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Artificer spells/sandbox

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Artificer Spells List[edit]

Consult the table below to know the number of Artificer spells available per spell level.

  Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Total
Level 14310300415
Level 221104001220
Level 32310200614
Level 42100300612
Level 512001001115
Level 62000400511
Total 13 10 3 0 17 0 0 44 87

See also[edit]

The Rare Artificer Scroll List

Level 1[edit]

Available from Artificer level 1

Level 1 Artificer spells
Icon Name School Description S.C. Metamagics
Acc Enl Emb Emp Int Max Htn EHl Qkn Ext
Ablative Armor icon.png
Ablative Armor Abjuration Wards an ally against physical damage and force damage. Once this infusion has prevented a total of 5 damage per caster level (max 50) it is discharged.
ConjureBolts.png
Conjure Bolts Conjuration Conjures a stack of 1000 bolts for use with a crossbow. These bolts will remain until expended, or until you log out for an extended period of time.

These bolts begin with a +1 enhancement bonus to attack and damage and scale up as your caster level increases:

  • +2 at caster level 4
  • +3 at caster level 8
  • +4 at caster level 12
  • +5 at caster level 16
  • +6 at caster level 20 (maximum)

These bolts cannot be traded, and dissolve into nothingness after logout.

CurativeAdmixture CureLightWounds.png
Curative Admixture: Cure Light Wounds Conjuration Infuse a Cure Light Wounds potion with magical energy and hurl it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (max +5) positive energy damage to nearby living allies and enemy undead.
EnchantArmor.png
Enchant Armor Transmutation Increases the Enhancement Bonus of your targets' currently equipped armor by 1. An item can have only one temporary item enchantment at a time.
EnchantWeapons.png
Enchant Weapons Transmutation Increases the Enhancement Bonus of your target's currently equipped weapons or shields by 1. An item can have only one temporary item enchantment at a time.
FlamingBolt.png
Flaming Bolt Evocation Fires a small orb of fire at a target, doing 1d6+2 fire damage per caster level (max 10d6+20 at caster level 10).
Grease.png
Grease Conjuration Covers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall. Grease slicks will sometimes be set ablaze by area of effect fire effects, dealing 2 to 12 damage per two caster levels fire damage to all enemies of the caster in the slick every few seconds, as well as the caster of the grease spell. A successful (DC 10+spell level+ability modifier+items+feats) Reflex save will reduce this damage by half. Slicks that have been set ablaze will quickly burn away.
InflictLightDamage.png
Inflict Light Damage Transmutation Damages constructs for 1d6+2 hp plus 1d4 additional per caster level (max 5d4 at caster level 5).
MastersTouch.png
Master's Touch Divination Enchants the items currently equipped in the target's right and left hands to grant their wielder proficiency if the items are simple or martial weapons or shields, and lasts until the target rests.
RepairLightDamageMass.png
Repair Light Damage Transmutation Transmutes the structure of a Construct ally to repair 1d6+2 Hit Points plus 1 per caster level. (Maximum caster level 5.)
Sp rgr resistenergy selector.png
Resist Energy Abjuration 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 resistance.png
Resistance Abjuration Imbues the ally with magical energy that protects from harm, granting him a +1 resistance bonus on saves (+2 at 6th level, +3 at 9th level).
ShieldOfFaith.png
Shield of Faith Abjuration This spell creates a shimmering, magical field around the touched creature that averts attacks, granting the creature a +2 deflection bonus to Armor Class, with an additional +1 to the bonus for every 6 caster levels.
ShockingBolt.png
Shocking Bolt Evocation Fires a small orb of electricity at a target, doing 1d6+2 electric damage per caster level (max 10d6+20 at caster level 10).
Static Shock.png
Static Shock Evocation An electrical discharge strikes one target for 1d6 electricity damage plus 1d6 electricity damage per caster level up to a maximum damage of 10d6 at caster level 10. A successful 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.

Level 2[edit]

Available from Artificer level 3

Level 2 Artificer spells
Icon Name School Description S.C. Metamagics
Acc Enl Emb Emp Int Max Htn EHl Qkn Ext
Sp rgr bearsendurance.png
Bear's Endurance Transmutation An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level.
Icon bullsstrength.png
Bull's Strength Transmutation An ally gains a +4 enhancement bonus to Strength for 1 minute per caster level.
ByeshkWeapons.png
Byeshk Weapons Transmutation Your target's currently equipped weapons gain the ability to bypass Byeshk damage reduction. An item can have only one temporary item enchantment at a time.
Sp rgr catsgrace.png
Cat's Grace Transmutation An ally gains a +4 enhancement bonus to Dexterity for 1 minute per caster level.
CurativeAdmixture CureModerateWounds.png
Curative Admixture: Cure Moderate Wounds Conjuration Infusing a Cure Moderate Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 2d6+4 + 1 per caster level (max +10) positive energy damage to nearby living allies and enemy undead.
Icon eaglessplendor.png
Eagle's Splendor Transmutation An ally gains a +4 enhancement bonus to Charisma for 1 minute per caster level.
ElementalProd.png
Elemental Prod Evocation Target enemy takes 1d6 per caster level in two of three elements (Fire, Force, or Electric) chosen randomly each time. Elementals are also Dazed. A successful Will save halves the damage and negates the daze.[UnverifiedIcon tooltip.png"A successful Will save halves the damage and negates the daze." has not been verified in-game. Please verify it!]
ElementalWeapons.png
Elemental Weapons Evocation Your target gains +1 Imbue Dice. An item can have only one temporary item enchantment at a time.
FireTrap.png
Fire Trap Abjuration Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d6+3 per caster level fire damage. Maximum 20d6+60 at caster level 20. A successful Reflex save reduces the damage by half. The trap lasts 60 seconds, or until triggered.
FlameArrow.png
Flame Arrow Evocation Creates 500 flaming ammo [including thrown weapons] within the caster's inventory, each one dealing 1d6 fire damage.
FoxsCunning.png
Fox's Cunning Transmutation An ally gains a +4 enhancement bonus to Intelligence for 1 minute per caster level.
InflictModerateDamage.png
Inflict Moderate Damage Transmutation Transmutes the structure of a construct enemy to deal 6 to 16 damage plus an additional 1 to 4 for every caster level up to caster level 10.

D&D Dice: Damages constructs for 2d6+2 hp plus 1d4 additional per caster level (max 10d4)

LightningSphere.png
Lightning Sphere Evocation Launches an electrical orb that explodes on impact, dealing 1d6 electrical damage per caster level (up to a max of 10d6 electricity 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.
LuckyCape.png
Lucky Cape Transmutation Your target's cloak grants a +1 Luck bonus to saving throws. An item can have only one temporary item enchantment at a time.
Icon owlswisdom.png
Owl's Wisdom Transmutation An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level.
InsightfulStrikes.png
Personal Augmentation: Insightful Strikes Divination Enchants a crossbow or one handed melee weapon to permit the use of the equipper's Intelligence modifier for attack rolls if it is higher than the standard ability for the weapon, if it is the only weapon (other than a Runearm) equipped. This spell dispels Insightful Damage, but as a personal item enchantment it can be used alongside other general temporary item enchantments. The item is temporarily bound to character while this effect is active.
Sp rgr protectionfromenergy selector.png
Protection from Energy Abjuration 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.
ReinforceConstruct.png
Reinforce Construct Transmutation Reinforces the target ally construct or living construct, giving a bonus of 10 temporary hit points plus 1 additional one per caster level up to caster level 10. [NOTE: +20 Temp HP is the max]
RepairModerateDamageMass.png
Repair Moderate Damage Transmutation Transmutes the structure of a living Construct ally to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 10.)
ToughenConstruct.png
Toughen Construct Transmutation Toughens the skin of an ally construct, giving a +2 natural armor bonus to AC with an additional +1 bonus for every 3 caster levels above 3rd, to a maximum of +5 at caster level 12.

Level 3[edit]

Available from Artificer level 6

Level 3 Artificer spells
Icon Name School Description S.C. Metamagics
Acc Enl Emb Emp Int Max Htn EHl Qkn Ext
AdamantineWeapons.png
Adamantine Weapons Transmutation Your target's currently equipped weapons gain the ability to bypass Adamantine damage reduction. An item can have only one temporary item enchantment at a time.
BlastRod.png
Blast Rod Evocation A blast of electricity bursts from your outstretched hand, dealing 1d6+3 electrical damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.
CurativeAdmixture CureSeriousWounds.png
Curative Admixture: Cure Serious Wounds Conjuration Infusing a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d6+6 +1 per caster level (max 15) positive energy damage to nearby living allies and enemy undead.
CurativeAdmixture Remove Disease.png
Curative Admixture: Remove Disease Conjuration Infuses a Remove Disease potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes diseases from nearby allies.
FlameTurret.png
Flame Turret Conjuration Conjures a destroyable turret that fires jets of flame at nearby enemies. You can have only one summoned creature at a time.
Inflictlightdamagemass.png
Inflict Light Damage, Mass Transmutation Transmutes the structure of construct enemies to deal 3 to 8 damage plus an additional 1 to 4 for every caster level up to caster level 25.
Inflictseriousdamage.png
Inflict Serious Damage Transmutation Transmutes the structure of a construct enemy to deal 3d6+6 damage plus an additional 1d4 for every caster level up to caster level 15.
LightningBolt.png
Lightning Bolt Evocation You release a powerful bolt of electrical energy that deals 1d6+3 points of electricity damage per caster level (Maximum damage 10d6+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 happen once or twice. This spell is a bolt and has double range.
InsightfulDamage.png
Personal Augmentation: Insightful Damage Divination Enchants a crossbow or one handed melee weapon to permit the use of the equipper's Intelligence modifier for damage rolls, if it is the only weapon (other than a Runearm) equipped. This spell dispels Insightful Strikes, but as a personal item enchantment it can be used alongside other general temporary item enchantments. The item is temporarily bound to character while this effect is active.
Positiveenergyinfusion.png
Positive Energy Infusion Transmutation You enhance an ally with some of your life force, giving them a 10% enhancement bonus to maximum hit points. You suffer a stacking maximum hit point penalty of 10% for each time this spell has been cast. The effect lasts for five minutes before expiring.
RepairLightDamageMass.png
Repair Light Damage, Mass Transmutation Transmutes the structure of living Construct allies to repair 1d6+2 Hit Points plus 1 per caster level. (Maximum caster level 25.)
RepairSeriousDamageMass.png
Repair Serious Damage Transmutation Transmutes the structure of a living Construct ally to repair 3d6+6 Hit Points plus 1 per caster level. Maximum caster level 15.
ShieldOfFaithMass.png
Shield of Faith, Mass Abjuration Casts Shield of Faith on multiple targets, creating a shimmering, magical field around allies that averts attacks, giving a +2 deflection bonus to Armor Class. This bonus is increased by 1 for every 6 caster levels.
Stoneskin.png
Stoneskin Abjuration The warded creature gains resistance to physical damage granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level (no maximum) it is discharged. Otherwise it lasts 1 minute per caster level.

Level 4[edit]

Available from Artificer level 9

Level 4 Artificer spells
Icon Name School Description S.C. Metamagics
Acc Enl Emb Emp Int Max Htn EHl Qkn Ext
ArmorofSpeed.png
Armor of Speed Transmutation Your target's currently equipped armor gains Equip Effect: Quickens the wearer causing them to attack: 15% faster than normal. In addition the recipient gains +1 enhancement bonus to attack rolls and plus one dodge bonus to AC and reflex saves. An item can only have one temporary item enhancement on it at a time.
Materialweapon coldiron.png
Cold Iron Weapons Transmutation Your target's currently equipped weapons gain the ability to bypass Cold Iron damage reduction. An item can have only one temporary item enchantment at a time.
CurativeAdmixture RemovePoison.png
Curative Admixture: Remove Poison Conjuration Infuses a potion of Poison Neutralization with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes poisons from nearby allies. (It does not confer immunity to poisons.)
ElementalWeapons.png
Greater Elemental Weapons Evocation Your target gains +2 Imbue Dice. An item can have only one temporary item enchantment at a time.
InflictCriticalDamage.png
Inflict Critical Damage Transmutation Transmutes the structure of a construct enemy to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 20.

D&D Dice: Damages constructs for 4d6+8 hp plus 1d4 additional per caster level (max 20d4)

Inflictmoderatedamagemass.png
Inflict Moderate Damage, Mass Transmutation Transmutes the structure of construct enemies to deal 6 to 16 damage plus an additional 1 to 4 for every caster level up to caster level 30.

D&D Dice: Damages constructs for 2d6+4 hp plus 1d4 additional per caster level (max 30d4).

LesserGlobeOfInvulnerability.png
Lesser Globe of Invulnerability Abjuration An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
LightningMotes.png
Lightning Motes Evocation You create a nebulous cloud of electric motes that damages enemies that enter it. Any creatures that are hit by the cloud take 1d6+2 electric damage per caster level (up to a max of 10d6+20 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.
Protection from Elements.png
Protection from Elements Abjuration 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.
RepairCriticalDamageMass.png
Repair Critical Damage Transmutation Transmutes the structure of a living Construct ally to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 20.)
RepairModerateDamageMass.png
Repair Moderate Damage, Mass Transmutation Transmutes the structure of living Construct allies to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 30.)
ThunderingArmor.png
Thundering Armor Evocation Your target's currently equipped armor gains Retributive Hit Effect: Attacker takes 1d6 sonic damage and has a 5% chance to take an additional 8d6 sonic damage (Fortitude DC: 25 save for half damage). An item can have only one temporary item enchantment at a time.

Level 5[edit]

Available from Artificer level 12

Level 5 Artificer spells
Icon Name School Description S.C. Metamagics
Acc Enl Emb Emp Int Max Htn EHl Qkn Ext
BearsEnduranceMass.png
Bear's Endurance, Mass Transmutation Casts Bear's Endurance on multiple targets, giving a +4 enhancement bonus to Constitution to each of them for 1 minute per caster level.
BullsStrengthMass.png
Bull's Strength, Mass Transmutation Casts Bull's Strength on multiple targets, giving a +4 enhancement bonus to Strength to each of them.
CatsGraceMass.png
Cat's Grace, Mass Transmutation Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each target for 1 minute per caster level.
Icon Curative Admixture Cure Critical Wounds.png
Curative Admixture: Cure Critical Wounds Conjuration The potion explodes in a small AOE that deals 4d6 + 8 + 1 per caster level (max +20) positive energy damage to nearby living allies and enemy undead.
CurativeAdmixture RemoveCurse.png
Curative Admixture: Remove Curse Conjuration Infuses a Remove Curse potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes curses from nearby allies.
EaglesSplendorMass.png
Eagle's Splendor, Mass Transmutation Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each target for 1 minute per caster level.
FoxsCunningMass.png
Fox's Cunning, Mass Transmutation Casts Fox's Cunning on multiple targets, giving a +4 enhancement bonus to Intelligence to each target for 1 minute per caster level.
Inflictseriousdamagemass.png
Inflict Serious Damage, Mass Transmutation Transmutes the structure of construct enemies to deal 9 to 24 damage plus an additional 1 to 4 for every caster level up to caster level 35.

D&D Dice: damages constructs for 3d6+6 hp plus 1d4 additional per caster level (max 35d4).

OwlsWisdomMass.png
Owl's Wisdom, Mass Transmutation Casts Owl's Wisdom on multiple targets, giving a +4 enhancement bonus to Wisdom to each of them for 1 minute per caster level.
AlignWeapons.png
Planar Weapons Transmutation Your Targets Currently equipped weapons gain the ability to bypass alignment based damage reduction. An item can only have one temporary item enchantment on it at a time.
PrismaticStrike.png
Prismatic Strike Evocation A brilliant ray of multicolored light projects from your finger. Ray spell. Enemy takes 1d6 per caster level in two of three elements (Fire, Force, or Electric) chosen randomly each time. The enemy is also subject to 2 of 3 CC effects chosen randomly each time:
  • Knock the target prone; a successful Fortitude save halves the damage and negates the knockdown.
  • Daze the target; a successful Reflex save halves the damage and negates the daze.
  • Reduce the target's melee and ranged damage by 25%; a successful Will save halves the damage and negates the penalty to attack damage.
RadiantForcefield.png
Radiant Forcefield Abjuration Your Target is surrounded in a sphere of magical force that reduces all damage (except for untyped) they take by 25% for a short period of time.
RepairSeriousDamageMass.png
Repair Serious Damage, Mass Transmutation Transmutes the structure of Construct allies to repair 3d6+6 Hit Points plus 1 per caster level. (Maximum caster level 35.)
SilverWeapons.png
Silver Weapons Transmutation Your target's currently equipped weapons gain the ability to bypass Silver damage reduction. An item can have only one temporary item enchantment at a time.
Icon Spell Tenser's Transformation.png
Tenser's Transformation Transmutation Causes the caster to become a virtual fighting machine becoming stronger, tougher, faster, and more skilled in combat. You gain a +4 alchemical bonus to Strength, Dexterity, and Constitution, a +6 alchemical bonus to Armor Class, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. Your spellcasting ability is reduced, resulting in a -2 penalty to all spell DCs, -2 to your rolls to bypass enemy Spell Resistance, and doubling the cooldown of your spells.

Level 6[edit]

Available from Artificer level 15

Level 6 Artificer spells
Icon Name School Description S.C. Metamagics
Acc Enl Emb Emp Int Max Htn EHl Qkn Ext
Arcane Tempest.gif
Arcane Tempest Evocation 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)
Blade Barrier icon.png
Blade Barrier Evocation Creates a circular wall of flying blades which damages enemies that pass through them. The wall is centered on the caster at the time casting finishes. Enemies passing through Blade Barriers suffer 1d6 slashing damage per caster level. (Maximum damage 15d6 at caster level 15.) Duration is fixed at 30 seconds.
ChainLightning.png
Chain Lightning Evocation An electrical discharge strikes a primary target for 1d6+6 electrical damage per caster level, up to a maximum of 20d6+120 at caster level 20. It then arcs to up to 5 other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.
DeadlyWeapons.png
Deadly Weapons Transmutation Your target's currently equipped weapon gains +1 weapon dice multiplier. A weapon that deals 1d6 per hit will deal 2d6 instead, while a weapon that deals 2d4 damage per hit will deal 4d4 damage instead. This affects base dice associated with a weapon any time they are rolled.

An item can have only one temporary item enchantment at a time: Dispels and is dispelled by Oil of Incandescence, Elemental Weapons and Fires of Purity (spell). Does not interfere with Master's Touch.

Deconstruct.png
Deconstruct Transmutation Greatly damages an enemy construct, dealing 10 damage per caster level (max 150), slows their move and attack speed, reduces fortification by 25%, and inflicts a 25% penalty to Repair effects.

Reconstruction will remove this penalty. A successful Will save halves the damage and prevents the Deconstructed debuff.

GlobeOfInvulnerability.png
Globe of Invulnerability Abjuration An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
InflictCriticalDamageMass.png
Inflict Critical Damage, Mass Transmutation Transmutes the structure of construct enemies to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 40.

D&D Dice: Damages constructs for 4d6+8 hp plus 1d4 additional per caster level (max 40d4)

ProtectionFromElementsMass.png
Protection from Elements, Mass Abjuration 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.
Reconstruct.png
Reconstruct Transmutation Greatly repairs an ally Construct, restoring 10 Hit Points per caster level (Max 150hp), while simultaneously granting it an increase in attack speed for a short time (30 seconds).
RepairCriticalDamageMass.png
Repair Critical Damage, Mass Transmutation Transmutes the structure of living Construct allies to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 40.)
Tactical Detonation.png
Tactical Detonation Evocation Causes an unstable ball of plasma to streak towards your enemy. The ball explodes on impact, knocking enemies to the ground and dealing 1d6+3 fire damage per caster level (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 1d6+3 force damage per caster level (no save) to targets in the area.