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Season's Herald enhancements

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Falconry     ~     Feydark Illusionist     ~     Harper Agent     ~     Horizon Walker     ~     Inquisitive     ~     Vistani Knife Fighter

Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store.
1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Chaosmancer 1,395 DP1,395 DDO Points Dark Bargainer 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Season's Herald enhancements[edit]

Season's Herald enhancements tree
Season's Herald enhancements tree

Core abilities[edit]

Child of Summer: Seasonal Attunement: You gain +5 Fire, Light, Sonic, Force, and Positive Spell Power per Core enhancement possessed in Season's Herald (starting with this one), up to +30 if you have all six Enhancements. Fire Elemental form will attune you to this season automatically, and death will remove your current seasonal attunement.

Passive: +1 Universal Spellpower per AP spent in this tree.

Notes: For the purpose of other enhancements, Summer Spells include Fire, Light, Sonic, Force and Healingand Disrupt Undead too spells.

Notes: Each spell may only receive a bonus to caster level from a season once, no matter how many matching descriptors they have.

Bug: Not removed on death.
Bug: Gives an unlisted +1 CL bonus to spells matching your current active Season.
Bug: Gives an unlisted +1 CL bonus to Thorn spells if in any active Season.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Druid Level 1
Elder of Winter: Seasonal Attunement: You gain +5 Cold, Acid, Force, PhysicalFunctionally identical to Force Spellpower, does not double dip, and Electric Spell Power per Core enhancement possessed in Season's Herald (starting with this one), up to +30 if you have all six Enhancements. Water Elemental form will attune you to this season automatically, and death will remove your current seasonal attunement.

Passive: Your caster level is increased by 1 in your season.

Notes: For the purpose of other enhancements, Winter Spells include Cold, Acid, Force, Electric, Negative and Poison spells.

Bug: Not removed on death.
Bug: Does not provide double effectiveness to Force Spell Power, despite mentioning both Force and Physical Spell Powers
Bug: Additionally provides Spellpower to Negative Energy, but not Poison.
Bug: Despite 'starting with this one', Elder of Winter does in fact count Child of Summer for the purposes of its Spell Power boost. It begins with a +10 bonus, the same as Summer with two Core enhancements.
Bug: Due to not specifically declaring Thorns spells as Winter spells, Thorns spells with the Earth descriptor double dip, receiving an 'extra' caster level in Winter season due to Spring's hidden passive. Applicable spells are Splinterbolt and Grasping Thorns.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Druid Level 3
Wellspring: +1 max caster level for spells appropriate to your season.
  • The effects of your Shillelagh spell are doubled.
  • Your plant spells like entangle, spike growth and grasping thorns will no longer be dispelled by fire effects.
Bug: Grasping Thorns continue to be destroyed by fire effects.
Bug: Gives an unlisted +1 MCL bonus to spells matching your current active Season, for a total of +2.
Bug: Gives an unlisted +1 MCL bonus to Thorn spells that do not match your current season. This is a +1 bonus for most Thorn spells, and a +0 bonus for Splinterbolt and Grasping Thorns if you are in Winter season.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Druid Level 6
Sunburst: SLA: (SP Cost: 4, Cooldown: 20 seconds.)
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Druid Level 12
Storm of Vengeance: SLA: (SP Cost: 20, Cooldown: 120 seconds.)
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Druid Level 18
Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you.

Gain +2 Wisdom and Constitution
Your Transmutation and Evocation spells gain +1 to their DCs.
You gain a +1 bonus to caster level and max caster level in both seasons.

Bug: Gives an extra unlisted +1 CL and MCL bonus to spells matching any season, regardless of if a season is active. Together with the listed bonus, the total comes down to a +2 bonus while in a matching season, and a +1 otherwise.
Bug: Gives an unlisted +1 CL and MCL bonus to Thorn Spells.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Druid Level 20

Tier One[edit]

Requires Child of Summer, Druid Level 1

Beguile: Whenever you attack or cast a spell on an enemy, there is a 50% chance to Beguile an affected enemy [1/0-2/0-3] times for [3/0-6/0-9] seconds.
Beguile: -2% attack speed, -2 Spellpower. Beguile stacks up to 25 times, and one stack fades every few seconds.
Up to one enemy affected each second (by up to [1/2/3] stacks). Does not affect bosses
AP Cost: 1 Ranks: 3 Progression: 1
Shared Spirit: Your wolf companion gains [3/6/10]% to its max health. You gain [1/2/3] universal spell power.
AP Cost: 1 Ranks: 3 Progression: 1
Produce Flame: SLA: (SP Cost: [6/5/3], Cooldown: [10/6/4] seconds.)
AP Cost: 1 Ranks: 3 Progression: 1
Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric and Force/Physical (also Negative, but unlisted)
Summer: Fire, Light, Positive, Force/Physical and Sonic
AP Cost: 2 Ranks: 1 Progression: 1
Druidic Wisdom: +[1/2/4] Diplomacy, Heal, and Spellcraft
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Druid Level 2, 5 APs spent in tree

Improved Metamagics: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 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.

Notes: Unless stated otherwise, you may only have one trained Efficient Metamagic enhancement for each Metamagic, regardless of tree.

AP Cost: 2 Ranks: 3 Progression: 5 Requires: The Metamagic Feat you are improving
Improved Metamagics: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 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.

Notes: Unless stated otherwise, you may only have one trained Efficient Metamagic enhancement for each Metamagic, regardless of tree.

AP Cost: 2 Ranks: 3 Progression: 5 Requires: The Metamagic Feat you are improving
Creeping Cold: SLA: (SP Cost: [6/5/3], Cooldown: [12/10/8] seconds.)
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Produce Flame
Wax and Wane: +2% critical chance with spells associated with your current season.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Wax and Wane (Tier 1)
Action Boost: Spellpower: Activate to gain a [10/20/30] action boost bonus to Universal Spell Power for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5


Tier Three[edit]

Requires Druid Level 3, 10 APs spent in tree

Autumn Winds: Toggle to be shielded by the autumn winds. Under this effect gain Feather Fall, +3 Dodge, and a 10% chance to knock down any enemy who strikes you in melee. (SP Cost: 8, Cooldown: 1 second.)
AP Cost: 1 Ranks: 1 Progression: 10
Efficient Metamagic: Heighten: Using the Heighten Spell feat costs you [1/2] fewer spell points per level of heightening.
AP Cost: 2 Ranks: 2 Progression: 10 Requires: Heighten Spell
Call Lightning: SLA: (SP Cost: [10/8/6], Cooldown: [10/8/6] seconds.)
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Creeping Cold
Wax and Wane: +2% critical chance with spells associated with your current season.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Wax and Wane (Tier 2)
Wisdom: +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Druid Level 4, 20 APs spent in tree

Spring Resurgence: Fill an ally with the vitality of spring. When that ally falls below 50% hit points, that ally and any other allies near him are healed by 20d6 positive energy, and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.) (SP Cost: [8/6/4], Cooldown: [8/4/2] seconds.)
AP Cost: 1 Ranks: 3 Progression: 20
Strength of the Solstice: +1 to the save DCs of your Evocation and Transmutation spells.
AP Cost: 2 Ranks: 1 Progression: 20
Salt Ray: SLA: (SP Cost: [12/10/8], Cooldown: [12/10/8] seconds.)
AP Cost: 1 Ranks: 3 Progression: 20
Wax and Wane: +2% critical chance with spells associated with your current season.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Wax and Wane (Tier 3)
Wisdom: +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Wisdom (Tier 3)

Tier Five[edit]

Requires Druid Level 5, Character Level 12, 30 APs spent in tree

Crown of Summer: A target of your choice is filled with the light and vitality of summer. That target gains a 15% enhancement bonus to Healing Amplification, and 10 melee power and 5 ranged power. Only one target can have the Crown of Summer buff at a time, and it adds a halo of fluttering butterflies around the targets head. (SP Cost: 1, Cooldown: 6 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30
Elemental Mastery: Elemental Master. Gain [5/10/15] additional spell power in your season.
Tier 3:Druid level 17 or above: Changing into Fire Elemental form now grants you a brief version of the Anger of the Noonday Sun effect. Changing into Water Elemental Form grants you a similar version of Mantle of the Icy Soul. This is not affected by metamagics.
AP Cost: 1 Ranks: 3 Progression: 30
Word of Balance: SLA: (SP Cost: [12/9/6], Cooldown: [20/15/10] seconds.)
AP Cost: 1 Ranks: 3 Progression: 30 Requires: Salt Ray
Time and Tide: +1 caster level and +1 max caster level for spells in both seasons.

Notes: Provides a +1 CL and MCL to Fire, Light, Sonic, Force, Healingand Disrupt Undead too, Cold, Acid, Force, Electric, Negative and Poison spells, regardless of active season.

AP Cost: 2 Ranks: 1 Progression: 30
Winter's Heart: Activation: Gain 8 times your Wisdom in temporary hitpoints for 30 seconds. (SP Cost: 12, Cooldown: 60 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30