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Inflict wounds spells
Inflict wounds spells are a group of spells that remove life (hit points) from a creature. Against undead (including wizards using Shroud of undeath), they have the opposite effect and heal damage instead. They come in a variety of strengths, and can target an individual or a group. Only clerics and favored souls have access to these spells, and they are affected by Negative spell power (and, by extension, the Heal skill).
Inflict wounds spells can target living constructs like Warforged, but do not affect non-living constructs like iron defenders.
Like Cure spells, Inflict wounds spells are available as potions. However, since negative damage hurts most characters, they are only really useful if you are a Pale Master or Dark Apostate in Undead form, or a Pale Master has raised you as a Zombie. Since the latter case is very rare, only Pale Masters and Dark Apostates have much of a reason to carry these potions.
An Artificer's inflict damage spells are similar to the inflict wounds spells, but can only target Warforged and other constructs, and scale by Repair/Rust spell power (and by extension the Repair skill) instead of Negative spell power.
Spells[edit]
Icon | Name | Description | Classes | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Harm | Charges the target with negative energy dealing 10 points of damage per caster level. (Maximum damage 150.) A successful Will save reduces the damage by half. Harm cannot reduce the target's hit points to less than 1. Against Undead targets this spell heals like Heal. | |||||||||||
Inflict Critical Wounds | When laying your hand upon a creature, you channel negative energy that deals 4d6+8 points of damage plus 1 point per caster level (Maximum caster level 20.), or to heal Undead. A successful Will save reduces the damage by half. | |||||||||||
Inflict Critical Wounds, Mass | Casts Inflict Critical Wounds on multiple targets at range inflicting 4d6+8 negative energy damage plus an additional 1 for every caster level (Maximum caster level 40.), or healing Undeads. A successful Will save reduces the damage by half. | |||||||||||
Inflict Light Wounds | When laying your hand upon a creature, you channel negative energy that deals 1d6+2 points of damage plus 1 point per caster level (Maximum caster level 5.), or to heal Undead. A successful Will save reduces the damage by half. | |||||||||||
Inflict Light Wounds, Mass | Casts Inflict Light Wounds on multiple targets at range inflicting 1d6+2 negative energy damage plus an additional 1 for every caster level (Maximum caster level 25.), or healing Undeads. A successful Will save reduces the damage by half. | |||||||||||
Inflict Moderate Wounds | When laying your hand upon a creature, you channel negative energy that deals 2d6+4 points of damage plus 1 point per caster level (Maximum caster level 10.), or to heal Undead. A successful Will save reduces the damage by half. | |||||||||||
Inflict Moderate Wounds, Mass | Casts Inflict Moderate Wounds on multiple targets at range inflicting 2d6+4 negative energy damage plus an additional 1 for every caster level (Maximum caster level 30.), or healing Undeads. A successful Will save reduces the damage by half. | |||||||||||
Inflict Serious Wounds | When laying your hand upon a creature, you channel negative energy that deals 3d6+6 points of damage plus 1 point per caster level (Maximum caster level 15.), or to heal Undead. A successful Will save reduces the damage by half. | |||||||||||
Inflict Serious Wounds, Mass | Casts Inflict Serious Wounds on multiple targets at range inflicting 3d6+6 negative energy damage plus an additional 1 for every caster level (Maximum caster level 35.), or healing Undead. A successful Will save reduces the damage by half. |
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