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Fire spells

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A form of energy based on very high temperature that deals fire effects. Note that many of these spells will cause a flaming effect on flammable objects caught in the area of effect, however the objects seem to suffer no actual damage.

These spells are more potent for Fire Savant Sorcerers and Fire Elemental Druids.

Fire spells[edit]

Name Description Classes
Alc Art Brd Clr Drd FvS Pal Rgr Sor Wiz War
Icon Anger of the Noonday Sun.png
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. Icon Feat Past Life Druid.png
Icon Body of the Sun.png
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. Icon Feat Past Life Druid.png
BurningBlood.png
Burning Blood You taint a living creature's blood with a hot, corrosive infusion, dealing both 2d4 points of acid damage + 1 per 2 caster levels and 2d4 points of fire damage + 1 per 2 caster levels every 2 seconds for a duration of 10 seconds. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
BurningHands.png
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. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Strike Down Icon.jpg
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon Cindersmoke.png
Cindersmoke Throw a bottle at a targeted foe that explodes into a fiery cloud. Enemies caught in the blast take 1d6+4 Fire damage per caster level (max 20d6+80 at caster level 20) to enemies caught within the initial blast, and be Blinded for 12 seconds. A successful Reflex save reduces the damage by half and negates the Blind. Icon Feat Past Life Alchemist.png
DelayedBlastFireball.png
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. 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
Faerie Fire.png
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. Icon Feat Past Life Druid.png
Icon Fire Seeds.png
Fire Seeds Flings three burning acorns at your target, where they explode into flames. Each acorn does 1d6 fire damage per caster level (maximum 21d6 per missile at cast level 21). Reflex save halves. You can also place the acorns on the ground to act as a trap, for reduced Spell Point cost. Icon Feat Past Life Druid.png
FireShield.png
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. Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
FireStorm.png
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png
FireTrap.png
Fire Trap Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d6+4 fire damage per caster level (max 20d6+60 at caster level 20). A successful Reflex save reduces the damage by half. The trap lasts 60 seconds, or until triggered. Icon Feat Past Life Artificer.png Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Fireball.png
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. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Fires of Purity.png
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. Icon Feat Past Life Druid.png
FlameArrow.png
Flame Arrow Creates 500 flaming ammo [including thrown weapons] within the caster's inventory, each one dealing 1d6 fire damage. Icon Feat Past Life Artificer.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Vial of Flame.png
Flame Concentration Conjuring a bottle of burning liquid, you throw a projectile at a single foe that deals 1d6 Fire damage, plus 1 per caster level (max 1d6+20 at caster level 20). The fire will burn over time, dealing its damage 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
FlameStrike.png
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png
FlamingBolt.png
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). Icon Feat Past Life Artificer.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
FlamingSphere.png
Flaming Sphere Creates a rolling ball of fire, dealing 2d6 fire damage. A Reflex save negates the damage. Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Gold Breath.png
Gold Breath You exhale gold through your mouth in a large cone, causing enemies caught within the area to take 1d4+2 Fire and 1d4+2 Bludgeon damage per caster level, max 20d4+40 and 20d4+40 at caster level 20. This is a Breath attack. A successful Fortitude save reduces the damage by half. Icon Feat Past Life Alchemist.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.
IncendiaryCloud.png
Incendiary Cloud Creates a cloud of roiling smoke shot through with white-hot embers, obscuring sight and dealing 2d4 fire damage + 1 per caster level every 2 seconds (no initial tick, max 2d4+25 at caster level 25). Creatures entering the cloud save vs reflex or become blind for 4d6 seconds. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Ki Explosion Icon.png
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. Icon Feat Past Life Paladin.png
Icon Melt Armor.png
Melt Armor Lob a vial of burning liquid at a single foe that deals heavy damage and melts the armor of whatever it strikes. Deals 1d6+4 Fire damage per caster level (max 10d6+40 at caster level 10), to a single target, and reduces their Armor Class and Physical Resistance Rating by 4 for 15 seconds + 2 seconds per Caster Level. A successful Reflex save reduces the damage by half. Icon Feat Past Life Alchemist.png
MeteorSwarm.png
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. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Molotov Cocktail.png
Molotov Cocktail Lob a glass bottle full of reactive chemicals that shatters and then ignites in a large area, dealing damage to all enemies struck. Enemies are ignited, dealing 1d6+3 Fire damage per caster level, max 15d6+45 at caster level 15. A successful fortitude save reduces damage by half. Icon Feat Past Life Alchemist.png
Icon Multivial of Flame.png
Multivial of Flame Conjuring many bottles of burning liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Fire 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
Produce Flame.png
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. Icon Feat Past Life Druid.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 (max 120) 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 Gives an ally an Enhancement bonus against an elemental damage type (acid, cold, electricity, fire, or sonic), reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11. 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
Scorch.png
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. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
ScorchingRay.png
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. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
SymbolOfFlame.png
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. 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
Tactical Detonation.png
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. Icon Feat Past Life Artificer.png
Icon Vial Smash Fire.png
Vial Smash: Fire Conjuring a bottle of burning liquid, you throw a projectile at your feet that deals 1d6+1 Fire 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 Flame.png
Vial of Flame Conjuring a bottle of burning liquid, you throw a projectile at a single target foe that deals 1d6+2 Fire damage per caster level (max 10d6+20 at caster level 10). A successful relfex save reduces damage by half. Icon Feat Past Life Alchemist.png
WallOfFire.png
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. Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png

See also[edit]

Monster DR and weaknesses