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Fire spells
A form of energy based on very high temperature that deals fire effects. Note that many of these spells will cause a flaming effect on flammable objects caught in the area of effect, however the objects seem to suffer no actual damage.
Fire spells[edit]
Icon | Name | Description | Classes | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Burning Hands | A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d2+2 points of fire damage per caster level (maximum 5d2+10 at caster level 5). A successful Reflex save reduces the damage by half. Flammable materials burn if the flames touch them. | |||||||||||
Faerie Fire | Arcs a flare of fairy fire through the air, bursting outward to affect all enemies near it. Targets are dazzled and take a -1 penalty to attack, spot, and search. Targets are illuminated by faerie fire, dispelling stealth, invisibility, blur, and displacement, for 10 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect. | |||||||||||
Flaming Sphere | Creates a rolling ball of fire, dealing 2d6 fire damage. A Reflex save negates the damage. | |||||||||||
Protection from Energy | Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it (Acid, cold, electricity, fire, or sonic.) for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. | |||||||||||
Resist Energy | Gives an ally limited resistance from one chosen energy type, reducing damage or attack by 10. (20 at caster level 7th, 30 at 11th.) Energy types available are: acid, cold, electricity, fire, or sonic. | |||||||||||
Scorch | A jet of roaring flame bursts from your outstretched hand, dealing 1d6+2 fire damage per caster level (maximum 10d6+20 at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. | |||||||||||
Scorching Ray | Blasts a target with fiery rays, each doing 4d3+12 fire damage on impact. The number of rays increases to two at caster level 7, then to to a maximum of three at caster level 11. | |||||||||||
Fireball | Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d3+3 points of fire damage per caster level up to a maximum damage of 10d3+30 at caster level 10 to all targets around it. | |||||||||||
Flame Arrow | Creates 50 flaming ammo within the caster's inventory, each one dealing 1d6 fire damage- Arrows drop when leaving instance. | |||||||||||
Burning Blood | You taint a living creature's blood with a hot, corrosive infusion, dealing both 2d4 + 1 per 2 caster levels points of acid damage and 2d4 + 1 per 2 caster levels points of fire damage every 2 seconds for a duration of 12 seconds. Currently capped at caster level 20. | |||||||||||
Fire Trap | Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d2+2 plus 1 per caster level fire damage. (Maximum caster level 20.) A successful Reflex save reduces the damage by half. | |||||||||||
Fire Shield | Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 1d3+3 plus 1 per caster level (Maximum caster level 15.) damage. The Fire version of this spell deals fire damage and reduces damage the caster takes from cold by half. The cold version of this spell deals cold damage and reduces damage the caster takes from fire by half. The flame from the fire version will burn away any webs that attempt to entangle you. | |||||||||||
Symbol of Flame | You scribe a potent rune of power in the air, and it's activated by an enemy who comes into range of it dealing 5d3+15 fire damage to that target. A successful Reflex save reduces damage by half. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. | |||||||||||
Wall of Fire | This wall deals 2d6 points of fire damage plus 1 point of fire damage per caster level (Maximum caster level 15.) to targets within the wall, and does 2d6 additional fire damage against Undead creatures. | |||||||||||
Protection from Elements | Grants temporary immunity to five forms of energy damage for 1 minute per caster level, or until 12 points of energy per caster level (Maximum 120 points at caster level 10) for each energy type has been absorbed. Protects against: Acid, Cold, Lightning, Fire and Sonic. | |||||||||||
Prismatic Strike | A brilliant ray of multicolored light projects from your finger, causing the target to be afflicted by three different effects. The spell does 1d3+3 points each of fire, force, and sonic damage per caster level, up to a maximum of 10d3+30 damage (per element) at caster level 10, and the target's melee and ranged damage is reduced by 75% on a failed saving throw. | |||||||||||
Flame Strike | A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d3+1d3 points of damage per caster level. (Maximum caster level 15.) 1d3 of the damage is fire damage, but the other 1d3 results directly from divine power and is therefore not subject to being reduced by resistance to fire based attacks. A successful Reflex save reduces the damage by half. | |||||||||||
Prismatic Ray | A shining ray of multicolored light blinds creatures with 8 Hit Die or less for 12 to 48 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7. For Complete Description | |||||||||||
Tactical Detonation | Causes an unstable ball of plasma to streak towards your enemy. The ball explodes on impact, knocking enemies to the ground and dealing 1d3+3 fire damage per two caster levels (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 1d2+2 force damage per caster level (no save) to targets in the area. | |||||||||||
Delayed Blast Fireball | Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d3+3 points of fire damage per caster level up to a maximum damage of 20d3+60 at caster level 20 to all targets around it. | |||||||||||
Prismatic Spray | Prismatic Spray is a conical version of Prismatic Ray so area of effect and able to strike multiple targets. A shining blast of multicolored light blinds creatures with 8 Hit Die or less for 12 to 48 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7. For Complete Description | |||||||||||
Fire Storm | A Fire Storm causes an area to become shot through with sheets of roaring flame, causing 1d3+3 fire damage per caster level to targets in its area. | |||||||||||
Incendiary Cloud | An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. This spell functions like Fog Cloud, but in addition to obscuring the sight of all targets within its effect and giving all creatures in the fog concealment (Attackers have 20% miss chance.), the Incendiary Cloud deals 4d6 fire damage every 2 seconds. | |||||||||||
Protection from Elements, Mass | Casts Protection from Elements on multiple targets, granting targets temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) for each energy type has been absorbed. | |||||||||||
Meteor Swarm | Causes four 2-foot-diameter chunks of rock to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing 6d3+18 points of fire damage (a successful Reflex save reduces the fire damage by half) and 2d3+6 points of bludgeoning damage (no save) to targets in the area. This spell has double range. |