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Cold spells
A form of energy with freezing properties that deals cold effects.
Cold spells[edit]
Name | Description | Classes | |||||||||||
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Alc | Art | Brd | Clr | Drd | FvS | Pal | Rgr | Sor | Wiz | War | |||
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Bitter Frost Burst | Throw a bottle that shatters among your enemies, causing a huge spike of cold damage. Deals 1d6+3 Cold damage per caster level, max caster level 15, in an area.
DND Dice: Deals 1d6+3 cold damage per caster level in an area (max 15d6+45 at caster level 15). A successful fortitude save reduces damage by half. |
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Burst of Glacial Wrath | Cone spell, deals 30d6 Cold Damage and freezes creatures within the cone. Monsters that succeed at a Fortitude Save of (20 + the highest of your INT/WIS/CHA modifiers + Evocation bonuses) negate the freeze. | |||||||||||
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Cold Breath | Creates an area of extreme cold, originating in front of you and spreading outward in a cone. It drains heat, dealing 1d3+3 cold damage per caster level to a maximum of 15d3+45 damage at caster level 15. | ![]() |
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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 1d6+5 points of cold damage per caster level. Maximum damage 15d6+75 at caster level 15. A successful Reflex save reduces the damage by half. | ![]() |
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Creeping Cold | Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phase lasts 4 seconds.
Total damage over entire twelve-second duration: 12d4 + 24 per 3 caster levels (max +72 at caster level 18). |
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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. |
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Fire Shield | This spell when cast brings up a pop up selection, offering Fire Shield (cold) or Fire Shield (fire). You can pull both of these to various places upon your hot bars for faster casting.
Wreathes the caster in flames. Any creature striking you in melee takes 1d3+10 cold or fire damage (Depending on type) plus an additional 1 for every caster level up to caster level 15. The Cold version reduces fire damage by half and the fire version reduces cold damage by half. The flame from this spell will burn away any webs that attempt to entangle you. Having any Fire Shield or Energy Sheath spell cast on you will dispel these effects. |
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Freezing Bolt | Fires a small orb of frost at a target, doing 1d6+2 cold damage per caster level (max 10d6+20 at caster level 10). | ![]() |
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Freezing Spray | Douses an opponent in freezing spray, giving the target 25% cold vulnerability. Targets with this vulnerability will take 25% extra damage from all sources of cold damage. Once this effect wears off, it cannot be reapplied for 30 seconds. | ![]() |
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Frost Concentration | Conjuring a bottle of freezing liquid, you throw a projectile at a single foe that deals 1d6 Cold damage, plus 1 per caster level, max caster level 20. The cold continues to deal damage over time every 2 seconds for 16 seconds. You may stack this up to three times.
DND Dice: Deals 1d6 Cold damage, plus one per caster level (max caster level 20). A successful reflex save reduces damage by half. |
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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.
A successful Fortitude save reduces the damage by half. Each lance requires it's own individual save. |
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Frostbite | Valid Forms: Winter Wolf. Your frigid breath and freezing jaws drain the warmth from your enemies. Enchants your natural weapon so that attacks deal an extra 1d10 cold damage each hit. You can only have one temporary weapon enchantment at a time. Equipping a new weapon cancels the effect. | ![]() |
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Greater Creeping Cold | Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phase lasts 4 seconds.
Total damage over entire twelve-second duration: 24d4 + 36 damage per two caster levels (max +360 at level 20). |
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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.
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Ice Flowers | Lances of ice burst from the ground where you point, dealing 1d6+8 piercing and 1d6+8 cold damageneeds verification per caster level, to a maximum of 15d6+120 cold and 15d6+120 piercing. | ![]() |
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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 level 10), with an additional 2d6 of bludgeoning damage. Deals damage every 2 seconds, for a total of 30 seconds. 15 total tics as there is no initial tic. | ![]() |
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Iceberg | Drops a gigantic shard of glacial ice on your target, which deals 28 to 33 Cold damage for every caster level up to 20. A successful reflex save reduces damage by half.
D&D Dice: Deals 1d6+28 cold damage per caster level, max 20d6+560. |
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Jaws of Winter | As your jaws close over your enemies, they feel the deep cold of winter's heart close around them. This attack deals an extra +60% damage, has +1 bonus to critical threat and multiplier, and if it counts as a sneak attack, your foe is frozen solid for 30 seconds. Frozen creatures gain DR 5/Adamantine, but are considered helpless. Fortitude save negates, and the creature gets and additional save attempt every two seconds.
Stun vs Fortitude DC: 10 + Druid level + Highest of Wisdom, Dexterity, or Strength + Stun Bonuses |
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Multivial of Frost | Conjuring many bottles of freezing liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Cold 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 cold damage per caster level per projectile (max 20d4+60 per projectile at caster level 20). A successful reflex save reduces damage by half. |
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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.
Upon each stacking cast, the timer is reset to 16 seconds. A stack of 2 is double damage and a stack of 3 is triple damage. Casting on a target with 3 stacked instances just resets the timer maintaining damage at triple. |
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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. | ![]() |
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Otiluke's Freezing Sphere | A frigid globe of cold energy streaks towards a target. On impact it explodes, causing 1d6+6 cold damage per caster level (Maximum damage 20d6+120 at caster level 20.) to targets in the area. A successful Reflex save reduces the damage by half. | ![]() |
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Polar Ray | A blue-white ray of freezing air and ice springs from your hand. The ray deals 1d6+8 points of cold damage per caster level. (Maximum 25d6+200 at caster level 25.) | ![]() |
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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. | ![]() |
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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. | ![]() |
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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. | ![]() |
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Quench | A burst of water quenches flames. Lingering fire spells, such as Wall of Fire, are dispelled. Your allies are cured of any linger fire damage effects, and receive a +15 enhancement bonus to fire resistance. Your enemies receive a -20 penalty to cold and electricity resistance. The resistance bonuses and penalties increase to 25 at caster level 8, and 35 at caster level 12. They last one minute.
Fiery enemies, such as Fire Elementals, take 2d4+25 cold damage per 4 caster levels, to a maximum of 8d4+100. A successful fortitude save halves the damage, and negates the resistance penalties. |
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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. | ![]() |
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Sleet Storm | Driving sleet blocks all sight (Attackers are Blinded, even those with darkvision) within it and causes the ground in the area to be icy, slowing targets within it by 25%. Also creates a slippery icy surface, which prevents creatures from tumbling or jumping while within it.
Additional, every 6 seconds all creatures within must succeed on a DC 10 Reflex check or be knocked prone for 6 seconds, also allows a recurring balance save every 2 seconds to get up if knocked prone. The DC never scales and remains at 10 regardless of who casts the spell. |
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Snowball Swarm | A flurry of magical snowballs erupt near your target, dealing 1d6+2 cold damage per caster level. Maximum damage 10d6+20 at caster level 10. A successful Reflex save reduces the damage by half. | ![]() |
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Snowslide | You leap forward with the speed and ferocity of a sudden avalanche. You attack enemies in your path, dealing an extra +30% damage, with a +1 bonus to critical threat and multiplier, and targets caught in your wake are frozen solid for 20 seconds. A successful reflex save negates the effect, and the creatures caught in the ice can attempt fortitude saves to escape every 3 seconds. Creatures frozen are considered helpless, but they also gain DR 5/Adamantine. | ![]() |
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Thunder Snow | Sends forth a wide wave of freezing hail before you with a narrow blast of lightning at its center directly in front of the caster. The hail deals 1d6+4 cold damage per Character Level to enemies it hits, who take half damage on a successful Fortitude save (DC: 20 + Highest of INT/WIS/CHA mod + Evocation Bonuses). The bolt of lightning strikes for 1d6+4 electric damage per Character Level to enemies it hits, who take half damage on a successful Reflex save (same DC as above). | |||||||||||
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Tsunami | Call forth a wave of water, knocking enemies down and dealing 1d6+9 Cold damage and 1d6+9 Bludgeoning damage per caster level, halved on successful Fortitude save. | ![]() |
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Vein Freeze | Throw a bottle at a targeted foe that explodes, dealing 5 to 10 Cold damage per caster level, and [slow]s enemies caught within. Some enemies may be required to make Fortitude save or be Frozen for 12 seconds.
DND Dice: Deals 1d6+4 Cold damage per caster level, max 20d6+80. A successful Reflex save reduces the damage by half and negates the debuff. |
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Vial Smash: Cold | Conjuring a bottle of frigid liquid, you throw a projectile at your feet that deals 2 to 7 Cold damage per caster level, max caster level 5.
DND Dice: Deals 1d6+1 cold damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half. |
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Vial of Frost | Conjuring a bottle of freezing liquid, you throw a projectile at a single target foe that deals 3 to 8 cold damage per caster level, max caster level 10.
DND Dice: Deals 1d6+2 cold damage per caster level (max 10d6+20 at caster level 10). A successful relfex save reduces damage by half. |
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