborn in Fire. Reborn in Fire now also grants +25% uncapped Dodge for 4 seconds on use.
  • Sky: Doubles the damage of Thunder Snow. Thunder Snow now also applies the slow effect of Storm Catcher, slowing movement and reducing all targets' Reflex saves by half your Character Level for the duration of the slow.
  • Thorn: Doubles the damage of Shard Storm. Shard Storm now also grants you Shard Reflection for 12 seconds when used, giving you 25% of your Maximum Hit Points as Temporary Hit Points.
EDP Cost: 1 Ranks: 1 Progression: 10 Requires: Thrive
Natural Shielding: +10 Maximum Hit Points and +2 Magical Resistance Rating. Your summons, pets and hirelings gain a 60% bonus to Maximum Hitpoints, +30 Magical Resistance Rating, +4 Reflex Saving Throws, and gain the Evasion feat.
EDP Cost: 2 Ranks: 1 Progression: 10 Requires: None

Tier Four[edit]

Requires level 26 and 20 points spent in tree.

Natural Evasion: Gain the Evasion Feat. Exclusive from other enhancements that grant this feat.
EDP Cost: 2 Ranks: 1 Progression: 20 Requires: None
Nature's Reach: +5/10/15 Universal Spell Power. Using the Enlarge Spell Metamagic costs you 3 3/6/9 fewer Spell Points.
EDP Cost: 1 Ranks: 3 Progression: 20 Requires: None
Nature's Blessing: When you rest, a natural spirit manifests as a Unicorn and grants Nature's Blessing to yourself and nearby allies. Nature's Blessing: +5% insight bonus to Maximum Hit Points. This effect lasts until you leave the dungeon.
  • Note: This buff can be gained without actually resting: Start using a rest shrine, but cancel the rest after the buff icon appears (about halfway through the timer).
EDP Cost: 2 Ranks: 1 Progression: 20 Requires: None
Epic Improved Metamagics I: Choose a heroic Metamagic to discount.

Note: Stacks with the heroic version.
Multiselector:

  • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
  • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
EDP Cost: 1 Ranks: 3 Progression: 20 Requires: None
Epic Improved Metamagics II: Choose a heroic Metamagic to discount.

Note: Stacks with the heroic version.
Multiselector:

  • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
  • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
EDP Cost: 1 Ranks: 3 Progression: 10 Requires: None

Tier Five[edit]

Requires level 30 and 30 points spent in tree.

Primal Ally: Costs 50 Spell Points. Creates a focal point of power that spawns a powerful ally who casts spells adding twice your highest mental stat bonus to their DCs and your Spell Power. Summon lasts for 25 seconds. Your summon choice is based on your Nature (core 1 & 2) choices. Cooldown: 20 seconds. Multiselector:
  • Heart: Heart Flame Dryad: Creates an elder dryad that casts Fire, Light and Healing spells (using your Fire, Light, and Positive Spell Powers respectively) and adding double the highest of your (INT/WIS/CHA) modifier to their casting DCs. She remains rooted to her summoning point. Is considered a druid spell for interactions with other abilities.
  • Sky: Sky Storm Rager: Creates a greater storm spirit to blast your foes with Lightning, Cold and Sound (using your Electric, Cold, and Sonic Spell Powers, respectively) and adding double the highest of your (INT/WIS/CHA) modifier to their casting DCs. Remains bound to their summoning spot. Is considered a druid spell for interactions with other abilities.
  • Thorn: Thorn Walker: Creates a greater thorn spirit to blast your foes with Acid, Poison and Force (using your Acid, Poison, and Force Spell Powers respectively) and adding double the highest of your (INT/WIS/CHA) modifier to their casting DCs. Remains bound to their summoning spot. Is considered a druid spell for interactions with other abilities.
EDP Cost: 2 Ranks: 1 Progression: 30 Requires: None
Ancient Wisdom: +1/2/3 Spell DCs
EDP Cost: 1 Ranks: 3 Progression: 30 Requires: None
Mass Frog: Up to six nearby enemies are turned into frogs. Each may avoid ribbiting on a successful Fortitude saving throw vs. DC (20 + Highest of INT/WIS/CHA modifier + Transmutation bonuses). Costs 60 Spell Points. Cooldown: 60 seconds.
EDP Cost: 2 Ranks: 1 Progression: 30 Requires: None
Greater Form (Epic Moment):
Transform briefly into an ultimate form based on your nature. Cooldown: 5 minutes. Your form choice is based on your Nature (core 1 & 2) choices. Multiselector:
  • Heart: Become like a Summer Fire for 20 seconds and gain:
    • Become ethereal to monsters (you can pass through them)
    • 25% Action Boost to movement speed
    • 25% Uncapped Dodge
    • 100% Absorption to Fire and Light
    • Deal 1d6+6 Fire damage per Character Level (Max Caster Level 20) to enemies close to you and heal allies with Positive energy for 1d6 Hit Points every 2 seconds.
    • Immunity to most forms of Crowd Control
  • Sky: Become like a Raging Storm for 20 seconds and gain:
    • Become ethereal to monsters (you can pass through them)
    • 25% Action Boost to movement speed
    • 50% Incorporeality
    • 100% Absorption to Cold and Electric
    • Deal 1d6+2 Cold damage per Character Level to enemies close to you even 2 seconds, and slow those enemies. Random nearby enemies will be struck by lightning for 1d6+12 Electric damage per Character Level (Max Caster Level 20) and will be knocked down with no saving throw.
    • Immunity to most forms of Crowd Control
  • Thorn: Become like a Cloud of Biting Insects for 20 seconds and gain:
    • Become ethereal to monsters (you can pass through them)
    • 25% Action Boost to movement speed
    • 50% Incorporeality
    • 100% Absorption to Poison and Acid
    • Deal 1d6+3 Acid and 1d6+3 Poison damage per Character Level (Max Caster Level 20) to enemies close to you every 2 seconds. Nearby enemies also have a 50% chance to become confused for 6 seconds with no saving throw.
    • Immunity to most forms of Crowd Control
Note: This is not considered a 'true' Transformation, and can be active at the same time as another Transformation. It does not change your Creature Type and does not end early if you change Transformations. (Tested with Warforged Druid)
EDP Cost: 2 Ranks: 1 Progression: 30 Requires: None
Epic Improved Intensify Spell: Reduces the cost of Intensify by 2/4/6
EDP Cost: 1 Ranks: 3 Progression: 30 Requires: None