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Tactical Detonation

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Tactical Detonation.png
Name: Tactical Detonation
School: Evocation (Fire) (Force)
Level: Art 6
Spell Point Cost: 40
Components: V, S, M
Metamagic: Maximize, Empower, Heighten, Quicken, Eschew
Range: Double but see notes
Target: Foe, Positional, Breakable
Duration: Instantaneous, Then several seconds for the knockdown
Saving Throw: Reflex save halves fire damage and negates knockdown
Spell Resistance: No
Cooldown: ?

Causes an unstable ball of plasma to streak towards your enemy. The ball explodes on impact, knocking enemies to the ground and dealing 1d6+3 fire damage per caster level (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 1d6+3 force damage per caster level (no save) to targets in the area.

Save Note: The knockdown lasts quite a while and grants a recurring reflex save to get up. This makes it quite a bit more effective then similar knockdown spells which allow balance saves to get up.

Range Notes: Like Meteor Swarm this spell suffers some range issues: Unlike most other projectile spells, the caster can arc these meteors if they have no target selected. In practice this very rarely works as the spell doesn't really have the range it appears to have unless you have enlarge enabled. So manually targeting enemies over a hill far away may appear to hit them, but will deal no damage unless enlarge is enabled (and even then, they need to be in the standard enlarged spell range).

Bug: Can be heightened, even though it is the highest level spell an artificer can cast. This has no impact on gameplay.