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Resist Energy

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Sp rgr resistenergy selector.png
Name: Resist Energy
School: Abjuration (Fire) (Acid) (Cold) (Electricity) (Sonic)
Spell Level: AotS 1, Art 1, Blc 2, Clr 2, DarkA 2, DarkH 1, Drd 2, FvS 2, Pal 2, Rgr 1, Sacred 2, Sor/Wiz 2, Wlk 1
Components: 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., 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., FocusIcon tooltip.pngFocus: A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. This has no gameplay applications in DDO, as all characters are always considered to be carrying a focus component at all times and it does not require a inventory slot.
Spell Point Cost: 15, 10 (Ranger)
Metamagic: Enlarge, Extend, Quicken
Target: Friend, Self
Range: Standard
Duration: 1 minute per caster level
Saving Throw:
Spell Resistance:
Cooldown: 2.5 seconds (All except Sor), 1.75 seconds (Sor)


Grants a creature limited resistance from an elemental damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The creature gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source.), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level, and to a maximum of 30 points at 11th level.

Resist Energy absorbs only damage. The subject could still suffer unfortunate side effects.

Note: Resist Energy is overlapped by (and does not stack with) Protection from Energy. If a character is warded by protection from energy and Resist Energy, the protection spell absorbs damage until its power is exhausted. Resist Energy will then apply to further damage, not including the hit that exhausted Protection from Energy. Also, Resist Energy grants an Enhancement bonus, so does not stack with similar effects from items and/or potions.

This spell pops up a list of 5 subspells, one for each resistance. Each sub spell also counts as a spell of that subtype, and is thus affected by elementals savants various bonuses and penalties to its duration. It has no maximum caster level.

A Warlock can gain access to an enhanced version of this within their Enlightened Spirit enhancements, Resist Energies. It grants the resistance to all five types of energy simultaneously for a slightly larger SP cost.

This spell (and other stacking effects) are capable of reducing the damage of the corresponding element to 0, from all sources. It has been seen, for example, that with Fire resistance from this plus other sources a player has been able to stand in lava pools indefinitely.



CL7 and CL11 wands can be occasionally found in chests.