Year of the Dragon: Through 24th September, claim one free Draconic Raiders Reward Box per server! Speak to Xatheral in the Hall of Heroes. edit

Game mechanicsNewbie guideIn developmentDDO StoreSocial Media


ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavorFeats

GlossaryItemsMapsMonstersPlacesQuestsRacesReincarnationSkillsSpells


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!

Electricity spells

From DDO wiki
Jump to navigation Jump to search

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. 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 (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. 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 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. Icon Feat Past Life Alchemist.png
ElementalProd.png
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. 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 Deal 3d20 + 15 acid, electric, fire, and sonic damage to enemies in an area. A Successful Reflex saving throw halves each type of damage.
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 20d4+60 per projectile at caster level 20. Shares a cooldown with all other Multivial spells. 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 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. 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 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. 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, 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.
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 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. 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 1d6+28 damage for every caster level (max 20d6+560 at caster level 20). A successful reflex save reduces damage by half. 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 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 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 Backlash.png
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. Icon Feat Past Life Alchemist.png
Icon Voltaic Burst.png
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. 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 15d6+45 at caster level 15), to all targets hit. A successful fortitude save reduces damage by half. Icon Feat Past Life Alchemist.png

See also[edit]

Monster DR and weaknesses