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Earth spells
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Spells with the "Earth" descriptor related with earth effects. These spells are more potent for Earth Savant Sorcerers.
Earth[edit]
Name | Description | Classes | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Alc | Art | Brd | Clr | Drd | FvS | Pal | Rgr | Sor | Wiz | War | |||
Ablative Armor | 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. | ||||||||||||
Earthquake | Summons an earthquake beneath your enemies' feet. Enemies within the area of effect have an additional 30% spell failure chance, and every three seconds they are knocked down and take 2d8 points of damage per caster level (max 40d8 at caster level 20). A successful reflex save halves the damage and a reflex save vs the knockdown negates it. The earthquake lasts for 30 seconds. Flying enemies are immune. | ||||||||||||
Entangle | Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% penalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC, and Reflex. A successful Reflex save negates this effect. Entangled creatures may leave the affected area to escape its effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creature. Incorporeal creatures and oozes are naturally immune. Fire elementals and other fire creatures are immune because they burn through the plants. | ||||||||||||
Flesh to Stone | Turns a single fleshy target into a mindless, inert statue in a Petrified condition. In stone form, creatures are much more difficult to damage (Damage Reduction 10/Adamantine), but are Helpless and receive 50% more damage because of it. Only creatures made of flesh are affected by this spell. This effect lasts 60 seconds plus 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds. | ||||||||||||
Grasping Thorns | Powerful thorny vines rip out of the ground seizing all enemies in the area. Enemies save vs Reflex or become entangled, with a reoccurring Strength save to break free. Targets also take 1d6 in piercing damage every 2 seconds. All enemy movement through the area is slowed by 30%, no save. Area of effect fire spells with destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are naturally immune. Fire elemental and other fire creatures are immune because they burn through the plants. | ||||||||||||
Meteor Swarm | Causes four 2-foot-diameter chunks of rock to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing 1d3+1 fire damage per caster level (a successful Reflex save reduces the fire damage by half) and 1d2+1 bludgeoning damage per caster level (no save) to targets in the area. This spell has double range. Max. caster level 20. | ||||||||||||
Splinterbolt | Fires a jagged bolt of wood at your enemies. Deals 1d6+4 Piercing damage per caster level. Max caster lvl 12 | ||||||||||||
Stone to Flesh | Restores a petrified creature, such as one affected by the Flesh to Stone spell to its normal state. | ||||||||||||
Stoneskin | 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. | ||||||||||||
Tremor | AOE melee strike that deals +20% damage, that causes the ground to tremble beneath your feet. Enemies around fall prone. A successful balance checks negates. Trip vs Balance DC: 10 + Druid level + Highest of Wisdom or Strength + Trip Bonuses |