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Burst of Glacial Wrath/sandbox
Burst of Glacial Wrath | |
Spell Feat | |
PrerequisitePermanent conditions that must be met before an ability can be acquired. For instance, the Dodge feat lists Dexterity 13+. Temporary conditions are listed under Conditions.: |
Level 24, Perform: |
---|---|
TrainableA trainable feat can be trained using a standard feat slot, one of: Heroic, Epic, Epic Destiny, Legendary.: |
Epic |
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 (Cold) |
UsageEvery ability has one or more usage modes. A passive ability functions continuously without any conscious effort. An active ability requires conscious effort to invoke. A toggled ability, such as a Stance, requires conscious effort to activate, but then remains active until consciously untoggled (or character dies, etc.). Note that an ability which enhances an active or toggled ability, but does not, itself, need to be independently activated, is passive. An ability may have both a passive component and an active or toggled component. The field is hidden when easily predictable, such as for a spell (which is always active).: |
Passive / Active |
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.:
|
VerbalVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components. |
Spell Point CostThe number of Spell Points used to cast the spell.: |
35 |
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.: |
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. /AreaThe coverage of a spell or effect, such as Single target, Standard AoE, or Conal AoE. Not to be confused with range. For example, both Finger of Death and Fireball have Standard range, but Finger of Death has a Single target area, while Fireball has a Large Spherical AOE. Note that, in contrast to PnP, DDO in-game descriptions often conflate range and area.: |
Personalneeds verification / Standard cone |
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.: |
Fort to negate Freeze |
DCThe Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.: |
20 + highest of INT/WIS/CHA modifiers + Evocation bonuses |
Spell ResistanceWhether spell resistance can avert the spell or SLA, Yes or No.: |
No |
DurationThe length of time an effect typically lasts, along with any conditions for premature termination. For instance, the duration for most physical attacks is Instantaneous, while the duration of Invisibility is 1 minute per caster level (no maximum), or until interacting with a target or object.: |
6 seconds |
CooldownHow long a character must wait between activations of an ability, typically measured in seconds.: |
10 seconds |
BuffA broad characterization of the type(s) of beneficial effects an ability imparts, not otherwise mentioned. The inventory of recognized effects is expected to undergo considerable refinement.: |
140 spell points |
DebuffA harmful effect other than physical damage.: |
Freeze |
DamageThe amount and type of damage inflicted.: |
30d6 cold damage |
Description
Passive: Grants 140 spell points.
Active: Cone spell, deals 30d6 Cold Damage and freezes creatures within the cone. Monsters that succeed at a Fortitude Save of (20 + the highest of your INT/WIS/CHA modifiers + Evocation bonuses) negate the freeze.
Notes
- Not an SLA - using metamagic feats increases the cost.
- Freeze effect causes helplessness and frozen monsters take +50% damage.
- Freeze effect does not affect constructs, undead, plants, or vermin.
- Freeze helplessness appears to take effect after the cold damage, ie it's not multiplied.