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Cold spells

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A form of energy with freezing properties that deals cold effects.

Cold spells[edit]

Icon Name Description Classes
ConeOfCold.png Cone of Cold Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a large cone. It drains heat, dealing 1d3+3 points of cold damage per caster level. Maximum damage 15d3+45 at caster level 15. A successful Reflex save reduces the damage by half. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
FireShield.png Fire Shield Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 1d3+3 plus 1 per caster level (Maximum caster level 15.) damage. The Fire version of this spell deals fire damage and reduces damage the caster takes from cold by half. The cold version of this spell deals cold damage and reduces damage the caster takes from fire by half. The flame from the fire version will burn away any webs that attempt to entangle you. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
FrostLance.png Frost Lance Blasts a target with a lance of freezing energy, dealing 4d5+20 cold damage on impact. The number of lances increases to two at caster level 7, then to to a maximum of three at caster level 11. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
IceStorm.png Ice Storm Great magical hailstones pound down creating a persistent area of effect, slowing enemies movement speed by -50% and deals 1d6 cold damage + 1 per level, (maximum 1d6+10 at caster level10), with an additional 2d6 of bludgeoning damage (essentially considered untyped). Deals damage every 2 seconds, for a total of 30 seconds. 15 total tics as there is no initial tic. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
NiacsBitingCold.png Niac's Biting Cold A deep and chilling cold settles into the target's body, dealing 1d6 cold 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. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
NiacsColdRay.png Niac's Cold Ray A ray of freezing ice and air projects from your finger dealing 1d5+5 cold damage per caster level (Maximum damage 5d5+25 at caster level 5). This ray has double spell range. A successful Reflex save negates damage. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
OtilukesFreezingSphere.png Otiluke's Freezing Sphere A frigid globe of cold energy streaks towards a target. On impact it explodes, causing 1d3+3 cold damage per caster level (Maximum damage 20d3+60 at caster level 20.) to targets in the area. A successful Reflex save reduces the damage by half. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
PolarRay.png Polar Ray A blue-white ray of freezing air and ice springs from your hand. The ray deals 1d3+3 points of cold damage per caster level. (Maximum 25d3+75 at caster level 25.) Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.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
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 Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.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 Favored Soul.png Icon Feat Past Life Ranger.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Sp rgr resistenergy selector.png 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. Icon Feat Past Life Artificer.png Icon Feat Past Life Cleric.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
SleetStorm.png Sleet Storm Driving sleet blocks all sight (Attackers are Blinded.), and causes the ground around the target to become icy, slowing targets within it by 50%. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can’t move in that round, while failure by 5 or more means it falls. (See the Balance Skill for details.) Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
SnowballSwarm.png Snowball Swarm A flurry of magical snowballs erupt near your target, dealing 1d3+3 cold damage per 2 caster levels. Maximum damage 5d3+15 at caster level 10. A successful Reflex save reduces the damage by half. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png

See also[edit]

Monster DR and weaknesses