Game mechanicsNewbie guideIn developmentDDO StoreSocial Media


ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavorFeats

GlossaryItemsMapsMonstersPlacesQuestsRacesReincarnationSkillsSpells


Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help!

Necrotic Bolt

From DDO wiki
Jump to navigation Jump to search
Info.png
Please help improve this page.
You can help by editing this page. For suggestions, please see the talk page, or embedded <!-- comments --> while editing this page.
Icon Enhancement Necrotic Blast.png
Name: Necrotic Bolt
School: Necromancy (Negative Energy)
Spell Level:
Special:
Components: SomaticIcon tooltip.pngSomatic: 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., VerbalIcon tooltip.pngVerbal: 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: Pale Master Tier 3 (Wiz), Divine Disciple Tier 3 (Clr, Dark Path);
Cost: 10/8/5
Metamagic: Empower, Enlarge, Maximize, Quicken
Target: Foe, Breakable, Directional
Range: Double
Duration: Instantaneous
Saving Throw: Fortitude, half
DC: Unknown SLA DC
Spell Resistance: No
Cooldown: 15/10/5 seconds

Description

You fire a black bolt of energy from your finger that deals 4 to 10 hit points of negative energy damage per caster level to a creature. A successful Fortitude save reduces the damage by half. This ability counts as a level 3 Wizard spell. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

D&D Dice: Deals 1d6+3 negative energy damage per caster level.

Tips