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Hellball/sandbox
Hellball | |
Spell Feat | |
Granted ByAny secondary source of an ability, not already mentioned. For instance, Diehard is primarily a feat, but indicates that it can also be granted by the Frenzied Berserker enhancement tree.: |
Epic Destiny, Arcane sphere, level 28 |
---|---|
Spell SchoolEvery spell (optional for SLAs) belongs to one of eight schools of magic, such as Evocation or Necromancy. Optional descriptors, e.g. Fire, Compulsion, are also listed here.: |
Evocation (Acid) (Cold) (Fire) (Electricity) |
ComponentsEvery spell requires one or more types of components, either Verbal, Somatic, or Material. These are specified using the templates{{V}} , {{S}} , and {{M}} , respectively.:
|
Unknown spell components |
Spell Point CostThe number of Spell Points used to cast the spell.: |
45 |
MetamagicThe effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example,{{Maximize}} and {{Heighten}} .:
|
Empower, Maximize, Quicken |
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.: |
Self, Foe, Directional, Breakable |
RangeThe distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area.: |
Standard |
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.: |
Reflex save for half |
DCThe Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.: |
Unknown spell DC |
Spell ResistanceWhether spell resistance can avert the spell or SLA, Yes or No.: |
No |
CooldownHow long a character must wait between activations of an ability, typically measured in seconds.: |
6 seconds |
Description
Official description: Deal 3d20 + 15 acid, electric, fire, and sonic damage to enemies in an area. Successful Reflex saving throws may negate each type of damage. Taking this feat provides two versions, one based on Charisma and another based on Intelligence.
- Bug: The feat description has incorrect damage and SP cost; however, the Charisma and Intelligence versions it provides are correct.
Observed effect:
- Hellball is only subject to 1 reflex save. If a mob saves, all damage elements are halved. If they don't save you get the full damage on all elements. Now, when they don't save you get the fire, electric, acid, and sonic damage. However, when they do save, you get fire, electric, acid, sonic, and cold damage. Each proc is at half damage of course, but you get the extra cold damage inflicted.
- The DC does not follow the given formula in the spell description. It is higher. Evocation mastery does not affect hellball DC.
- Notes:
- Using metamagic feats increases the cost as usual for spells.
- Not subject to evasion
- It has a slow travel time, but it does go around corners.
- This spell only procs once for a chance at Shiradi effects. It works exactly as a Delayed Blast Fireball.
- Like other regular spells (and unlike Ruin which does not), Hellball will proc the effects of bonus damage such as the Lantern Ring and Resonation.
- External links: