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Arcane Tempest

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Arcane Tempest.gif
Name: Arcane Tempest
School: Evocation (Force)
Spell Level: AotS 6, Art 6, Sor/Wiz 8, Wlk 6
Special:
Components: SomaticIcon tooltip.pngSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations., VerbalIcon tooltip.pngVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components.
SLA:
Spell Point Cost: 25
Metamagic: Empower, Maximize, Quicken, Intensify
Target: Foe, Positional, Breakable
Range: Standard AOE
Duration: 10 seconds
Saving Throw: Reflex half on initial tic
DC:
Spell Resistance: No
Cooldown: 25 seconds (Sor), 30 seconds (Art)

Description

You create a storm of arcane energy that rains shards of force energy upon your foes. Any creatures caught within the storm take 7 to 12 per caster level in force damage every 2 seconds for a duration of 8 seconds. Targets first entering the storm may take a reflex save for half, but remaining in the storm they take damage with no saving throw. Damage progression caps at level 15 for 15 to 60 force damage. (Incorrect description. Actual damage calculates to 105 to 180 per 2 seconds)

This can be fired without a target lock on an enemy. Exceptionally effective against ranged enemies that like to stay in place, or if you're forced into close-range combat against a group of enemies and you can keep them in the damage area while skirmishing them.

Untargeted range is fairly short. On a locked-on target, range is slightly less than that of a Warlock Consume shot under the effect of the Enlarge Metamagic, however firing it at this range is not recommended; unless the target enemy is on an isolated platform with no way off or is of a type well known to stay in place firing ranged attacks like a Beholder, the very first thing enemies usually do is run straight for you, out of the damage area. This results in them taking only the first tic of damage (which is the one they get a reflex saving throw against to reduce damage further), making Arcane Tempest an often inefficient spell for long-range bombardment.

D&D Dice: Deals 1d6+6 per caster level, force damage, every 2 seconds, for 8 seconds.

Notes:

  • Damage progression caps at level 15 for 15 to 60 force damage (official description is not right here).