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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 Drd FvS Pal Rgr Sor Wiz War
AcidBlast.png
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. Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Vial of Acid.png
Acid Concentration Conjuring a bottle of caustic liquid, you throw a projectile at a single foe that deals 1d6 Acid damage, plus 1 per caster level, max caster level 20. The acid continues to eat away, dealing its damage every 2 seconds for 16 seconds. You may stack this up to three times.

DND Dice: Deals 1d6 Acid damage, plus one per caster level (max caster level 20). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
AcidFog.png
Acid Fog A billowing mass of misty vapors causes several effects:
  • Slows movement (~-5%).
  • Obscures sight, giving all creatures in the fog concealment (Attackers have 20% miss chance).
  • Deals 2d6 acid damage every 2 seconds to targets within the cloud.
  • Enemies within this cloud also suffer a -4 penalty to their armor class.
Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
AcidRain.png
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) 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. Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
AcidSpray.png
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. Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
AcidWell.png
Acid Well Acid bursts forth from the ground in an area of effect. This area Conjuration spell does 1d6+18 damage per Caster Level. A successful fortitude save reduces damage by half.

D&D Dice: Deals 1d6+18 acid damage per caster level, max 20d6+360.

Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Blackdragonbolt.png
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. Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Blighted Breath.png
Blighted Breath Sends out a breath of poisonous gas in a frontal cone dealing 3 to 10 points of Poison damage per caster level (up to a maximum of 30 to 150 damage 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 3 to 8 Acid damage per caster level (up to a maximum of 30 to 120 damage at caster level 15). D&D Dice: Deals 1d8+2 poison damage per caster level (max 15d8+30) or 1d6+2 acid damage per caster level (max 15d6+30). Icon Feat Past Life Druid.png
BurningBlood.png
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. Currently capped at caster level 20. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
CausticBolt.png
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). Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Caustic Overload.png
Caustic Overload Throw a bottle at a targeted foe that explodes into caustic acid dealing 5 to 10 Acid damage per caster level to enemies struck. In addition, enemies must make a Fortitude saving throw or have their Physical Resistance Rating reduced by 5 for 12 seconds.

DND Dice: Deals 1d6+4 Acid damage per caster level, max 20d6+80. A successful Reflex save reduces the damage by half and negates the debuff.

Icon Feat Past Life Alchemist.png
Icon Caustic Solvent.png
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 caster level 15, to all affected enemies.

DND Dice: Deals 1d6+3 acid damage per caster level in an area (max 15d6+45 at caster level 15). A successful fortitude save reduces damage by half.

Icon Feat Past Life Alchemist.png
Cloudkill.png
Cloudkill A bank of heavy yellowish green, poisonous fog rises up, slaying weak targets within the cloud, or inflicting damage on stronger targets:

Additionally this fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). This portion of the spell affects all enemies, including red and purple named.

Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Creeping Doom.png
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 2 to 20 acid damage, plus 1 to 10 per 3 caster levels, every 2 seconds for 16 seconds. A successful reflex save halves the damage. Icon Feat Past Life Druid.png
Icon Elemental Combination.png
Elemental Combination Throw a single bottle of a volatile magical concoction that deals an intense combination of Poison, Fire, Cold, Acid, and Electric damage, with 3 effects chosen randomly each time.

DND Dice: Deals 1d3+3 damage of a random 3 selections among Poison, Fire, Cold, Acid, and Electric damage per caster level, max 20d3+60 per element. A successful Reflex save reduces the damage by half.

Icon Feat Past Life Alchemist.png
Icon Hellball.png
Hellball Official description: Deal 3d20 + 15 acid, electric, fire, and sonic damage to enemies in an area. Successful Reflex saving throws may negate each type of damage.
  • Bug: Creatures are only subject to a single reflex save, not one for each type.
MelfsAcidArrow.png
Melf's Acid Arrow Deals 1d6 acid damage per caster level (max 10d6) 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. Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Multivial of Acid.png
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 caster level 20. Shares a cooldown with all other Multivial spells.

DND Dice: Deals 1d4+3 acid damage per caster level per projectile (max 20d4+60 per projectile at caster level 20). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Arcane Spell Prismatic Ray.png
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. These 7 effects are detailed as follows: Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
PrismaticSpray.png
Prismatic Spray 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. These 7 effects are detailed as follows: Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
ProtectionFromElementsMass.png
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. Icon Feat Past Life Artificer.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Protection from Elements.png
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. Icon Feat Past Life Artificer.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Sp rgr protectionfromenergy selector.png
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. Icon Feat Past Life Artificer.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Ranger.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Sp rgr resistenergy selector.png
Resist Energy Grants a creature limited resistance from an elemental damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The creature gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source.), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level, and to a maximum of 30 points at 11th level. Icon Feat Past Life Artificer.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Icon Shard Storm (spell).png
Shard Storm Summons a cloud of acidic poisonous shards that randomly strike enemies within 15 meters. 6 strikes over 6 seconds. Each shard deals 1d4+2 Poison and 1d4+2 Acid damage per Character Level.
Icon Storm of Vengeance.png
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 8d6 acid damage 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. Icon Feat Past Life Druid.png
Icon Vial Smash Acid.png
Vial Smash: Acid Conjuring a bottle of caustic liquid, you throw a projectile at your feet that deals 2 to 7 Acid damage per caster level, max caster level 5.

DND Dice: Deals 1d6+1 acid damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Vial of Acid.png
Vial of Acid Conjuring a bottle of caustic liquid, you throw a projectile at a single foe that deals 3 to 8 Acid damage per caster level, max caster level 10.

DND Dice: Deals 1d6+2 acid damage per caster level (max 10d6+20 at caster level 10). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png

See also[edit]