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Spellsinger enhancements

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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
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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

Spellsinger enhancements

Spellsinger enhancements tree
Spellsinger enhancements tree

Core abilities[edit]

Spellsinger: Each AP spent in Spellsinger grants +1 Universal Spell Power.
Each Spellsinger Core ability including this one allows you to sing Bardic Inspiration as if you had 1 additional Bard level.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Bard Level 1
Music of the Sewers: Your Fascinate gains the power to mesmerize Oozes. They stop acting and behave like they have been fascinated. Unlike truly fascinated creatures, however, they are not susceptible to suggestion.
Your Enchantment, Evocation, and Illusion spells add +1 to their Difficulty Check.
+1 Diplomacy, Listen, Perform, and UMD.
+2% critical chance with sonic and positive spells.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Bard Level 3, Spellsinger
Music of the Dead: Your Fascinate gains the power to mesmerize Undead. They stop acting and behave like they have been fascinated. Unlike truly fascinated creatures, however, they are not susceptible to suggestion.
Your Sustaining Song melody now works on Undead Allies, providing them with a Negative heal over time.
Your Inspire Greatness now provides a +10 Music bonus to Negative Healing Amplification.
Your Enchantment, Evocation, and Illusion spells add +1 to their Difficulty Check.
+1 Diplomacy, Listen, Perform, and UMD.
+2% critical chance with sonic and positive spells.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Bard Level 6, Music of the Sewers
Music of the Makers: Your Fascinate gains the power to mesmerize Constructs. They stop acting and behave like they have been fascinated. Unlike truly fascinated creatures, however, they are not susceptible to suggestion.
Your Sustaining Song melody now works on Construct and Living Construct Allies, such as Warforged and Artificer Iron Defenders, providing them with a Repair over time.
Your Inspire Greatness now provides a +10 Music bonus to Repair Amplification.
Your Enchantment, Evocation, and Illusion spells add +1 to their Difficulty Check.
+1 Diplomacy, Listen, Perform, and UMD.
+2% critical chance with sonic and positive spells.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Bard Level 12, Music of the Dead
Virtuoso: You regenerate 1 Song every 5 minutes. (Stacks with anthem)
+2 Songs per rest.
You sing your Bardic Inspiration as if you had two more Bard levels (for a total of 3 for this enhancement)
Your Enchantment, Evocation, and Illusion spells add +1 to their Difficulty Check.
+1 Diplomacy, Listen, Perform, and UMD.
+2% critical chance with sonic and positive spells.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Bard Level 18, Music of the Makers
Maestro of Life and Death: Your songs can fill allies with healing energy or strike down those that oppose you.
You gain the Heal and Wail of the Banshee spells as level 6 Bard spells.
+4 Charisma
+25 Universal Spell Power
+1 Diplomacy, Listen, Perform, and UMD.
+2% critical chance with sonic and positive spells.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Bard Level 20, Virtuoso

Tier One[edit]

Requires Spellsinger, Bard Level 1

Haunting Melody: You rework Fascinate with haunting notes, intoxicating yet unnerving. Fascinated creatures are Haunted for [20/40/60] seconds. Haunted: -2 on all Saving Throws, Skill checks and attack rolls.
AP Cost: 1 Ranks: 3 Progression: 0
Studies: Choose either Magical Studies or Musical Studies to advance your training:
  • Magical Studies: +[30/60/100] maximum Spell Points. Rank 3: You gain the Magical Training feat.
Anti-Requisite: You cannot take Rank 3 of Magical Studies if you already possess the Magical Training feat.
  • Musical Studies: +[1/2/3] Bard Songs per rest
AP Cost: 1 Ranks: 3 Progression: 0
Lingering Songs: You sing your Bardic Inspiration as if you had [2/4/6] more levels of Bard.
AP Cost: 1 Ranks: 3 Progression: 0
Spell Like Ability I: Choose one:
AP Cost: 1 Ranks: 3 Progression: 0
Charlatan: +[1/2/3] Concentration, Haggle, and Perform
AP Cost: 1 Ranks: 3 Progression: 0

Tier Two[edit]

Requires Bard Level 2, 5 APs spent in tree

Sharp Note: Your Fascinate ability now also grants nearby allies a +[1/2/3] bonus to damage for 60 seconds.
AP Cost: 1 Ranks: 3 Progression: 5
Flicker/Willfull: (multiple item selector) Choose either Flicker or Willful to protect you:
  • Flicker: When you are damaged you have a 5% chance of turning invisible for [2/4/6] seconds.
  • Willful: +[1/2/3] Will Saving Throws.
AP Cost: 1 Ranks: 3 Progression: 5
Spell-Like Ability II: Choose one:
  • SLA: Reverberate: (SP cost: [20/15/10], Cooldown: 9 seconds.)
  • SLA: Suggestion: (SP cost: [13/11/9], Cooldown: [20/15/10] seconds.)
AP Cost: 1 Ranks: 3 Progression: 5
Wand and Scroll Mastery: +[25/50/75]% to the effectiveness of your wands, scrolls, and other items that cast spells, and +[1/2/3] to the DCs of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost: 1 Ranks: 3 Progression: 5
Marigold Crown: (multiple item selector) Gain +1 to the DCs of your Enchantment, Illusion, or Evocation spells.

Choose one:

  • Blue Marigold Crown: +1 to DC's of Illusion spells.
  • Violet Marigold Crown: +1 to DC's of Evocation spells.
  • Yellow Marigold Crown: +1 to DC's of Enchantment spells.
AP Cost: 2 Ranks: 1 Progression: 5

Tier Three[edit]

Requires Bard Level 3, 10 APs spent in tree

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
Reviving Verse: Choose one of the following:
  • Raucous Refrain: Inspiration Melody: When you use your Bardic Inspiration, your target gains a +[1/2/3] Morale bonus to save vs. Sleep, Paralysis, Exhaustion and Energy Drain for the duration of your song.
    Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
  • Reviving Verse: +[1/2/3] saving throws vs. Sleep, Paralysis, Exhaustion and Energy Drain.
AP Cost: 1 Ranks: 3 Progression: 10
Spell Like Ability III: Choose one:
  • SLA: Shout: (SP Cost: [15/12/9], Cooldown: [12/9/6] seconds.)
  • SLA: Cure Light Wounds, Mass: (SP cost: [15/12/9], Cooldown: [12/9/6] seconds.)
AP Cost: 1 Ranks: 3 Progression: 10
Spell Song Trance: Inspiration Melody: When you use your Bardic Inspiration, you grant a +1 morale bonus to spell DC's and 10% morale discount on spell point costs to your target for the duration of the song.
Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
AP Cost: 2 Ranks: 1 Progression: 10
Charisma: +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires bard Level 4, 20 APs spent in tree

Sustaining Song: Inspiration Melody: When you use your Bardic Inspiration, you apply a temporary fast-healing effect to your target for the duration of your song. (Heals for 2d3 every 2 sec. Doesn't crit. Affected by your positive/negative/repair spell power. Spell power is not locked in when you sing, but is rechecked for every tick.)
Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
AP Cost: 2 Ranks: 1 Progression: 20
Spell Penetration: Choose one of the following:
  • Arcane Aid: Inspiration Melody: When you use your Bardic Inspiration, your target gains a +[1/2/3] Music Bonus to Spell Penetration for the duration of your song.
    Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
  • Spell Penetration: +[1/2/3] to your level when trying to overcome enemy's Spell Resistance.
AP Cost: 1 Ranks: 3 Progression: 20
Frolic: Inspiration Melody: When you use your Bardic Inspiration, your target gains Freedom of Movement for the duration of your song.
(This is a musical effect and cannot be dispelled.)
Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
AP Cost: 2 Ranks: 1 Progression: 20
Song of Arcane Might: Inspiration Melody: When you use your Bardic Inspiration, your target gains a +1 morale bonus to caster level for all spells for the duration of your song.
Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
Bug: Equipped Arcane Augmentation items are always prioritized over Song of Arcane Might. If both effects are active, then Song of Arcane Might will cease functioning.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Spell Song Trance
Charisma: +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Charisma (Tier 3)

Tier Five[edit]

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

Song of Capering: Cooldown: 10 seconds
Expend a use of Bardic Music to make a single enemy dance helplessly. This effect lasts for 6 seconds plus 2 seconds per bard level. A successful Will save negates this effect.

Notes: Does not have a saving throw. Undead, Constructs and other mindless creatures are immune. Does not make the target Helpless.

AP Cost: 2 Ranks: 1 Progression: 30 Requires: Sustaining Song
Advanced Musical Studies: Gain 200 Spell Points, +3 Bard Songs per rest, and add the spell Hold Monster, Mass to your spell book at level 5.

Notes: Although you can select this enhancement with as few as 5 levels of Bard, Bards cannot cast 5th level spells until at least Bard Level 13. Hold Monster, Mass will not appear in your spell list until that point.

AP Cost: 2 Ranks: 1 Progression: 30
Prodigy: +[1/2/2] Concentration and Perform
+[1/2/2] Spell Penetration
+[1/2/2] to DCs of your Enchantment spells
Rank 3: When you use your Bardic Inspiration, your target gains a moderate amount of temporary spell points (10 temporary spell points).
Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
AP Cost: 1 Ranks: 3 Progression: 30
Spell Song Vigor: Inspiration Melody: When you use your Bardic Inspiration, you apply an effect to your target that restores spell points over time for the duration of your song. (2 spell points every 2 seconds)
Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Song of Arcane Might
Horn of Thunder: SLA: (SP Cost: [30/25/20], Cooldown: [20/16/12] seconds.)
AP Cost: 1 Ranks: 3 Progression: 30