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Evocation
Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Spells per Class and Level[edit]
Artificer | Bard | Cleric | Favored Soul | Paladin | Ranger | Sorcerer/Wizard | Total | |
---|---|---|---|---|---|---|---|---|
Level 1 | 1 | 1 | 2 | 2 | 1 | 0 | 5 | 12 |
Level 2 | 4 | 1 | 1 | 1 | 0 | 0 | 6 | 13 |
Level 3 | 1 | 0 | 1 | 1 | 0 | 0 | 5 | 8 |
Level 4 | 2 | 1 | 6 | 6 | 0 | 0 | 6 | 21 |
Level 5 | 1 | 0 | 3 | 3 | 0 | 0 | 6 | 13 |
Level 6 | 2 | 1 | 1 | 1 | 0 | 0 | 2 | 7 |
Level 7 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 2 |
Level 8 | 0 | 0 | 1 | 1 | 0 | 0 | 3 | 5 |
Level 9 | 0 | 0 | 1 | 1 | 0 | 0 | 1 | 3 |
Total | 11 | 4 | 16 | 16 | 1 | 0 | 36 | 84 |
Spells[edit]
Name | Description | Classes | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Alc | Art | Brd | Clr | Drd | FvS | Pal | Rgr | Sor | Wiz | War | |||
Acid Spray | A cone of burning acid shoots forth, damaging targets in the area of the spray for 1d6+1 acid damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). A successful Reflex save reduces the damage by half. | ||||||||||||
Anger of the Noonday Sun | Valid Forms: Fire Elemental. You are enveloped in the anger of the noonday sun. When your fire spell's damage is reduced by a creature that is immune/resistant/healed by fire, that target is debuffed to take full damage from fire effects that follow. This does not stack with effects that amplify damage beyond 100%. Target also takes -8% Fortification. | ||||||||||||
Arcane Bolt | You fire a bolt of raw energy from your finger that deals 1d6+2 force damage per caster level to a single target. A successful Reflex save reduces the damage by half. This ability counts as a level 2 Wizard spell, and benefits from the highest of your spell schools to determine its DC. | ||||||||||||
Arcane Pulse | A magical pulse of force reverberates through the target's body, dealing 3d6+6 force damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 5 times, increasing the damage with each stack. | ||||||||||||
Arcane Tempest | You create a storm of arcane energy that rains shards of force energy upon your foes. Any creatures caught within the storm take 1d6+6 force damage per caster level (max 15d6+90) every 2 seconds for a duration of 8 seconds. Targets first entering the storm may take a reflex save for half, but remaining in the storm they take damage with no saving throw. | ||||||||||||
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. | ||||||||||||
Binding Chain | Causes an enemy to move at 50% speed and attack at a 50% slowed rate and have a -1 penalty on attack rolls, AC, and Reflex saves. Does not affect bosses. | ||||||||||||
Blade Barrier | Creates a circular wall of flying blades which damages enemies that pass through them. The wall is centered on the caster at the time casting finishes. Enemies passing through Blade Barriers suffer 1d6 slashing damage per caster level. (Maximum damage 15d6 at caster level 15.) Duration is fixed at 30 seconds. | ||||||||||||
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. | ||||||||||||
Blighted Bite | This spell enhances the power of Biting Acid or Biting Poison Imbue by 3 Imbue dice. This spell can be used in any wolf form. | ||||||||||||
Body of the Sun | Your body draws on the power of the sun and emanates intense heat, burning nearby enemies. Nearby enemies take 1d6 fire damage per caster level (to a maximum of 20d6 at level 20) every 3 seconds. Fortitude save halves. | ||||||||||||
Burning Hands | A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d6+1 points of fire damage per caster level (maximum 5d6+5 at caster level 5). A successful Reflex save reduces the damage by half. Flammable materials burn if the flames touch them. | ||||||||||||
Burst of Glacial Wrath | Cone spell, deals 30d6 Cold Damage and freezes creatures within the cone. Monsters that succeed at a Fortitude Save of (20 + the highest of your INT/WIS/CHA modifiers + Evocation bonuses) negate the freeze. | ||||||||||||
Call Lightning Storm | Creates a stormcloud that persists for some time and randomly strikes nearby targets with bolts of lightning for 1d6+6 electrical damage per caster level. 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. | ||||||||||||
Caustic Bolt | Fires a small orb of acid at a target, doing 1d6+2 acid damage per caster level (max 10d6+20 at caster level 10). | ||||||||||||
Celestial Bombardment | Divine wrath falls from the heavens to smite your foes. This spell calls down three blazing stars at your target, dealing a total of 1d6+9 fire damage per character level, split into three hits. In addition, enemies must succeed at three consecutive Reflex saving throws or be knocked prone for 4 seconds. | ||||||||||||
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. | ||||||||||||
Chain Missiles | A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every 2 caster levels beyond first you gain an additional missile, up to 10 missiles. After striking your target, the missiles explode outwards, striking other creatures near the primary target. | ||||||||||||
Chaos Bolt | Fires a small orb of chaotic energy at a target, doing 1d6+2 chaos damage per caster level (max 10d6+20 at caster level 10). | ||||||||||||
Chaos Hammer | This spell deals 1d6+4 points of chaotic damage per caster level (Maximum 10d6+40) to lawful creatures, or 2d6+8 points of damage per caster level (Maximum 20d6+80) to lawful outsiders. Additionally, the spell slows lawful creatures for 6d6 seconds. A successful Will save reduces the damage by half and negates the slow effect. This spell deals only half damage to creatures who are neither lawful or chaotic, and they are not slowed. This spell deals no damage to chaotic creatures, and can only be cast by non-lawful casters. | ||||||||||||
Chaos Sphere | A sphere of chaos bursts from your outstretched hand, dealing 1d6+3 chaos damage per caster level (max 10d6+30 at caster level 10) to targets in its path. A successful Will save reduces the damage by half. | ||||||||||||
Cold Breath | Creates an area of extreme cold, originating in front of you and spreading outward in a cone. It drains heat, dealing 1d3+3 cold damage per caster level to a maximum of 15d3+45 damage at caster level 15. | ||||||||||||
Cone of Cold | Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a large cone. It drains heat, dealing 1d6+5 points of cold damage per caster level. Maximum damage 15d6+75 at caster level 15. A successful Reflex save reduces the damage by half. | ||||||||||||
Creeping Cold | Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phase lasts 4 seconds. First phase: 1d4 Cold damage + 2 per 3 caster levels (max +12 at caster level 18). Second phase: 2d4 Cold damage + 4 per 3 caster levels (max +24 at caster level 18). Third phase: 3d4 Cold damage + 6 per 3 caster levels (max +36 at caster level 18). Total damage over entire 12-second duration: 12d4 + 24 per 3 caster levels (max +72 at caster level 18). | ||||||||||||
Cyclonic Blast | You send a twisting torrent of wind toward your enemies that deals 1d3+3 bane damage per caster level (Max 20d3+60) to targets in its path. A successful Reflex save reduces the damage by half. If the target fails its Reflex save, it must make a Strength check or Dexterity check to negate being knocked prone for 6 seconds. The spell also clears away all lingering effects in its path (including friendly effects), such as clouds, Wall of Fire, and Otto's Dancing Sphere. | ||||||||||||
Delayed Blast Fireball | Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6+7 points of fire damage per caster level up to a maximum damage of 20d6+140 at caster level 20 to all targets around it. | ||||||||||||
Divine Favor | The strength and wisdom of a deity are called upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3. Maximum bonus +3 at caster level 9. | ||||||||||||
Divine Power | The divine power of a god imbues the caster with power and skill in combat, granting a +6 enhancement bonus to Strength, 1 temporary hit point per caster level, and a base attack bonus equal to a Fighter of the same level. | ||||||||||||
Divine Punishment | Focuses the power of the gods upon the target, inflicting 1d6 light damage + 1 per caster level (max 1d6+20 at caster level 20) every 2 seconds (no initial tick) for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack. | ||||||||||||
Divine Wrath | You call down divine wrath on your foes, dealing 1d6+9 light damage per caster level. Damage is halved on a Will save. Allies caught within the blast are healed for 1d6 positive energy damage per caster level. | ||||||||||||
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. | ||||||||||||
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 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. | ||||||||||||
Elemental Toughness | Draw elemental matter into your form, toughening your body and gaining one Physical Resistance Rating per Druid level for the duration of the spell. | ||||||||||||
Elemental Weapons | Your target gains +1 Imbue Dice. An item can have only one temporary item enchantment at a time. | ||||||||||||
Faerie Fire | Arcs a flare of fairy fire through the air, bursting outward to affect all enemies near it. Targets are dazzled and take a -1 penalty to attack, spot, and search. Targets are illuminated by faerie fire, dispelling stealth, invisibility, blur, and displacement, for 10 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect. | ||||||||||||
Fire Shield | Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 1d3+3 damage plus an additional 1 for every caster level up to caster level 15. The Fire version of this spell deals fire damage and reduces the damage the caster takes from cold by half. The cold version of this spell deals cold damage and reduces incoming fire damage by half. The flame from this spell will burn away any webs that attempt to entangle you. | ||||||||||||
Fire Storm | An enormous column of fire roars downward, blasting an area with searing flame, causing 1d6+8 fire damage per caster level to targets in its area. | ||||||||||||
Fireball | Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6+3 points of fire damage per caster level up to a maximum damage of 10d6+30 at caster level 10 to all targets around it. | ||||||||||||
Fires of Purity | Valid Forms: Fire Elemental. Enchants your target's weapons (or shield) with fires of purity. They deal an extra 2d4 fire damage, and enemies that strike them take a 10% Vulnerability penalty to fire. An item can have only one temporary item enchantment at a time. | ||||||||||||
Flame Arrow | Creates 500 flaming ammo [including thrown weapons] within the caster's inventory, each one dealing 1d6 fire damage. | ||||||||||||
Flame Blade | Summons a scimitar of fire that does fire damage instead of slashing damage, and uses the wielder's Wisdom instead of Strength for determining attack and damage bonuses. The user can choose to summon a single scimitar or two for dual-wielding. At caster level 1, the scimitar has a +1 enhancement bonus and the flaming effect. Every five caster levels it gains a higher enhancement bonus, and the weapon is further improved with additional flaming effects (see below). Flame blade(s) are not a physical weapon but rather pure flame shaped by the caster's will; because of this, it is snuffed out if unequipped. | ||||||||||||
Flame Strike | A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6+3 points of damage per caster level of fire damage, then another 1d6+3 points of damage per caster level of bane damage. Maximum caster level 15. A successful Reflex save reduces the fire damage by half. | ||||||||||||
Flaming Bolt | Fires a small orb of fire at a target, doing 1d6+2 fire damage per caster level (max 10d6+20 at caster level 10). | ||||||||||||
Flaming Sphere | Creates a rolling ball of fire, dealing 2d6 fire damage. A Reflex save negates the damage. | ||||||||||||
Force Missiles | A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 2d3+8 points of force damage. You fire one additional missile for every four caster levels, up to a maximum of four missiles at caster level 12. | ||||||||||||
Freezing Bolt | Fires a small orb of frost at a target, doing 1d6+2 cold damage per caster level (max 10d6+20 at caster level 10). | ||||||||||||
Freezing Spray | Douses an opponent in freezing spray, giving the target 25% cold vulnerability. Targets with this vulnerability will take 25% extra damage from all sources of cold damage. Once this effect wears off, it cannot be reapplied for 30 seconds. | ||||||||||||
Frost Lance | Blasts a target with a lance of freezing energy, dealing 4d5+20 cold damage on impact. The number of lances increases to two at caster level 7, then to to a maximum of three at caster level 11. A successful Fortitude save reduces the damage by half. Each lance requires it's own individual save. | ||||||||||||
Frostbite | Valid Forms: Winter Wolf. Your frigid breath and freezing jaws drain the warmth from your enemies. Enchants your natural weapon so that attacks deal an extra 1d10 cold damage each hit. You can only have one temporary weapon enchantment at a time. Equipping a new weapon cancels the effect. | ||||||||||||
Greater Creeping Cold | Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phase lasts 4 seconds. First phase: 2d4 Cold damage + 4 per 2 caster levels (max +40 at caster level 20). Second phase: 4d4 Cold damage + 6 per 2 caster levels (max +60). Third phase: 6d4 Cold damage + 8 per 2 caster levels (max +80). Total damage over entire twelve-second duration: 24d4 + 36 damage per two caster levels (max +360 at level 20). | ||||||||||||
Greater Elemental Weapons | Your target gains +2 Imbue Dice. An item can have only one temporary item enchantment at a time. | ||||||||||||
Greater Heartseeker Poison Imbue | Coat your weapon in a magical poison that saps the fortitude from your enemies on contact. On Hit: -2 Fort Save per stack, stacks 5 times. On Crit: 1d6 Constitution Damage. On Vorpal: 1 stack of Vulnerability. An item can only have one temporary item enchantment at a time. | ||||||||||||
Greater Ice Chill Poison Imbue | Coat your weapon in a magical poison that saps the speed from your enemies on contact. On Hit: -1 Reflex Save per stack, stacks 5 times. On Crit: 1d6 Dexterity Damage. On Vorpal: 1 stack of Vulnerability. An item can only have one temporary item enchantment at a time. | ||||||||||||
Greater Shout | Emits an ear-splitting yell that deafens and deals 1d6+3 sonic damage per caster level (max 20d6+60 at caster level 20) and stuns the targets in its path for 6 seconds. A successful Fortitude save halves the damage and negates the stun effect. | ||||||||||||
Greater Soulshatter Poison Imbue | Coat your weapon in a magical poison that saps the willpower from your enemies on contact. On Hit: -1 Will Save per stack, stacks 5 times. On Crit: 1d6 Wisdom Damage. On Vorpal: 1 stack of Vulnerability. An item can only have one temporary item enchantment at a time. | ||||||||||||
Greater Voidmind Poison Imbue | Coat your weapon in a magical poison that saps the defenses from your enemies on contact. On Hit: -1 Spell Resistance per stack, stacks 5 times. On Crit: 1d6 Intelligence Damage. On Vorpal: 1 stack of Vulnerability. An item can only have one temporary item enchantment at a time. | ||||||||||||
Gust of Wind | This spell creates a severe blast of air that originates from you, and passes through all enemies in its path. Small or tiny enemies must make a STR or DEX check (whichever is higher) against a DC equal to 12 + your casting Ability's modifier or be knocked prone for 6 seconds. Medium enemies are slowed (-25% movement, -30% attack) by the winds for 10 seconds on a failed save. Large or larger enemies are unaffected. This spell clears away all lingering effects in its path (even friendly/useful ones), such as Cloudkill, Otto's Sphere of Dancing and Wall of Fire. | ||||||||||||
Heartseeker Poison Imbue | Coat your weapon in a magical poison that saps the fortitude from your enemies on contact. On Hit: -1 Fortitude save per stack, stacks 3 times. On Crit: 1d6 Constitution damage. An item can only have one temporary item enchantment at a time. | ||||||||||||
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. | ||||||||||||
Holy Smite | Damages targets with holy power. Deals 1d6+4 holy damage per caster level to Evil creatures (maximum damage 10d6+40 at caster level 10), or deals twice that damage to Evil outsiders (maximum damage 20d6+80), leaving them blinded for 6 seconds (Will save negates). This spell has no effect on Good targets, and Neutral targets take half damage, may save to further reduce damage, and are not blinded. This spell can only be cast by Good or Neutral casters; it has no effect when cast by an Evil caster. | ||||||||||||
Holy Sword | While you are enchanted with Holy Sword, any weapons in your hands gain +1 to their Enhancement bonus and +1 Competence Bonus to Critical Threat Range and Critical Damage Multiplier. This does not apply to shields, orbs, or Rune Arms. | ||||||||||||
Ice Chill Poison Imbue | Coat your weapon in a magical poison that saps the speed from your enemies on contact. On Hit: -1 Reflex save per stack, stacks 3 times. On Crit: 1d6 Dexterity damage. An item can only have one temporary item enchantment at a time. | ||||||||||||
Ice Storm | Great magical hailstones pound down creating a persistent area of effect, slowing enemies movement speed by -50% and deals 1d6 cold damage + 1 per level, (maximum 1d6+10 at caster level 10), with an additional 2d6 of bludgeoning damage. Deals damage every 2 seconds, for a total of 30 seconds. 15 total tics as there is no initial tic. | ||||||||||||
Iceberg | Drops a gigantic shard of glacial ice on your target, which deals 1d6+28 Cold damage for every caster level (max 20d6+560 at caster level 20). A successful reflex save reduces damage by half. | ||||||||||||
Implosion | You create a destructive resonance field around yourself that lasts 10 seconds. Every 2 seconds, the aura causes one nearby corporeal enemy to collapse in upon themselves and die, or upon a successful fortitude save, deals 4 to 6 damage per caster level. No initial tic, you get a total of five tics, one after 2, 4, 6, 8 and 10 seconds. You are free to perform other actions while it is active. | ||||||||||||
Incinerating Wave | Creates an incinerating wave of ki fire. This effect does 1d6+3 fire and force damage per caster level. This damage scales with 200% Melee Power. | ||||||||||||
Ki Bolt | You fire a ki blast that deals 1d6 fire and 1d6 force damage per caster level to an opponent. This damage scales with 300% Melee Power. This ability has double normal spell range. | ||||||||||||
Ki Explosion | Waves of fire emanate from your body, dealing 1d6+3 fire and force damage per caster level to enemies in your vicinity, scaling with 300% Melee Power. For 20 seconds after you cast this spell, you benefit from Fire Shield: Hot, which prevents 50% of your incoming Cold damage and deals a small amount of Fire damage to attackers that strike you in melee. | ||||||||||||
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. | ||||||||||||
Magic Missile | A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. Unlike most spells, magic missile can pass through other monsters to reach your intended target. | ||||||||||||
Mantle of the Icy Soul | Valid Forms: Water Elemental. You are shrouded in the mantle of the icy soul. When your cold spell's damage is reduced by a creature that is immune/resistant/healed by cold, that target is debuffed to take full damage from cold effects that follow. This does not stack with effects that amplify damage beyond 100%. Target is also partially slowed, giving a -5% to Attack Speed, -25% to Movement Speed and -4 to Fortitude and Reflex Saving Throws. The debuff lasts for 2 seconds per caster level. | ||||||||||||
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. | ||||||||||||
Niac's Biting Cold | A deep and chilling cold settles into the target's body, dealing 1d6 cold 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. | ||||||||||||
Nimbus of Light | A glittering corona of light coalesces around your outstretched arm, dealing 1d6 points of light damage for every caster level. Max Caster Level 15. This ray has double spell range. | ||||||||||||
Order's Wrath | Lawful power smites your targets. Only Chaotic and Neutral enemies are harmed by the spell. The spell deals 1d6+4 lawful damage per caster level (max 10d6+40) to a Chaotic creature (or twice that to a Chaotic Outsider), and causes it to be Dazed for 6 seconds. A successful Will save reduces damage by half and negates the Dazed condition. The spell deals only half damage to creatures who are neither Lawful nor Chaotic, and they are not Dazed. This spell has no effect when cast by a Chaotic caster. | ||||||||||||
Otiluke's Freezing Sphere | A frigid globe of cold energy streaks towards a target. On impact it explodes, causing 1d6+6 cold damage per caster level (max 20d6+120 at caster level 20) to targets in the area. A successful Reflex save reduces the damage by half. | ||||||||||||
Polar Ray | A blue-white ray of freezing air and ice springs from your hand. The ray deals 1d6+8 points of cold damage per caster level (max 25d6+200 at caster level 25). | ||||||||||||
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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Produce Flame | Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d6+1 fire damage per caster level, up to 15d6+15 at caster level 15. | ||||||||||||
Righteous Command | The caster gains +1 Morale bonus to Melee and Ranged Power per caster level for 1 minute per caster level, max 15. | ||||||||||||
Sacred Flame Empowerment | Grants you +3 Imbue dice and allows your critical hits to deal 1d20 Bane damage per Imbue dice, scaling with 100% of your Melee Power. | ||||||||||||
Salt Ray | A thin shaft of whirling salt crystals lances out from your crooked finger to strike and shred your foe. Your target takes 1d6+6 force damage per caster level, for a maximum of 10d6+60 at caster level 10. Targets that fail a fortitude save are also stunned (and helpless). | ||||||||||||
Scorch | A jet of roaring flame bursts from your outstretched hand, dealing 1d6+2 fire damage per caster level (maximum 10d6+20 at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. | ||||||||||||
Scorching Ray | Blasts a target with fiery rays, each doing 4d3+12 fire damage on impact. The number of rays increases to two at caster level 7, then to a maximum of three at caster level 11. | ||||||||||||
Searing Light | Focuses divine power like a ray of the sun, causing a blast of light to do 1d6+6 light damage per caster level (max 10d6+60 at caster level 10). Undead creatures take 2d6+12 light damage per caster level (max 20d6+120). Constructs take 1d3+3 light damage per caster level (max 10d3+30). Ray spells have double range. | ||||||||||||
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. | ||||||||||||
Shout | Emits an ear-splitting yell that does 1d6+3 sonic damage per caster level to a max of 15d6+45 at level 15 to all targets in its path. A successful Fortitude save halves the damage. | ||||||||||||
Snowball Swarm | A flurry of magical snowballs erupt near your target, dealing 1d6+2 cold damage per caster level. Maximum damage 10d6+20 at caster level 10. A successful Reflex save reduces the damage by half. | ||||||||||||
Sonic Blast | Blasts an enemy with loud high-pitched sounds, dealing 1d6+1 sonic damage per caster level. (Maximum sonic damage 8d6+8.) The target must make a successful Will save to avoid being dazed for 2 seconds, or until they take damage. This spell has double range. | ||||||||||||
Soulshatter Poison Imbue | Coat your weapon in a magical poison that saps the willpower from your enemies on contact. On Hit: -1 Will save per stack, stacks 3 times. On Crit: 1d6 Wisdom Damage. An item can only have one temporary item enchantment at a time. | ||||||||||||
Soundburst | A tremendous cacophony creates a burst area of effect dealing to every creature 1d6+1 points of sonic damage per caster level (max 15d6+15 at caster level 15), and each creature must succeed on a fortitude save or Spell Resistance check to avoid being stunned for 6 seconds. Creatures that cannot hear are not stunned but are still damaged. | ||||||||||||
Stalwart Pact | Grants the target 5 Temporary hit points for every caster level and a +2 luck bonus to Saving Throws and Armor Class for 1 minute if the target of the spell falls below 50% Hit points. | ||||||||||||
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. | ||||||||||||
Sun Bolt | A powerful bolt of light deals 1d6+3 light damage per caster level (max 15d6+45 at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half. | ||||||||||||
Sunbeam | Deals 1d6+7 light damage per caster level with a mighty beam of sunlight, and temporarily blinds targets. Against Undead or Oozes, it does double damage. A successful Reflex save halves the damage and negates the blind effect. This spell has double range and no maximum caster level. | ||||||||||||
Sunburst | Sunburst causes a globe of searing radiance to explode silently from a point you select dealing to all creatures 1d6+4 points of light damage per caster level (Maximum caster level 25) in addition to blinding them. Oozes and Undead take double damage. A successful Reflex save reduces the damage by half and negates the condition Blinded. Light-fearing UndeadLight-fearing undead in DDO include: Vampires, Shadows, Spectres, Wraiths, and Forgewraiths. Although some other undead do take increased damage from light they will not be instantly destroyed by this spell. may be instantly destroyed by this spell if it fails its save. | ||||||||||||
Symbol of Flame | You scribe a potent rune of power in the air, and it's activated by an enemy who comes into range of it dealing 5d3+15 fire damage to that target. A successful Reflex save reduces damage by half. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. | ||||||||||||
Tactical Detonation | Causes an unstable ball of plasma to streak towards your enemy. The ball explodes on impact, knocking enemies to the ground and dealing 1d6+3 fire damage per caster level (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 1d6+3 force damage per caster level (no save) to targets in the area. | ||||||||||||
Thorn Blade | Summons a scimitar of blight that does a mix of acid and poison damage instead of slashing damage, and uses the wielder's Wisdom instead of Strength for determining attack and damage bonuses. The user can choose to summon one-handed or two-handed versions, and the swords are automatically equipped when created. At caster level 1, it has a +1 enhancement bonus and the acidic effect. Every five caster levels the summoned swords improve. Because they are an extension of the caster's will, monks may use these weapons without becoming uncentered. The thorn blade is not a physical weapon, but rather pure nature shaped by the caster's will; because of this, it withers away if unequipped. | ||||||||||||
Thundering Armor | Your target's currently equipped armor gains Retributive Hit Effect: Attacker takes 1d6 sonic damage and has a 5% chance to take an additional 8d6 sonic damage (Fortitude DC: 25 save for half damage). An item can have only one temporary item enchantment at a time. | ||||||||||||
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. | ||||||||||||
Tsunami | Call forth a wave of water, knocking enemies down and dealing 1d6+9 Cold damage and 1d6+9 Bludgeoning damage per caster level, halved on successful Fortitude save. | ||||||||||||
Unholy Blight | Unholy power smites your targets. Only Good and Neutral enemies are harmed by the spell. This spell deals 1d6+4 evil damage per caster level (max 10d6+40) to a Good creature (or twice that to a good outsider) and causes it to be sickened for 6d4 seconds. A successful Will save reduces damage by half and negates the Sickened condition. Neutral targets take only 1d3+2 evil damage per caster level (max 10d3+20), and they are not Sickened. This spell has no effect when cast by a Good caster. | ||||||||||||
Voidmind Poison Imbue | Coat your weapon in a magical poison that saps the defenses from your enemies on contact. On Hit: -1 Spell Resistance per stack, stacks 3 times. On Crit: 1d6 Intelligence Damage. An item can only have one temporary item enchantment at a time. | ||||||||||||
Wall of Fire | This wall deals 2d6 points of fire damage plus 1 point of fire damage per caster level (Maximum caster level 15.) to targets within the wall, and does 2d6 additional fire damage against Undead creatures. | ||||||||||||
Wildstrike | Surround target adversary with rainbows, dealing 1d6+10 Chaos Damage per caster level (Maximum damage 10d6+100)*. They take a random (but powerful) effect, and every 2 seconds, they take another random effect. A successful Will save reduces the damage by half and negates the additional effects. | ||||||||||||
Word of Balance | You utter elder words of balance, judging those who stray too far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 1d6+12 bane damage for every caster level up to level 20. Targets who are two steps away, such as Chaotic Evil, take that damage twice. True Neutral targets are immune to this spells. |