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Acid spells
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A form of energy with corrosive properties that deals acid effects.
Acid spells[edit]
| Name | Description | Classes | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Alc | Art | Brd | Clr | DDM | Drd | FvS | Pal | Rgr | Sor | Wiz | War | |||
| Acid Blast | Creates a gout of acid that explodes on impact, dealing 1d6+3 acid damage per caster level. Maximum damage 10d6+30 at caster level 10. | |||||||||||||
| Acid Fog | A billowing mass of misty vapors slows movement (-40%), obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance), and causes 2d6 acid damage every 2 seconds to targets within the cloud. Enemies within this cloud also suffer a -4 penalty to their armor class. | |||||||||||||
| Acid Rain | You create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 1d4 per caster level (max 15d4 at caster level 15) in acid damage every 2 seconds for a duration of 8 seconds. Targets first entering the rain may make a reflex save for half, but remaining in the rain they will take damage with no saving throw. | |||||||||||||
| Acid Spray | A cone of burning acid shoots forth, damaging targets in the area of the spray for 1d6+1 acid damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). A successful Reflex save reduces the damage by half. | |||||||||||||
| Acid Well | Acid bursts forth from the ground in an area of effect. This area Conjuration spell does 1d6+18 damage per Caster Level (max 20d6+360). A successful fortitude save reduces damage by half. | |||||||||||||
| Acolyte's Breath: Black | You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. Deals 1d6+3 Acid damage per caster level (max 30d6+90 at caster level 30). A successful reflex save reduces damage by half. | |||||||||||||
| Black Dragon Bolt | A powerful green bolt of corrosive acid springs from your hand. The bolt deals 1d10 acid damage per caster level, (Maximum 25d10 at caster level 25). Applies damage and ticks three times again over 8 seconds. | |||||||||||||
| Blighted Breath | Sends out a breath of poisonous gas in a frontal cone dealing 1d8+2 Poison damage per caster level (max 15d8+30 at caster level 15) with a Reflex save for half damage. They must also make a Fortitude save or be Blinded for 10 seconds. If you are using the Biting Acid Imbue this damage is converted into 1d6+2 Acid damage per caster level (max 15d6+30 at caster level 15). | |||||||||||||
| Burning Blood | You taint a living creature's blood with a hot, corrosive infusion, dealing both 2d4 points of acid damage + 1 per 2 caster levels and 2d4 points of fire damage + 1 per 2 caster levels every 2 seconds for a duration of 10 seconds. | |||||||||||||
| Caustic Bolt | Fires a small orb of acid at a target, doing 1d6+2 acid damage per caster level (max 10d6+20 at caster level 10). | |||||||||||||
| Caustic Overload | Throw a bottle at a targeted foe that explodes into caustic acid dealing 1d6+4 Acid damage per caster level to enemies struck, max 20d6+80 at caster level 20. A successful Reflex save reduces the damage by half. In addition, enemies must make a Fortitude saving throw or have their Physical Resistance Rating reduced by 5 for 12 seconds. | |||||||||||||
| Caustic Solvent | Toss a bottle of acrid liquid at a group of enemies, causing caustic acid to eat away at their flesh for significant Acid damage. This deals 1d6+3 Acid damage per caster level, max 15d6+45 at caster level 15, to all affected enemies. A successful fortitude save reduces damage by half. | |||||||||||||
| Cloudkill | A bank of heavy yellowish green, poisonous fog rises up, slaying weak targets within the cloud while inflicting on stronger targets 1d4 Constitution damage and 2d6 acid damage plus an additional 1 acid damage for every caster level (no max caster level). Successful Fortitude save reduces the Constitution and Acid damage by half. This fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Creatures immune to poison are undamaged by this spell. | |||||||||||||
| Corrode Weapons | Lob a vial of caustic liquid at a single foe that deals heavy damage and corrodes the weapons of whatever it strikes. Deals 1d6+4 Acid damage per caster level, max 10d6+40 at caster level 10, to a single target and reduces their accuracy and Melee and Ranged Power by 4 for 15 seconds + 2 seconds per Caster Level. A successful Reflex save reduces the damage by half. | |||||||||||||
| Creeping Doom | Summons a cloud of voracious insects and unleashes them on your enemies. The insect cloud will slowly home on the target, and when it strikes insects will burst outward, affecting every enemy within the area of effect. Enemies hit by the insects take 2d10 acid damage, plus 1d10 per 3 caster levels (max 8d10 at caster level 20), every 2 seconds for 16 seconds. A successful reflex save halves the damage. | |||||||||||||
| Draconic Burst: Acid | You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. Deals 1d6+3 Acid damage per caster level (max 20d6+60 at caster level 20). A successful reflex save reduces damage by half. | |||||||||||||
| Draconic Devastation: Black | Cone that deals 1d6+6 Acid damage per caster level (max 30d6+180 at caster level 30). A successful reflex save reduces damage by half. Affected enemies who are Shaken become Afraid and have their movement speed reduced by 90% for 6 seconds. | |||||||||||||
| Elemental Combination | Throw a single bottle of a volatile magical concoction that deals an intense combination of 1d3+3 Poison, Fire, Cold, Acid, and Electric damage, with 3 effects chosen randomly each time, max 20d3+60 per element at caster level 20. A successful Reflex save reduces the damage by half. | |||||||||||||
| Enveloping Swarm | A swarm of voracious insects envelops your target dealing 2d6 acid damage + 1d6 for every 3 druid levels (max 8d6 at caster level 20) every 2 seconds for 16 seconds. | |||||||||||||
| Hellball | Deal 3d20 + 15 acid, electric, fire, and sonic damage to enemies in an area. A Successful Reflex saving throw halves each type of damage. | |||||||||||||
| Lesser Draconic Burst: Acid | You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. Deals 1d6+1 Acid damage per caster level (max 10d6+5 at caster level 10). A successful reflex save reduces damage by half. | |||||||||||||
| Melf's Acid Arrow | Deals 1d6 acid damage per caster level (max 18d6 at caster level 18) to a target with a magical arrow of acid, and the damage ticks twice again over 6 seconds (3 times in total). The arrow has double spell range. | |||||||||||||
| Multivial of Acid | Conjuring many bottles of caustic liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Acid damage per caster level to all nearby foes, max 20d4+60 per projectile at caster level 20. Shares a cooldown with all other Multivial spells. A successful reflex save reduces damage by half. | |||||||||||||
| Prismatic Ray | A shining ray of multicolored light blinds creatures with 6 Hit Die or less for 4 to 16 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. | |||||||||||||
| Prismatic Spray | A shining blast of multicolored light blinds creatures with 6 Hit Die or less for 4 to 16 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. | |||||||||||||
| 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 (max 120) for each energy type has been absorbed. | |||||||||||||
| 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. | |||||||||||||
| 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 an Enhancement bonus against an elemental damage type (acid, cold, electricity, fire, or sonic), reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11. | |||||||||||||
| Storm of Vengeance | Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for 3 seconds per caster level. Enemies within the storm take 1d3 acid damage per caster level for every two seconds. Every 4 seconds, a random enemy within the storm takes 1d6+6 electricity damage per caster level (a successful reflex save halves). The storm lasts for 3 seconds per caster level. | |||||||||||||
| Vial Smash: Acid | Conjuring a bottle of caustic liquid, you throw a projectile at your feet that deals 1d6+1 Acid damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half. | |||||||||||||
| Vial of Acid | Conjuring a bottle of caustic liquid, you throw a projectile at a single foe that deals 1d6+2 Acid damage per caster level (max 10d6+20 at caster level 10). A successful reflex save reduces damage by half. | |||||||||||||































