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Artificer Spells

From DDO Compendium


Class Artificer Icon.png This is the spell list for the Artificer Spells.. Spells range from buffing to damage blah.. blah.. etc

Level 1 Spells[edit]

Name Effect Levels
Spell Resist Energy- Fire Icon.pngResist Energy: Fire
Abjuration (Fire)
Spell Points: 15

Metamagics: Enlarge, Extend, Quicken
Target: Friend, Self
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.

Art 1, Clr 2, FvS 2, Pal 2, Rng 1, Sor/Wiz 2, Wlk 1
Spell Ablative Armor Icon.pngAblative Armor
Abjuration (Earth)
Spell Points: 10

Metamagics: Quicken, Eschew, Enlarge
Target: Friend, Self
Wards an ally against physical damage and force damage. Once this infusion has prevented a total of 5 damage per caster level (max 50) it is discharged.

Art 1
Spell Enchant Armor Icon.pngEnchant Armor
Transmutation
Spell Points: 15

Metamagics: Eschew, Quicken
Target: Friend, Self (Armor)
Your armor gains the following enchantment

  • Your armor's Enchantment Bonus is increased by 1. You can not have more than one enchantment at a time.
Art 1

Level 2 Spells[edit]

Name Effect Levels
Spell Lucky Cape Icon.pngLucky Cape
Transmutation
Spell Points: 15

Metamagics: Eschew, Quicken
Target: Friend, Self (Cape)
Your cape gains the following enchantment:

  • You gain a +1 Luck Bonus to Saving Throws. A cape can only have one enchantment at a time.
Art 2

Level 3 Spells[edit]

Name Effect Levels
Spell Lightning Bolt Icon.pngLightning Bolt
Evocation
Spell Points: 12

Metamagics: Embolden, Empower, Eschew, Heighten, Maximize, Quicken
Target: Foe, Directional, Breakable
You release a bolt of lightning that springs forth from your hands towards your target, dealing 1d3+3 Points of Electric Damage per caster level to it (Maximum 10d3+30 Electric Damage at Caster Level 10), unless they succeed on a Reflex save for half damage. There is a chance that this spell will split, as if you cast the spell twice, with a new damage roll and reflex save. This can only happen once.

Art 3, Sor/Wiz 3

Level 4 Spells[edit]

None

Level 5 Spells[edit]

Name Effect Levels
Spell Tenser's Transformation Icon.pngTenser's Transformation
Transmutation
Spell Points: 35

Metamagics: Eschew, Extend, Heighten, Quicken
Target: Self
You gain:

  • +4 Alchemical bonus to Strength, Dexterity, and Constitution.
  • Proficiency with all simple and martial weapons.
  • Your Base Attack Bonus equals your character level.
  • -2 Penalty to Spell DCs
  • -2 Rolls to Bypass Spell Resistance
  • Your spells have double their cooldowns
Art 5, Sor/Wiz 6, Wlk 5

Level 6 Spells[edit]

Name Effect Levels
Spell Deadly Weapons Icon.pngDeadly Weapons
Transmutation (Infusion)
Spell Points: 35

Metamagics: Quicken, Eschew
Target: Friend, Self (Weapon)
Your current weapon gains +1[W]
(So 1d6 would become 2[1d6], similarly 2[3d4] becomes 3[3d4])
A weapon may only have one enchantment at any time

Art 6
Spell Reconstruct Icon.pngReconstruct
Transmutation
Spell Points: 35

Metamagics: Enlarge, Quicken
Target: (Construct) Friend, Self
Repairs target Construct for 10 hit points per caster level (Up to 150 HP at Caster Level 15), and grants the following buff:

  • +15% Enhancement Bonus to Melee Attack Speed
  • +22% Enhancement Bonus to Ranged Attack Speed
Art 6, Sor/Wiz 6