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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
Alc Art Brd Clr Drd FvS Pal Rgr Sor Wiz War
BallLightning.png
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. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
BlastRod.png
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. Icon Feat Past Life Artificer.png
Call Lightning.png
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. Icon Feat Past Life Druid.png
ChainLightning.png
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. Icon Feat Past Life Artificer.png Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Arcane Spell Eladars Electric Surge.png
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.

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.

Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
ElectricLoop.png
Electric Loop An electrical discharge strikes a primary target for 1d3+3 electrical damage per two caster levels. Maximum damage 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 by half. On a failed Reflex save, the target must make a successful Will save to avoid be Dazed for 5d2+2 (7-12) seconds or until takes damage.

Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Elemental Combination.png
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.

Icon Feat Past Life Alchemist.png
ElementalProd.png
Elemental Prod Target enemy takes 1d6 per caster level in two of three elements (Fire, Force, or Electric) chosen randomly each time. Elementals are also Dazed. A successful Will save halves the damage and negates the daze.[UnverifiedIcon tooltip.png"A successful Will save halves the damage and negates the daze." has not been verified in-game. Please verify it!] Icon Feat Past Life Artificer.png
GlyphOfWarding.png
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
GreaterGlyphOfWarding.png
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon Hellball.png
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.
  • Bug: Creatures are only subject to a single reflex save, not one for each type.
LightningBolt.png
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. Icon Feat Past Life Artificer.png Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
LightningMotes.png
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. Icon Feat Past Life Artificer.png
LightningSphere.png
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. Icon Feat Past Life Artificer.png
Icon Multivial of Sparks.png
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 caster level 20. Shares a cooldown with all other Multivial spells.

DND Dice: Deals 1d4+3 electric damage per caster level per projectile (max 20d4+60 per projectile at caster level 20). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Arcane Spell Prismatic Ray.png
Prismatic Ray A shining ray of multicolored light blinds creatures with 8 Hit Die or less for 12 to 48 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. These 7 effects are detailed as follows: Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
PrismaticSpray.png
Prismatic Spray A shining blast of multicolored light blinds creatures with 8 Hit Die or less for 12 to 48 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. These 7 effects are detailed as follows: Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
PrismaticStrike.png
Prismatic Strike A brilliant ray of multicolored light projects from your finger. Ray spell. Enemy takes 1d6 per caster level in two of three elements (Fire, Force, or Electric) chosen randomly each time. The enemy is also subject to 2 of 3 CC effects chosen randomly each time:
  • Knock the target prone; a successful Fortitude save halves the damage and negates the knockdown.
  • Daze the target; a successful Reflex save halves the damage and negates the daze.
  • Reduce the target's melee and ranged damage by 25%; a successful Will save halves the damage and negates the penalty to attack damage.
Icon Feat Past Life Artificer.png Icon Feat Past Life Sorcerer.png
ProtectionFromElementsMass.png
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. Icon Feat Past Life Artificer.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Protection from Elements.png
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. Icon Feat Past Life Artificer.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Sp rgr protectionfromenergy selector.png
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. Icon Feat Past Life Artificer.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Ranger.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Sp rgr resistenergy selector.png
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. Icon Feat Past Life Artificer.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
ShockingBolt.png
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). Icon Feat Past Life Artificer.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
ShockingGrasp.png
Shocking Grasp Delivers a jolt of 1d6+2 electricity damage per caster level (Maximum damage 5d6+10.) to any enemy you touch. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Vial of Sparks.png
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 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.

DND Dice: Deals 1d6 Electric damage, plus one per caster level (max caster level 20). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Static Shock.png
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. Icon Feat Past Life Artificer.png
Icon Storm of Vengeance.png
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. Icon Feat Past Life Druid.png
Thunderstroke.png
Thunderstroke Calls forth a tremendous bolt of lightning and thunder, which strikes your chosen target for 28 to 33 damage for every caster level up to 20. A successful reflex save reduces damage by half.

D&D Dice: Deals 1d6+28 electric damage per caster level, max 20d6+560.

Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Vial Smash Electric.png
Vial Smash: Electric Conjuring a bottle of reactive liquid, you throw a projectile at your feet that deals 2 to 7 Electric damage per caster level, max caster level 5.

DND Dice: Deals 1d6+1 electric damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Vial of Sparks.png
Vial of Sparks Conjuring a bottle of reactive material, you throw a projectile at a single target foe that deals 3 to 8 electric damage per caster level, max caster level 10.

DND Dice: Deals 1d6+2 electric damage per caster level (max 10d6+20 at caster level 10). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Voltaic Burst.png
Voltaic Burst Throw a bottle at a targeted foe that explodes dealing 5 to 10 Electric damage per caster level to enemies caught in the blast. In addition, enemies must make a Fortitude saving throw or take -5 Magical Resistance Rating for 12 seconds.

DND Dice: Deals 1d6+4 Electric damage per caster level, max 20d6+80. A successful Reflex save reduces the damage by half and negates the debuff.

Icon Feat Past Life Alchemist.png
Icon Voltaic Induction.png
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 caster level 15, to all targets hit.

DND Dice: Deals 1d6+3 electric damage per caster level in an area (max 15d6+45 at caster level 15). A successful fortitude save reduces damage by half.

Icon Feat Past Life Alchemist.png

See also[edit]

Monster DR and weaknesses