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Incinerating Wave

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Name: Incinerating Wave
School: Evocation (Force) (Fire) (Ki)
Primer: [[spells|]]
Spell Level: Sacred 3
Special:
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., 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.
SLA: Henshin Mystic core 4 (Monk)
Spell Point Cost: 20 Ki, 18 Ki (Sacred Fist)
Metamagic: Quicken
Target: Foe, Directional
Range: Double
Duration: Instantaneous
Saving Throw: None
DC:
Spell Resistance: No
Cooldown: 9 seconds (Henshin Mystic), 4 seconds (Sacred Fist)
Augmentation: None

Description

Creates an incinerating wave of ki fire. This effect does 1d6+3 fire and force damage per caster level. This damage scales with 300% Melee Power.

Notes

  • This spell does not have a maximum caster level and does not have a saving throw.
  • As Incinerating Wave is a slow moving, long-duration projectile, it is possible for this spell to strike the same target multiple times, should said target be moving in the same direction as the wave.
  • The Sacred Fist version of Incinerating Wave also counts as a Fire spell and does not trigger Wild Surges. Henshin Mystic's version lacks the Fire spell tag. (Does it have a chance of applying Wild Surge?needs verification

Special Behavior[edit]

Ki spells have multiple, sometimes-unintuitive interactions with other systems.

  • Ki spells are affected by Spell Critical chance and Spell Critical Damage bonuses of elements matching their damage types. However, they are not affected by Spell Power in any way, and cannot have the Empower, Maximize or Intensify metamagics applied to them.
    • In effect, this means that the Force portion of Ki spells receive bonus from Force Critical chance and Critical Damage, and the same applies to the Fire portion.
  • Ki spells do not have Saves of any sort. As such, they do not interact with bonuses to DC. They are classified as Evocation spells, but are intended to be woven into existing melee combat rather than something to be specialized in.
  • Quicken (All Ki spells) and Extend (Sacred Flame Empowerment only) can be applied as usual.
    • Henshin SLAs, being SLAs, do not increase in cost from applied Metamagics.
    • Sacred Fist spells, being regular spells, increase in SP cost, rather than Ki cost. a Quickened Sacred Fist Ki Bolt costs 10 Ki and 10 SP, before Spell Cost Reduction.

Additional Damage[edit]

Ki spells additionally receive bonus damage from certain enhancements.

  • Sacred Fist enhancements T4 perk, Light of Glory, adds an additional proc of Light Damage on hit per Sacred Fist caster level. This damage usuallyneeds verification matches the Force component of the modified spell, and scales with 300% Melee Power.
    • This damage is affected by Light Spell Critical chance and Light Critical Damage bonuses, but not Spell Power.
    • The Sacred Flame Imbue does not need to be active for the bonus damage to be applied.
  • Henshin Mystic enhancements T2 perk, Elemental Soul, adds an additional 1d6 damage on hit per Imbue Die while the imbue is active. This damage scales with 150% of the highest of Melee or Ranged Power.
    • This damage is affected by the matching Spell Critical chance and Spell Critical damage bonuses, but again, not Spell Power.
    • The damage type of the spell is determined as the spell is cast, not when the spell lands. Changing your active Imbue while a spell is in flight will not change or remove the applied damage.