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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 | |
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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]
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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. | ![]() |
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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. | ![]() |
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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. | ![]() |
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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. | ![]() |
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Burning Hands | A harmful cone of searing flame shoots forth, damaging targets in the area of the flames for 1d6+1 fire damage per caster level. (Maximum damage 5d6+5.) A successful Reflex save reduces the damage by half. | ![]() |
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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. | ![]() |
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Chain Missiles | This spell functions quite strangely, really nothing like it's official description. It shoots off 1 large highly damaging magic missile at your target, which deals around 4 times the force damage of a standard magic missile (1d2+3). Then 10 standard 1d2+3 missiles explode outwards striking randomly at nearby targets. You seem to get all 10 missiles regardless of your caster level. The magic missile damage is verified as 1d2+3, but the main missile damage will need more testing to verify it's exact dice. | ![]() |
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Chaos Hammer | This spell deals 1d4+4 points of chaotic damage per two caster levels (Maximum 5d4+20.) to lawful creatures, or 1d3+3 points of damage per caster level (Maximum 10d3+30.) to lawful outsiders and slows them 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. | ![]() |
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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 1d3+3 points of cold damage per caster level. Maximum damage 15d3+45 at caster level 15. A successful Reflex save reduces the damage by half. | ![]() |
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Cyclonic Blast | You send a twisting torrent of wind toward your enemies that deals 1d3+3 damage per caster level (Maximum damage 15d3+45.) 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 be knocked prone. The spell also clears away all lingering effects in its path, such as clouds and Wall of Fire. | ![]() |
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Delayed Blast Fireball | Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d3+3 points of fire damage per caster level up to a maximum damage of 20d3+60 at caster level 20 to all targets around it. | ![]() |
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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. | ![]() |
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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. | ![]() |
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Divine Punishment | Focuses the power of the gods upon the target, inflicting 1d6 +1 light damage every 2 seconds (no initial tic) for a duration of 16 seconds (at CL1). This damage scales by +1 per caster level light damage up to a maximum 1d6+20 at caster level 20. | ![]() |
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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. | ![]() |
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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. | ![]() |
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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. | ![]() |
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Elemental Weapons | Your targets currently equipped weapons gain hit effect: 1 to 6 elemental damage of your choice. An item can have only one temporary item enchantment at a time. | ![]() |
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Fire Shield | Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 1d3+3 plus 1 per caster level (Maximum caster level 15.) damage. The Fire version of this spell deals fire damage and reduces damage the caster takes from cold by half. The cold version of this spell deals cold damage and reduces damage the caster takes from fire by half. The flame from the fire version will burn away any webs that attempt to entangle you. | ![]() |
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Fire Storm | A Fire Storm causes an area to become shot through with sheets of roaring flame, causing 1d3+3 fire damage per caster level to targets in its area. | ![]() |
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Fireball | Creates a ball of fire dealing 1d6+3 per caster level (Maximum damage 10d6+30.) fire damage, to targets around it. A successful Reflex save reduces the damage by half. | ![]() |
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Flame Arrow | Creates 50 flaming ammo within the caster's inventory, each one dealing 1d6 fire damage- Arrows drop when leaving instance. | ![]() |
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Flame Strike | A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d3+1d3 points of damage per caster level. (Maximum caster level 15.) 1d3 of the damage is fire damage, but the other 1d3 results directly from divine power and is therefore not subject to being reduced by resistance to fire based attacks. A successful Reflex save reduces the damage by half. | ![]() |
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Flaming Sphere | Creates a rolling ball of fire, dealing 2d6 fire damage. A Reflex save negates the damage. | ![]() |
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Force Missiles | A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 2d3+8 points of force damage. | ![]() |
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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. | ![]() |
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Greater Shout | Emits an ear-splitting yell that deafens and deals 1d3+3 sonic damage per caster level to a max of 20d3+60 at level 20 and dazes the targets in its path for 6 seconds. A successful Fortitude save halves the damage and negates the Daze effect. | ![]() |
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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 smaller enemies must make a Strength check or Dexterity check to negate be knocked prone, and medium or smaller enemies are slowed by the winds unless they make a Reflex save equal to 12+your casting Ability's modifier, but large or larger enemies are unaffected. The spell also clears away all lingering effects in its path, such as clouds and Wall of Fire. | ![]() |
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Holy Smite | Damages targets with holy power. Deals 1d4+4 holy damage per 2 caster levels to Evil creatures (Maximum damage 5d4+20.) and are Blinded for 6 seconds, or deals 1d3+3 holy damage per caster level to Evil outsiders. (Maximum damage 10d3+30.) This spell has no affect on Good targets, and Neutral targets take half damage. Will save for half damage and to negate the Blinded condition. This spell can only be cast by Good or Neutral casters, it has no effect when cast by an Evil caster. | ![]() |
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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. | ![]() |
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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 level10), with an additional 2d6 of bludgeoning damage (essentially considered untyped). Deals damage every 2 seconds, for a total of 30 seconds. 15 total tics as there is no initial tic. | ![]() |
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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, it deals 2d3+6 damage per caster level every 2 seconds for 10 seconds. 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. | ![]() |
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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. | ![]() |
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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. | ![]() |
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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. | ![]() |
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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. | ![]() |
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Meteor Swarm | Chunks of flaming stone crush and burn your enemies causing 4 spheres of 2 ft. diameter explode on impact, each meteor deals 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. | ![]() |
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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. | ![]() |
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Nimbus of Light | A glittering corona of light coalesces around your outstretched arm, dealing 1d4+4 points of light damage plus 1 additional damage for every caster level. This ray has double spell range. | ![]() |
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Order's Wrath | Lawful power smites your targets. Only Chaotic and Neutral (Not Lawful.) creatures are harmed by the spell. The spell deals 1d4+4 points of damage per 2 caster levels (Maximum damage 5d4+20.) to a Chaotic creature, or 1d3+3 per caster level (Maximum damage 10d3+30.) to a Chaotic Outsider, and causes it to be Dazed for 6 seconds. A successful Will save reduces damage to half and negates the Dazed. The spell deals only half damage to creatures who are neither Lawful nor Chaotic, and they are not Dazed. This spell can only be cast by Lawful or Neutral casters, it has no effect when cast by a Chaotic caster. | ![]() |
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Otiluke's Freezing Sphere | A frigid globe of cold energy streaks towards a target. On impact it explodes, causing 1d3+3 cold damage per caster level (Maximum damage 20d3+60 at caster level 20.) to targets in the area. A successful Reflex save reduces the damage by half. | ![]() |
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Polar Ray | A blue-white ray of freezing air and ice springs from your hand. The ray deals 1d3+3 points of cold damage per caster level. (Maximum 25d3+75 at caster level 25.) | ![]() |
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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 | ![]() |
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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 | ![]() |
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Prismatic Strike | A brilliant ray of multicolored light projects from your finger, causing the target to be afflicted by three different effects. The spell does 1d3+3 points each of fire, force, and sonic damage per caster level, up to a maximum of 10d3+30 damage (per element) at caster level 10, and the target's melee and ranged damage is reduced by 75% on a failed saving throw. | ![]() |
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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. | ![]() |
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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 to a maximum of three at caster level 11. | ![]() |
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Searing Light | Focuses divine power like a ray of the sun, causing a blast of light to deal 1d4+4 light damage per 2 caster levels (Maximum damage 5d4+20.), or deals 1d3+3 light damage per caster level to Undead. (Maximum damage 10d3+30.) | ![]() |
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Shocking Grasp | Delivers a jolt of 1d6+1 electricity damage per caster level (Maximum damage 5d6+5.) to any enemy you touch. | ![]() |
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Shout | Emits an ear-splitting yell that does 1d3+3 sonic damage per caster level to a max of 15d3+45 at level 15 to all targets in its path. A successful Fortitude save halves the damage. | ![]() |
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Snowball Swarm | A flurry of magical snowballs erupt near your target, dealing 1d3+3 cold damage per 2 caster levels. Maximum damage 5d3+15 at caster level 10. A successful Reflex save reduces the damage by half. | ![]() |
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Sonic Blast | Blasts an enemy with loud high-pitched sounds, dealing 1d2+2 sonic damage per 2 caster levels. (Maximum damage 5d2+10.) The target must make a successful Will save to avoid be Dazed for 2 to 6 seconds, or until they take damage. This spell has double range. | ![]() |
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Soundburst | A tremendous cacophony creates a burst area of effect dealing to every creature 1d8 points of sonic damage, and each creature must succeed on a Fortitude save to avoid being Dazed for 6 seconds. | ![]() |
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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. | ![]() |
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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 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. | ![]() |
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Sunburst | Sunburst causes a globe of searing radiance to explode silently from a point you select dealing to all creatures 6d6 points of light damage in addition to blinding them. Oozes and Undead take 1d3+3 light damage per caster level (Maximum caster level 25). A successful Reflex save reduces the damage by half and negates the condition Blinded. Light fearing Undead may be instantly destroyed by this spell if it fails its save. | ![]() |
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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. | ![]() |
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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 1d3+3 fire damage per two caster levels (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 1d2+2 force damage per caster level (no save) to targets in the area. | ![]() |
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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. | ![]() |
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Unholy Blight | Unholy power smites your targets. Only Good and Neutral (Not Evil.) creatures are harmed by the spell. This spell deals 1d4+4 points of damage per 2 caster levels (Maximum damage 5d4+20.) to a Good creature, or 1d3+3 points of damage per caster level (Maximum 10d3+30.) 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 half damage 1d2+2 points of damage per 2 caster levels (Maximum damage 5d2+10.), and they are not Sickened. This spell can only be cast by Evil or Neutral casters as it has no effect when cast by a Good caster. | ![]() |
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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. | ![]() |
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