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Horrid Wilting
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Spell
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Prerequisite Permanent conditions that must be met before an ability can be acquired. For instance, the Dodge feat lists Dexterity 13+. Temporary conditions are listed under Conditions.:
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Perform:
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Prerequisite of Another ability that requires this one as a prerequisite. For example, the Dodge feat lists Mobility.:
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Trainable A trainable feat can be trained using a standard feat slot, one of: Heroic, Epic, Epic Destiny, Legendary.:
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Repeatable A repeatable feat is a trainable feat that can be taken more than once, possibly with conditions. For example, Toughness indicates Unlimited, stacking, while Spell Focus indicates Once for each school of magic.:
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Class Feat A class feat is granted to all members of a class (who meet the prerequisites, if any) at a specified level. For example, Tower Shield Proficiency indicates Fighter 1, Uncanny Dodge indicates Barbarian 4 and Rogue 4, and Fists of Light indicates Monk 3 (Harmonious Path). A class feat may also be trainable to members of other classes, like Tower Shield Proficiency.:
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Bonus Feat A bonus feat may optionally be taken using a class-specific bonus slot. For example, Spell Focus indicates Wizard, Deflect Arrows indicates Monk, and Improved Critical indicates Artificer, Fighter. Rogue optional abilities are considered a type of bonus feat.:
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Racial Feat A racial feat is granted to all members of a race. For example, Shuriken Expertise indicates Drow, and Small Size Bonus indicates Gnome, Deep Gnome, Halfling.:
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Dragonmark:
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Enhancement Tree When the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.:
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Unknown enhancement tree
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Epic Destiny Unrecognized term: Epic Destiny:
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Unknown epic destiny tree
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AP The number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2. / Ranks The number of ranks of an enhancement that can be acquired, usually 1 to 3.:
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/
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Spell Level Spell level indicates the relative power of a spell, determining when it can normally be acquired by the relevant class(es) of caster. Not to be confused with character level. For example, Fireball lists Sorcerer 3, Wizard 3.:
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Sorcerer 8, Wizard 8
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Granted By Any secondary source of an ability, not already mentioned. For instance, Diehard is primarily a feat, but indicates that it can also be granted by the Frenzied Berserker enhancement tree.:
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Spell School Every spell (optional for SLAs) belongs to one of eight schools of magic, such as Evocation or Necromancy. Optional descriptors, e.g. Fire, Compulsion, are also listed here.:
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Necromancy (Untyped) (Water)
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Usage Every ability has one or more usage modes. A passive ability functions continuously without any conscious effort. An active ability requires conscious effort to invoke. A toggled ability, such as a Stance, requires conscious effort to activate, but then remains active until consciously untoggled (or character dies, etc.). Note that an ability which enhances an active or toggled ability, but does not, itself, need to be independently activated, is passive. An ability may have both a passive component and an active or toggled component. The field is hidden when easily predictable, such as for a spell (which is always active).:
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Conditions Temporary conditions that must be met in order for the ability to function. For example, many monk abilities require the monk to be centered. Permanent requirements are listed under Prerequisites.:
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Charges Unrecognized term: Charges:
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Recharge Unrecognized term: Recharge:
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Components Every spell requires one or more types of components, either Verbal, Somatic, or Material. These are specified using the templates
{{V}} , {{S}} , and {{M}} , respectively.:
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Material Material: 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. , Somatic Somatic: 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., Verbal Verbal: 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. (Bit of Sunstone)
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Spell Point Cost The number of Spell Points used to cast the spell.:
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20
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Metamagic The effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example, {{Maximize}} and {{Heighten}} .:
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Empower, Enlarge, Eschew, Heighten, Maximize, Quicken
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Target Every ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.:
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Foes within area
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Range The distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area. / Area The coverage of a spell or effect, such as Single target, Standard AoE, or Conal AoE. Not to be confused with range. For example, both Finger of Death and Fireball have Standard range, but Finger of Death has a Single target area, while Fireball has a Large Spherical AOE. Note that, in contrast to PnP, DDO in-game descriptions often conflate range and area.:
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Medium (100 ft.+10 ft. per caster level.) / 60 ft. radius
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Saving Throw The type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.:
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Fortitude save takes half damage
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DC The Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.:
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Spell Resistance Whether spell resistance can avert the spell or SLA, Yes or No.:
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No
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Duration The length of time an effect typically lasts, along with any conditions for premature termination. For instance, the duration for most physical attacks is Instantaneous, while the duration of Invisibility is 1 minute per caster level (no maximum), or until interacting with a target or object.:
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Cooldown How long a character must wait between activations of an ability, typically measured in seconds.:
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6 seconds
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Offense Buff An effect that improves your offensive capabilities, such as a bonus to attack chance or damage.:
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Defense Buff An effect that improves your defensive capabilities, such as a bonus to AC, PRR, or fire resistance.:
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Buff A broad characterization of the type(s) of beneficial effects an ability imparts, not otherwise mentioned. The inventory of recognized effects is expected to undergo considerable refinement.:
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Restoration All forms of resurrection and various lesser forms of restoration, such as removing ability damage and fatigue. Restoration of lost hit points is listed under Healing.:
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Healing Any effect that restores lost hit points to a player character or ally. Other types of restoration are listed other Restoration. Temporary hit points are listed under Buffs.:
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Instant Death This produces an Instant death effect on at least some types of target. Red-named bosses are immune, as is anyone with deathblock.:
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Debuff A harmful effect other than physical damage.:
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Damage The amount and type of damage inflicted.:
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Scaling Unrecognized term: Scaling:
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Proficiency Item(s) for which the ability imparts proficiency. For example, Master's Touch lists Simple or martial weapons, shields, tower shields.:
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Item If the ability enhances the use of a class of items, other than providing proficiency, that is indicated here. For example, Shuriken Expertise lists Shuriken.:
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Grants If the ability imparts some other ability (other than proficiency), that is indicated here. For example, the Barbarian's Die Hard enhancement provides the Diehard feat.:
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Description
This spell evaporates moisture from the body of each subject living creature, dealing 1d3+3 points of damage per caster level. (Maximum damage 20d3+60.) This spell is especially devastating to water type outsiders like Water Elementals, and to Plants which instead take 1d4+4 points of damage per caster level. (Maximum damage 20d4+80.)
The spell counts as a Water spell, receiving appropriate benefits from Sorcerer's Water Savant enhancements.
Targeting:
As of U10 the spell has targeting problems.
- Targeting problems should now largely be solved. [1]
- U20: This spell does not land correctly with auto targeting. [2]
Note: Though this spell belongs to the Necromancy school, it does not deal negative energy damage and is not affected by Nullification Spell Power. It's dealing untyped damage and as such, it is affected by Force line of enhancements and Impulse spell power.