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Curative Admixture: Harm

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Name: Curative Admixture: Harm
School: Conjuration (Admixture)
Primer: Gildleaf
Spell Level: Alc 6
Special:
Components: SomaticSomatic: 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.
SLA: Apothecary Core 5 (Alc)
Spell Point Cost: 50, 45 (SLA)
Metamagic: Accelerate, Empower, Empower Healing, Intensify, Maximize
Target: Friend, Self, Directional, Undead Friend, Undead Foe
Range: Thrown
Duration: Instantaneous
Saving Throw: Will half
DC:
Spell Resistance: No
Cooldown: 6 seconds, 12 seconds (SLA)
Augmentation: Arcane

Description

Infuses a Harm potion with magical energy, hurling it towards your target in an arc. Charges the target with negative energy dealing 10 points of damage per caster level. (max 150 at caster level 15) A successful Will save reduces the damage by half. Harm cannot reduce the target's hit points to less than 1. Against Undead targets this spell heals like Heal.

Notes

  • With a 100% Negative Energy Spell Power scaling and a large AOE, Admixture: Harm is very powerful, although amusingly it deals less damage than Curative Admixture: Inflict Critical Wounds.
    • Admixture Inflict Critical deals 1d6+10 damage per CL, Admixture Harm merely deals 10 damage per CL.
    • Admixture Harm retains Harm's inability to kill creatures. It is recommended to follow this spell up with an AOE Gildleaf damaging spell.
Characteristics
  • Admixture spells have their Caster Levels raised by Artificer Knowledge: Potions, as well as Dwarf: Iron Stomach.
  • Alchemists can effectively remove the Caster Level cap of all Admixtures with the Master Apothecary enhancement.
  • Admixture spells have an extremely long range and will home in on the target, even if the target moves.
    • The explosion of an Admixture spell is slightly smaller than a standard AOE.
    • If the target ceases to exist for any reason while the spell is in flight, (Be it through death, burrowing, despawning, etc) the spell will either vibrate in place over the enemy's last position, or cease to exist. Spells which vibrate in place can be 'used' by kiting a valid target into the projectile while it lingers.
    • Due to the way the spells arc, distant targets may increase the arc of the throw enough to collide with ceilings. Be wary of using Admixture Spells from long range in tight spaces.
  • When the potion hits an obstacle in the middle of the flight, the spell effect triggers on impact. Obstacles include objects, enemies, walls, and other players.
  • If you hard-target yourself, you throw the potion straight down. This likely will result in the AOE of the potion being centered on you, though obviously doing this while midair may lead to other outcomes.
    • Inflict Admixtures cannot self-target, unless you are in a transformation that changes your creature type to Undead.
  • The casting and flight speeds of Admixture spells are quite slow.
    • Quicken cannot be applied to Admixture spells. There is no way to reduce the cast time of Admixture spells. As such, Admixture spells may feel sluggish to use at times.
    • Accelerate Spell can be applied to Admixture spells. This metamagic increases the speed at which Admixture spells fly through the air. Thus, its effectiveness varies based on the distance between caster and target. It additionally slightly reduces the after-cast delay of Admixture spells, allowing the user to take action again sooner, although the benefit is far, far less than Quicken.needs verification
  • Despite dealing Negative Energy damage, none of the Inflict Wounds admixtures are classified as Negative Energy spells. This renders them unable to trigger effects such as Sinister Chill or Pale Master's Unholy Avatar.
  • All Admixture spells which can heal Hit Points may have the Empower Healing metamagic applied to them, including Inflict Admixtures. When applied to an Inflict Admixture, Empower Healing increases the damage dealt to living targets.