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Innate Attack

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Innate Attack spells are Druid spells that require that the caster is wild-shaped into a particular form, for example Bear form for Roar (spell). Often, they are also Melee special attacks, i.e. they require that you hit a target in melee. The difficulty class (DC) to resist innate attacks (if any) is usually different from normal spell DCs; see spell description for details.

Name Description Classes
Alc Art Brd Clr DDM Drd FvS Pal Rgr Sor Wiz War
Baiting Bite Your jaws seem to come from every direction. This attack deals an extra +40% damage to the target, and also performs a bluff check using your spot skill [DDO Forums ARCHIVE ME!], which may leave your opponent open to sneak attacks and flanking, and temporarily reduces your threat generation by 25%.
Blighted Charge You leap forward with the speed and ferocity spewing blight around you as you pass. You attack enemies in your path, dealing an extra 50% damage, with a +1 bonus to critical threat & multiplier, and targets caught in your wake are Blinded and Helpless for 8 seconds. A successful reflex save negates this effect. For 10 seconds after the charge you gain +3 Imbue Dice.
Great Maul This attack deals an extra 30% to the target, +1 critical damage and threat multiplier, and applies a 6 second Stun. Striking the target successfully may also intimidate the target based on the player's Intimidate skill. A Fortitude save negates the stun.
Jaws of Doom As your jaws close over your enemies, they feel their life end. This attack deals an extra +100% damage, +1 bonus to critical threat and multiplier, and your foe must save vs Fortitude or dies as if slayed by a vorpal weapon (Does not affect Oozes, Undead, Constructs or Elementals). Death vs Fortitude DC: 10 + Druid Level + Highest of Wisdom, Dexterity or Strength + Necromancy Bonuses.
Jaws of Winter As your jaws close over your enemies, they feel the deep cold of winter's heart close around them. This attack deals an extra +60% damage, has +1 bonus to critical threat and multiplier, and if it counts as a sneak attack, your foe is frozen solid for 30 seconds. Frozen creatures gain DR 5/Adamantine, but are considered helpless. Fortitude save negates, and the creature gets an additional save attempt every 2 seconds. Stun vs Fortitude DC: 10 + Druid level + Highest of WIS/DEX/STR + Stun Bonuses
Maul This melee attack deals an extra +20% to the target, and applies a bleeding effect that deals 1d4 slash damage every 2 seconds for 8 seconds. Striking the target successfully may also intimidate the target based on the player's intimidate skill.
Relentless Onslaught Perform a melee attack that deals an extra +50% damage, has +1 bonus to critical threat and multiplier, and knocks your target down for 4 seconds. For up to 20 seconds afterwards, as long as the target stays down, every successful hit against the target has a 30% chance of knocking it down again.
Roar You let out a menacing roar, drawing the attention of your foes. You generate 50% more hate for the duration of the spell.
Shred This attack deals an extra +30% damage to the target, with +1 bonus to critical threat and multiplier to the target, and you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Half Druid Level + Highest of Wisdom or Strength + Sunder Bonuses)
Snowslide You leap forward with the speed and ferocity of a sudden avalanche. You attack enemies in your path, dealing an extra +30% damage, with a +1 bonus to critical threat and multiplier, and targets caught in your wake are frozen solid for 20 seconds. A successful reflex save negates the effect, and the creatures caught in the ice can attempt fortitude saves to escape every 3 seconds. Creatures frozen are considered helpless, but they also gain DR 5/Adamantine.
Takedown This attack deals an extra +20% damage, and you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates. (DC 10 + Half Druid Level + Highest of Wisdom, Dexterity, or Strength + Trip Bonuses)
Tremor AOE melee strike that deals +20% damage, that causes the ground to tremble beneath your feet. Enemies around fall prone. A successful balance checks negates. Trip vs Balance DC: 10 + Druid level + Highest of Wisdom or Strength + Trip Bonuses