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Electricity spells

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A form of energy based on shocking electrical power.

Electricity spells[edit]

Icon Name Description Classes
BallLightning.png Ball Lightning Fills an area with deadly energy that deals 1d3+3 electrical damage per caster level. (Maximum damage 15d3+45.) A successful Reflex save reduces the damage by half. 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 1d4+4 electrical damage per caster level (up to a max of 10d4+40 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 1d10 damage for every caster level up to 15. A successful Reflex save reduces damage by half. D&D Dice: Deals 1d5+5 electricity damage per caster level. Icon Feat Past Life Druid.png
ChainLightning.png Chain Lightning An electrical discharge strikes a primary target for 1d3+3 electrical damage per caster level. Up to a maximum of 20d3+60 at caster level 20. It then arcs to up to 4 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 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. 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. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
ElementalProd.png Elemental Prod Deals 1d3+3 per caster level (up to a maximum of 20d3+60 at caster level 20) to any elemental you touch. Half the damage is electric, the other half is force. The target of the spell is also dazed. A successful Will save halves the damage and negates the daze. Icon Feat Past Life Artificer.png
LightningBolt.png Lightning Bolt You release a powerful bolt of electrical energy that deals 1d3+3 points of electricity damage per caster level (Maximum damage 10d3+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 only happen once. This spell is a bolt and has double range. Icon Feat Past Life Artificer.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 could take 1d3+3 electric damage per caster level (up to a max of 10d3+30 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 1d4+4 electrical damage per two caster levels (up to a max of 5d4+20 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
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. For Complete Description Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
PrismaticSpray.png Prismatic Spray Prismatic Spray is a conical version of Prismatic Ray so area of effect and able to strike multiple targets. 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. For Complete Description Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.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 Warlock.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.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 Favored Soul.png Icon Feat Past Life Warlock.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.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 Warlock.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Sp rgr resistenergy selector.png Resist Energy Gives an ally limited resistance from one chosen energy type, reducing damage or attack by 10. (20 at caster level 7th, 30 at 11th.) Energy types available are: acid, cold, electricity, fire, or sonic. 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 Warlock.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.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). This spell shares a cooldown with Freezing Bolt, Caustic Bolt, and Flaming Bolt. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
ShockingGrasp.png Shocking Grasp Delivers a jolt of 1d3+3 electricity damage per caster level (Maximum damage 5d3+15.) to any enemy you touch. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Static Shock.png Static Shock An electrical discharge strikes one target for 1d3+3 electricity damage plus 1d3+3 electricity damage per two caster levels up to a maximum damage of 6d3+18 at caster level 10. A succesful 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 every two seconds. Every 4 seconds, a random enemy within the storm takes 5d10 electricity damage (a successful Reflex save halves). The storm lasts 3 seconds per caster level. Icon Feat Past Life Druid.png

See also[edit]

Monster DR and weaknesses