DDO Server Transfers 2025
New 64-bit servers will go live on July 15th and you will have until August 31st to transfer characters off the 32-bit servers before they are closed.
At a later date TBD, SSG will reopen the 32-bit game worlds only for players to prepare their characters for transfer with no questing or other gameplay available for two years.
In preparation for the transfer, use the code 100SLOTS to gain a free 100 Shared Account Bank slots on all servers! edit
Game mechanics • Newbie guide • In development • DDO Store • Social Media
Challenges • Classes • Collectables • Crafting • Enhancements • Epic Destinies • Favor • Feats
Glossary • Items • Maps • Monsters • Places • Quests • Races • Reincarnation • Skills • Spells
Please create an account or log in to remove ads, build a reputation, and unlock more editing privileges and then visit DDO wiki's IRC Chat/Discord if you need any help!
Prismatic Strike
![]() | |
Name: | Prismatic Strike |
---|---|
School: | Evocation (Electricity) (Force) (Fire) (Chaotic) |
Spell Level: | Art 5 , Wild 6 |
Components: | Verbal![]() ![]() |
Spell Point Cost: | 35 |
Metamagic: | Embolden, Empower, Heighten, Intensify, Maximize, Quicken |
Target: | Foe, Directional, Breakable |
Range: | Double |
Duration: | 10 to 22 seconds |
Saving Throw: | Fortitude, Reflex, Will half; negates knockdown, daze or damage penalty |
Spell Resistance: | No |
Cooldown: | 4 seconds |
Description
A brilliant ray of multicolored light projects from your finger, causing the target to be afflicted by two of three different possible damaging and debuff effects.
- The first deals 1d6 electric damage per caster level (max 20d6 at caster level 20) and knocks the target prone; a successful Fortitude save halves the damage and negates the knockdown.
- The second deals 1d6 force damage per caster level (max 20d6 at caster level 20) and dazes the target; a successful Reflex save halves the damage and negates the daze.
- The third deals 1d6 fire damage per caster level (max 20d6 at caster level 20) and reduces the target's melee and ranged damage by 25%; a successful Will save halves the damage and negates the penalty to attack damage.
The damage and debuffs are chosen independently. This spell has double range.
Notes
- Bonuses to Fire, Force, and Electricity spell types apply to this spell; each component is boosted by specific spell power (Combustion / Impulse / Magnetism).
- Offensive spells
- Evocation spells
- Electricity spells
- Force spells
- Fire spells
- Chaotic spells
- Spells
- Artificer spells/Level 5
- Wild Mage spells/Level 6
- Spells with a Verbal component
- Spells with a Somatic component
- Spells with Embolden
- Spells with Empower
- Spells with Heighten
- Spells with Intensify
- Spells with Maximize
- Spells with Quicken
- Spells with no SR