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Fire spells
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 | |||
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. | ||||||||||||
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 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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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 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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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 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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. |