Year of the Dragon: Through 31st July, claim free Red Dragon Wyrmling Creature companion! Speak to Xatheral in the Hall of Heroes.

If you are currently a VIP, you also have until the 31st of July to claim a free 1000 Sentient XP Gem from Reitz in the Hall of Heroes. edit

Game mechanicsNewbie guideIn developmentDDO StoreSocial Media

ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavorFeats


Please create an account or log in to remove ads, build a reputation, and unlock more editing privileges and then visit DDO wiki's IRC Chat/Discord if you need any help!

Disrupt Undead

From DDO wiki
Jump to navigation Jump to search
Icon DisruptUndead.jpg
Name: Disrupt Undead
School: Necromancy
Spell Level: Sor/Wiz 1, Wild 1
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.
Spell Point Cost: 5
Metamagic: Empower, Enlarge, Intensify, Maximize, Quicken
Target: Foe, Directional
Range: Double
Duration: Instantaneous
Saving Throw: Will save for half
Spell Resistance: Yes
Cooldown: 2 seconds (Wiz), 1.5 seconds (Sor)


This ray deals 2d3+6 positive energy damage plus an additional 1d3+3 damage per two caster levels beyond the first level (increases at level 3,5,7,9,11,13,15,17,19,21,etc) to an enemy undead.

This spell is affected by positive spell power (devotion).

Range Note: This spell has massive range. Nearly double that of most ray spells, and can be enlarged to travel long beyond the maximum draw distance to hit enemies so far away you can no longer see them.