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Electricity spells
From DDO wiki
A form of energy based on shocking electrical power.
[edit] Electricity spells
| Icon | Name | Description | Classes | |||||||
|---|---|---|---|---|---|---|---|---|---|---|
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Ball Lightning | Fills an area with deadly energy that deals 1d3+3 electrical damage per caster level. (Maximum damage 15d3+45.) A successful Reflex save reduces the damage by half. | ||||||||
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Blast Rod | A blast of electricity bursts from your outstretched hand, dealing 1d4+4 electrical damage per caster level (up to a max of 10d4+40 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. | ||||||||
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Chain Lightning | An electrical discharge strikes a primary target for 1d3+3 electrical damage per caster level. Up to a maximum of 20d3+60 at caster level 20. It then arcs to up to 4 other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half. | ||||||||
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Eladar's Electric Surge | The target's body is wracked with powerful electric shocks, dealing 1d6 electric damage + 1 per caster level every 2 seconds for a duration of 16 seconds. Up to a maximum of 1d6 + 20 at caster level 20. This spell can stack on the target up to 3 times, increasing the damage with each stack. | ||||||||
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Electric Loop | An electrical discharge strikes a primary target for 1d3+3 electrical damage per two caster levels. Maximum damage 5d3+15 at caster level 10. It then may leap erratically about to other nearby targets hitting each of them with a similar shock. | ||||||||
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Elemental Prod | Deals 1d3+3 per caster level (up to a maximum of 20d3+60 at caster level 20) to any elemental you touch. Half the damage is electric, the other half is force. The target of the spell is also dazed. A successful Will save halves the damage and negates the daze. | ||||||||
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Lightning Bolt | You release a powerful bolt of electrical energy that deals 1d3+3 points of electricity damage per caster level (Maximum damage 10d3+30.) to each target in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range. | ||||||||
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Lightning Motes | You create a nebulous cloud of electric motes that damages enemies that enter it. Any creatures that are hit by the could take 1d3+3 electric damage per caster level (up to a max of 10d3+30 damage at caster level 10). A successful Reflex save reduces this damage by half. Enemies hit by the cloud are also made temporarily more vulnerable to electric damage, taking 1.15 extra damage from any electric-based attacks. | ||||||||
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Lightning Sphere | Launches an electrical orb that explodes on impact, dealing 1d4+4 electrical damage per two caster levels (up to a max of 5d4+20 electricty damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected. | ||||||||
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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 | ||||||||
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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 | ||||||||
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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. | ||||||||
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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. | ||||||||
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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. | ||||||||
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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. | ||||||||
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Shocking Grasp | Delivers a jolt of 1d3+3 electricity damage per caster level (Maximum damage 5d3+15.) to any enemy you touch. | ||||||||
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Static Shock | An electrical discharge strikes one target for 1d3+3 electricity damage plus 1d3+3 electricity damage per two caster levels up to a maximum damage of 6d3+18 at caster level 10. A succesful reflex save reduces the damage by half. On a failed reflex save, the target must then also make a will save or be dazed for 7 to 12 seconds, or until they take damage. | ||||||||

