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Force spells
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A form of energy attack based on raw magic power.
Force Spells[edit]
Name | Description | Classes | |||||||||||
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Alc | Art | Brd | Clr | Drd | FvS | Pal | Rgr | Sor | Wiz | War | |||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
Greater Ruin | Deals 1000 untyped damage to a single enemy. (No saving throw.) | ||||||||||||
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. | ||||||||||||
Mage Armor | An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC for 5 minutes plus 1 minute per caster level. | ||||||||||||
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. | ||||||||||||
Nightshield | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from: Darkfire (possible bug), Magic Missiles, Force Missiles and Chain Missiles. | ||||||||||||
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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Ruin | Deals 500 untyped damage to a single enemy. (No saving throw.) | ||||||||||||
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). | ||||||||||||
Shield | Grants a +4 shield bonus to Armor Class, and also negates the following spell effects of: Magic Missiles, Chain Missiles and Darkfire (Possibly a bug). | ||||||||||||
Spirit Blades | Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 10d6 Piercing and 5d6 Force damage. | ||||||||||||
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. |