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Positive Energy Burst/sandbox
Positive Energy Burst: You gain +1% Positive Energy Spell Critical Chance.
Channel Divinity: A wave of positive energy that expands from the caster, healing 1d8 plus 1 per Cleric level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per Cleric level - a successful Will save reduces the damage by half. (Metamagic: Empower, Empower Heal, Maximize, Quicken. Spell Resistance: Yes) | ||||
AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Cleric level 6, Pacifism |
Positive Energy Burst | |
Channel Divinity Enhancement | |
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.: |
Cleric level 6, Pacifism, 10 AP in tree, Perform: |
---|---|
Enhancement TreeWhen the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.: |
Radiant Servant |
APThe number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2. /RanksThe number of ranks of an enhancement that can be acquired,usually 1 to 3.: |
1 AP / 1 rank |
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.: |
Conjuration (Healing) |
CostThe cost to invoke an active or toggled ability, such as 12 Spell Points, 10 Ki, or None. Not to be confused with the cost to acquire an ability in the first place, which might be measured in Action Points.: |
1 Channel Divinity use |
MetamagicThe effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example,{{Maximize}} and {{Heighten}} .:
|
Empower, Empower Healing, 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, Friend, Foe |
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.: |
Personal / Standard AOE |
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.: |
Will for half (Undead only) |
DCThe Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.: |
Unknown Channel Divinity DC |
Spell ResistanceWhether spell resistance can avert the spell or SLA, Yes or No.: |
Yes (Undead only) |
CooldownHow long a character must wait between activations of an ability, typically measured in seconds.: |
6 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.: |
+1% Positive Energy Spell Critical Chance |
RestorationAll forms of resurrection and various lesser forms of restoration, such as removing ability damage and fatigue. Restoration of lost hit points is listed under Healing.: |
1d4 negative levels, 1d6 points of ability damage |
HealingAny effect that restores lost hit points to a player character or ally. Other types of restoration are listed other Restoration. Temporary hit points are listed under Buffs.: |
1d8 plus 1 per Cleric level (no max?)needs verification |
DamageThe amount and type of damage inflicted.: |
Positive energy damage to undead |
Description
Channel Divinity: A wave of positive energy that expands from the caster, healing 1d8 plus 1 per Cleric level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per Cleric level - a successful Will save reduces the damage by half.
Passive: You gain +1% Positive Energy Spell Critical Chance.