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Flame Arrow

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Flame Arrow effects
Name: Flame Arrow
School: Evocation (Fire)
Primer: [[spells|]]
Spell Level: Art 2 , Sor/Wiz 3 , Wild 3
Special:
Components: VerbalVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components., SomaticSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations., MaterialMaterial: A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. You must have the required items in your inventory. If you run out of the components, the game will not allow you to cast the spell and will instead inform you of what component is missing. The metamagic feat Eschew Materials and some enhancements in Draconic Incarnation can remove this restriction. (1 normal missile)
SLA:
Spell Point Cost: 20
Metamagic: Quicken
Target: Self
Range: Personal
Duration: Special
Saving Throw:
DC:
Spell Resistance:
Cooldown: 1 second

Description

Creates 500 flaming missiles within the caster's inventory, each one dealing an extra 1d6 fire damage on a successful hit.

Notes

This spell can provide flaming arrows, bolts, throwing daggers, darts, throwing axes, shuriken, or throwing hammers, chosen when cast.

  • Material Component:
    • This spell consumes 1 regular or masterwork missile of the appropriate type at the time of casting.
      • Starter missiles from Korthos Island will not work.
      • No form of magically enhanced or conjured missile will work for this spell.
    • Omnispell Dust can be used instead of a missile.
    • The missile must be within inventory, not in a quiver.
    • When cast from a Wand or Scroll, no missile component is needed. The spell description for these items incorrectly states that one is required.
      • A fully charged wand can produce 25,000 ammunition!

These missiles can be traded, which can be useful to other party members.

The missiles remain in inventory until expended, or until the owner logs out for an extended period of time.

Formerly, the tooltip for the spell incorrectly stated that it created 50 missiles, rather than 500. This bug was fixed in Update 41.1.

Scrolls[edit]

Wands[edit]