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Electricity spells
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A form of energy based on shocking electrical power.
Electricity spells[edit]
Name | Description | Classes | |||||||||||
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Alc | Art | Brd | Clr | Drd | FvS | Pal | Rgr | Sor | Wiz | War | |||
Ball Lightning | Fills an area with deadly energy that deals 1d6+5 electrical damage per caster level. (Maximum damage 15d6+75.) A successful Reflex save reduces the damage by half. | ||||||||||||
Blast Rod | A blast of electricity bursts from your outstretched hand, dealing 1d6+3 electrical damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. | ||||||||||||
Call Lightning | Calls forth a bolt of lightning, which strikes your chosen target for 1d6+6 damage for every caster level up to 15. A successful reflex save reduces this damage by half. | ||||||||||||
Chain Lightning | An electrical discharge strikes a primary target for 1d6+6 electrical damage per caster level, up to a maximum of 20d6+120 at caster level 20. It then arcs to up to 5 other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half. | ||||||||||||
Eladar's Electric Surge | The target's body is wracked with powerful electric shocks, dealing 1d6 electric 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. | ||||||||||||
Electric Loop | An electrical discharge strikes a primary target for 1d3+3 electrical damage per two caster levels (max 5d3+15 at caster level 10). It then may leap erratically about to other nearby targets, hitting each of them with a similar shock. A successful Reflex save reduces the damage to 1d2+1 per 2 caster levels. On a failed Reflex save, the target must make a successful Will save to avoid being Dazed for 1d6+6 seconds or until they take damage. | ||||||||||||
Elemental Combination | Throw a single bottle of a volatile magical concoction that deals an intense combination of 1d3+3 Poison, Fire, Cold, Acid, and Electric damage, with 3 effects chosen randomly each time, max 20d3+60 per element at caster level 20. A successful Reflex save reduces the damage by half. | ||||||||||||
Elemental Prod | Target enemy takes 1d6 per caster level (max 20d6 at caster level 20) in two of three elements (Fire, Force, or Electric) chosen randomly each time. Elementals are also Dazed for 1d6+6 seconds or until damaged. A successful Reflex save changes the damage to 1d2 per caster level (max 20d2) of force and electric damage. A successful Will save negates the daze. | ||||||||||||
Glyph of Warding | A powerful inscription that explodes when entered, doing 1d4+4 electric damage per two caster levels (Maximum damage 5d4+20.) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half. This spell shares a cooldown with Greater Glyph of Warding. | ||||||||||||
Greater Glyph of Warding | A powerful inscription that explodes when entered, doing 1d4+4 electric damage per two caster levels (Maximum damage 10d4+40.) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half. This spell shares a cooldown with Glyph of Warding. | ||||||||||||
Hellball | Deal 3d20 + 15 acid, electric, fire, and sonic damage to enemies in an area. A Successful Reflex saving throw halves each type of damage. | ||||||||||||
Lightning Bolt | You release a powerful bolt of electrical energy that deals 1d6+3 points of electricity damage per caster level (Maximum damage 10d6+30.) to each target in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can happen once or twice. This spell is a bolt and has double range. | ||||||||||||
Lightning Motes | You create a nebulous cloud of electric motes that damages enemies that enter it. Any creatures that are hit by the cloud take 1d6+2 electric damage per caster level (up to a max of 10d6+20 damage at caster level 10). A successful Reflex save reduces this damage by half. Enemies hit by the cloud are also made temporarily more vulnerable to electric damage, taking 1.15 extra damage from any electric-based attacks. | ||||||||||||
Lightning Sphere | Launches an electrical orb that explodes on impact, dealing 1d6 electrical damage per caster level (up to a max of 10d6 electricity damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected. | ||||||||||||
Multivial of Sparks | Conjuring many bottles of voltaic liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Electric damage per caster level to all nearby foes, max 20d4+60 per projectile at caster level 20. Shares a cooldown with all other Multivial spells. A successful reflex save reduces damage by half. | ||||||||||||
Prismatic Ray | A shining ray of multicolored light blinds creatures with 6 Hit Die or less for 4 to 16 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7. | ||||||||||||
Prismatic Spray | A shining blast of multicolored light blinds creatures with 6 Hit Die or less for 4 to 16 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7. | ||||||||||||
Prismatic Strike | A brilliant ray of multicolored light projects from your finger, causing the target to be afflicted by two of three different possible damaging and debuff effects. - The first deals 1d6 electric damage per caster level (max 20d6 at caster level 20) and knocks the target prone; a successful Fortitude save halves the damage and negates the knockdown. - The second deals 1d6 force damage per caster level (max 20d6 at caster level 20) and dazes the target; a successful Reflex save halves the damage and negates the daze. - The third deals 1d6 fire damage per caster level (max 20d6 at caster level 20) and reduces the target's melee and ranged damage by 25%; a successful Will save halves the damage and negates the penalty to attack damage. The damage and debuffs are chosen independently. This spell has double range. |
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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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
Shocking Bolt | Fires a small orb of electricity at a target, doing 1d6+2 electric damage per caster level (max 10d6+20 at caster level 10). | ||||||||||||
Shocking Grasp | Delivers a jolt of 1d6+2 electricity damage per caster level (Maximum damage 5d6+10.) to any enemy you touch. | ||||||||||||
Sparks Concentration | Conjuring a bottle of reactive material, you throw a projectile at a single foe that deals 1d6 Electric damage, plus 1 per caster level (max 1d6+20 at caster level 20). The electricity continues to deal damage over time every 2 seconds for 16 seconds. You may stack this up to three times. A successful reflex save reduces damage by half. | ||||||||||||
Static Shock | An electrical discharge strikes one target for 1d6 electricity damage plus 1d6 electricity damage per caster level up to a maximum damage of 10d6 at caster level 10. A successful reflex save reduces the damage by half. On a failed reflex save, the target must then also make a will save or be dazed for 7 to 12 seconds, or until they take damage. | ||||||||||||
Storm of Vengeance | Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for 3 seconds per caster level. Enemies within the storm take 8d6 acid damage for every two seconds. Every 4 seconds, a random enemy within the storm takes 1d6+6 electricity damage per caster level (a successful reflex save halves). The storm lasts for 3 seconds per caster level. | ||||||||||||
Thunderstroke | Calls forth a tremendous bolt of lightning and thunder, which strikes your chosen target for 1d6+28 damage for every caster level (max 20d6+560 at caster level 20). A successful reflex save reduces damage by half. | ||||||||||||
Vial Smash: Electric | Conjuring a bottle of reactive liquid, you throw a projectile at your feet that deals 1d6+1 Electric damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half. | ||||||||||||
Vial of Sparks | Conjuring a bottle of reactive material, you throw a projectile at a single target foe that deals 1d6+2 electric damage per caster level (max 10d6+20 at caster level 10). A successful reflex save reduces damage by half. | ||||||||||||
Voltaic Backlash | Lob a vial of volatile liquid at a single foe that deals heavy damage and disrupts the offensive spellcasting capacity of whatever it strikes. Deals 1d6+4 Electric damage per caster level (max 10d6+40 at caster level 10), and reduces Universal Spell Power by 10 for 15 seconds + 2 seconds per Caster Level. A successful Reflex save reduces the damage by half. | ||||||||||||
Voltaic Burst | Throw a bottle at a targeted foe that explodes dealing 1d6+4 Electric damage per caster level (max 20d6+80 at caster level 20) to enemies caught in the blast. In addition, enemies must make a Fortitude saving throw or take -5 Magical Resistance Rating for 12 seconds. A successful Reflex save reduces the damage by half and negates the debuff. | ||||||||||||
Voltaic Induction | Toss a small bottle of volatile mixtures, causing it to smash and lightning to arc among all nearby enemies. This causes a powerful jolt of 1d6+3 Electric damage per caster level (max 15d6+45 at caster level 15), to all targets hit. A successful fortitude save reduces damage by half. |