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Fire Spells

From DDO Compendium


This is the list of all the Spells that create or use fire. If there is a flammable object in the effect area, it will burst into flames.


Name Effect Levels Metamagics Cost
Spell Fire Seeds Icon.pngFire Seeds Thrown
Transmutation (Fire)
Target: Foe, Directional, Breakable

Flings three burning acorns at your target, where they explode into flames. Each acorn does 1d4 fire damage, plus 1d4 per three caster levels (maximum 8d4 per missile at castor level 21). A successful reflex save halves the damage.

Druid 6 Empower
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Spell Points:
15
Spell Fire Seeds Icon.pngFire Seeds Trap
Transmutation (Fire)
Target: Foe, Positional

Places three burning acorns at your target, set to explode when an enemy comes near. Each acorn does 1d4 fire damage, plus 1d4 per three caster levels (maximum 8d4 per missile at castor level 21). A successful reflex save halves the damage.

Druid 6 Empower
Enlarge
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Spell Points:
7
Spell Fire Shield (fire version) Icon.pngFire Shield
Evocation (Cold)(Fire)
Target: Self

Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 4 to 6 damage plus an additional 1 for every caster level up to caster level 15. The Fire version of this spell deals fire damage and reduces the damage the caster takes from bold by half. The cold version of this spell deals cold damage and reduces incoming fire damage by half. The flame from this spell will burn away any webs that attempt to entangle you.

Druid 6
Sorcerer 4
Warlock 3
Wizard 4
Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Flame Arrow (Arrows) Icon.pngFlame Arrow
Evocation (Fire)
Target: Self

Creates 500 flaming ammo of any type within your inventory. This spell requires and consumes 1 normal or masterwork ammo of that type. Flaming ammo does an extra 1d6 points of fire damage on a successful hit. Conjured ammunition vanishes if you log out.

Artificer 2
Sorcerer 3
Wizard 3
Quicken Spell Points:
20
Spell Protection from Elements Icon.pngProtection from Elements, Mass
Abjuration (Acid)(Cold)(Electricity)(Fire)(Sonic)
Target: Friend, Self

Grants temporary immunity to multiple targets to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.

Artificer 6
Cleric 7
Favored Soul 7
Sorcerer 7
Warlock 5
Wizard 7
Enlarge
Quicken
Spell Points:
40
Spell Anger of the Noonday Sun Icon.pngAnger of the Noonday Sun
Evocation (Fire)(Fire Elemental)
Target: Self

You are enveloped in the anger of the noonday sun. The targets of your fire spells suffer a 8% fortification penalty. If your target is resistant or immune to fire damage they will now take full damage from fire effects. This does not stack with effects that cause targets to become more vulnerable to fire effects.

Druid 9 Extend
Quicken
Spell Points:
20
Spell Body of the Sun Icon.pngBody of the Sun
Evocation (Fire)(Fire Elemental)
Target: Self

Your body draws on the power of the sun and emanates intense heat, burning nearby enemies. Nearby enemies take 1d6 fire damage per caster level (up to a maximum of 20d6 at level 20) every 3 seconds. Fortitude save halves.

Druid 7 Eschew Materials
Extend
Quicken
Spell Points:
30
Spell Burning Blood Icon.pngBurning Blood
Necromancy (Acid)(Fire)
Target: Foe

You taint a living creature's blood with a hot, corrosive infusion, dealing acid damage for 2 to 8 + 1 every 2 levels and fire damage for 2 to 8 + 1 per 2 caster levels every 2 seconds for a duration of 10 seconds.

Sorcerer 4
Wizard 4
Empower
Enlarge
Eschew Materials
Intensify
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Quicken
Spell Points:
10
Spell Burning Hands Icon.pngBurning Hands
Enchantment (Fire)
Target: Foe, Directional, Breakable

A cone of searing flame shoots forth, damaging targets in the area of the spray for 1d6+1 fire damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). A successful Reflex save reduces the damage by half.

Sorcerer 1
Wizard 1
Embolden
Empower
Maximize
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Heighten
Intensify
Spell Points:
4
Spell Delayed Blast Fireball Icon.pngDelayed Blast Fireball
Evocation (Fire)
Target: Foe, Directional, Breakable

Creates a ball of fire that detonates on impact, causing an explosion of flame that does 8 to 13 fire damage per caster level (up to a max of 160 to 260 damage at caster level 20) to targets around it. A successful Reflex save reduces the damage by half.

Sorcerer 7
Wizard 7
Embolden
Empower
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Cost: See specific sub spell
Spell Elemental Weapons Icon.pngElemental Weapons
Evocation (Infusion)(Acid)(Cold)(Electricity)(Fire)
Target: Friend, Self (Weapon)

Your target's currently equipped weapons gain Hit Effect: 1 to 6 elemental damage of your choice. An item can have only one temporary item enchantment at a time.

Artificer 2 Eschew Materials
Quicken
Spell Points:
15
Spell Finger of Fire Icon.pngFinger of Fire
Evocation (Fire)
Target: Foe, Directional, Breakable

Fires a small beam of fire at a target, doing 1 to 4 fire damage plus an additional 1 for every caster level up to caster level 5.

Clickie 1
Spell Fire Seeds Icon.pngFire Seeds
Transmutation (Fire)
Target: Foe

Flings three burning acorns at your target, where they explode into flames. Each acorn does 1d4 fire damage, plus 1d4 per three caster levels (maximum 8d4 per missile at caster level 21). Reflex save halves. You can also place the acorns on the ground to act as a trap, for reduced Spell Point cost.

Druid 6 Empower
Enlarge
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Spell Points:
15
Spell Fire Storm Icon.pngFire Storm
Evocation (Fire)
Target: Foe, Directional, Breakable

An enormous column of fire roars downward, blasting an area with searing flame, causing 4 to 6 fire damage per caster level to targets in its area.

Cleric 8
Druid 7
Favored Soul 8
Embolden
Empower
Enlarge
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Quicken
Spell Points:
25
Spell Fire Trap Icon.pngFire Trap
Abjuration (Fire)
Target: Foe, Positional

Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 5 to 10 fire damage for every caster level up to caster level 20. A successful Reflex save reduces the damage by half.

Artificer 2
Druid 2
Sorcerer 4
Wizard 4
Embolden
Empower
Enlarge
Embolden
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Spell Points:
8
Spell Fireball Icon.pngFireball
Evocation (Fire)
Target: Directional, Foe, Breakable

Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6+3 fire damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.

Sorcerer 3
Wizard 3
Embolden
Empower
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Spell Points:
15
Spell Fires of Purity Icon.pngFires of Purity
Evocation (Fire)(Fire Elemental)
Target: Friend, Self

Enchants your target's weapons with fires of purity. They deal an extra 2d4 fire damage, and enemies that struck by them become 10% more vulnerable to fire damage. An item can have only one temporary item enchantement at a time.

Druid 8 Quicken Spell Points:
20
Spell Flame Strike Icon.pngFlame Strike
Evocation (Fire)
Target: Foe, Positional, Breakable

Produces a vertical column of divine fire roaring downward, dealing 2 to 6 damage per caster level (up to a max of 30 to 90 damage at caster level 15) to the target area. Half the damage is fire. Half is from pure divine power. A successful Reflex save reduces the damage by half.

Cleric 5
Druid 4
Favored Soul 5
Embolden
Empower
Enlarge
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Quicken
Spell Points:
20
Spell Flaming Bolt Icon.pngFlaming Bolt
Evocation (Fire)
Target: Foe, Directional, Breakable

Fires a small orb of fire at a target, doing 1d6+2 fire damage for every caster level (up to a max of 10d6+20 at caster level 10) . This spell shares a cooldown with Freezing Bolt, Shocking Bolt, and Caustic Bolt.

Sorcerer 1
Wizard 1
Empower
Intensify
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Spell Points:
2
Spell Flaming Sphere Icon.pngFlaming Sphere
Evocation (Fire)
Target: Self, Positional

Creates a ball of flame that rolls around slowly, burning enemies it encounters and doing 2d6 points of fire damage. A successful Reflex save negates this effect.

Druid 2
Sorcerer 2
Wizard 2
Eschew Materials
Quicken
Spell Points:
15
Spell Incendiary Cloud Icon.pngIncendiary Cloud
Conjuration (Fire)
Target: Foe, Positional, Breakable

Creates a cloud of roilinig smoke shot through with white-hot embers, obscuring sight and dealing 2 to 8 + 1 per caster level in fire damage every two seconds. Creatures entering the cloud save vs reflex or become blind until they leave the cloud. Cloud lasts 30 seconds.

Sorcerer 8
Wizard 8
Empower
Enlarge
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Spell Points:
45
Spell Meteor Swarm Icon.pngMeteor Swarm
Evocation (Fire)(Earth)(Bludgeoning)(Untyped)
Target: Foe, Directional, Breakable

Caused four 2-foot-diameter chunks of rock to spring forth and streak in straight lines toward a target, leaving fiery trails of spakrs. The meteors explode on impact, dealing 2 to 4 fire damage per caster level (a successful Reflex save reduces the fire damage by half) and 2 to 3 bludgeoning damage per caster level (no save) to targets in the area. Unlike most other projectile spells, the caster can arc these meteors if they have no target selected. This spell has double range.

Sorcerer 9
Wizard 9
Embolden
Empower
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Spell Points:
40
Spell Prismatic Ray Icon.pngPrismatic Ray
Evocation (Acid)(Death)(Electricity)(Fear)(Fire)(Mind-affecting)
Target: Foe, Directional, Breakable

A brilliant ray of multicoloredlight projects from your finger, blinding weak targets and producing one or more random effects. This spell has double range.

Sorcerer 5
Wizard 5
Embolden
Empower
Heighten
Intensify
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Quicken
Spell Points:
25
Spell Prismatic Spray Icon.pngPrismatic Spray
Evocation (Acid)(Death)(Electricity)(Fear)(Fire)(Mind-affecting)
Target: Foe, Directional, Breakable

A brilliant cone of multicolored light projects from your finger, blinding weak targets and producing one or more random effects.

Sorcerer 7
Wizard 7
Embolden
Empower
Enlarge
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Quicken
Spell Points:
40
Spell Prismatic Strike Icon.pngPrismatic Strike
Evocation (Sonic)(Force)(Fire)
Target: Foe, Directional, Breakable

A brilliant ray of multicolored light projects from your finger, causing the target to be afflicted by three different effects. The first deals 4 to 6 sonic damage per 2 caster levels (up to a max of 40 to 60 damage at caster level 20) and knocks the target prone; a successful Fortitude save halves the damage and negates the knockdown. The second deals 4 to 6 force damage per 2 caster levels (up to a max of 40 to 60 damage at caster level 20) and dazes the target; a successful Reflex save halves the damage and negates the daze. The third deals 4 to 6 fire damage per 2 caster levels (up to a max of 40 to 60 damage 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. This spell has double range.

Artificer 5 Empower
Heighten
Intensify
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Quicken
Spell Points:
35
Spell Produce Flame Icon.pngProduce Flame
Evocation (Fire)
Target: Foe, Positional, Breakable

Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d2+2 fire damage per caster level, up to 15d2+30 at caster level 15.

Druid 1 Empower
Enlarge
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Spell Points:
6
Spell Protection from Elements Icon.pngProtection from Elements
Abjuration (Acid)(Cold)(Electricity)(Fire)(Sonic)
Target: Friend, Self

Grants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.

Artificer 4
Cleric 5
Favored Soul 5
Sorcerer 5
Warlock 4
Wizard 5
Enlarge
Quicken
Spell Points:
30
Spell Protection from Energy Icon.pngProtection from Energy
Abjuration (Acid)(Cold)(Electricity)(Fire)(Sonic)
Target: Friend, Self

Grants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed.

Artificer 2
Cleric 3
Druid 3
Favored Soul 3
Ranger 2
Sorcerer 3
Warlock 3
Wizard 3
Enlarge
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Spell Points:
20 (Artificer)
20 (Cleric)
20 (Druid)
20 (Favored Soul)
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Ranger)
Spell Scorch Icon.pngScorch
Evocation (Fire)
Target: Foe, Directional, Breakable

A jet of roaring flame bursts from your outstretched hand, dealing 1d6+2 fire damage per caster level (up to a max of 10d6+20 at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.

Sorcerer 2
Wizard 2
Embolden
Empower
Heighten
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Spell Points:
8
Spell Scorching Ray Icon.pngScorching Ray
Evocation (Fire)
Target: Foe, Directional, Breakable

Blasts a target with fiery rays, each doing 4d3+12 fire damage on impact. The number of rays increases by 1 ray for every four levels beyond 3rd, to a maximum of three rays at 11th level. Ray spells have double range.

Wizard 2
Sorcerer 2
Empower
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Spell Points:
8
Spell Symbol of Flame Icon.pngSymbol of Flame
Evocation (Fire)
Target: Foe, Positional

You scribe a potent rune of power in the air. When a target comes within range, the symbol activates and does 20 to 30 fire damage to that target. A successful Reflex save reduces damage by half. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together.

Cleric 4
Favored Soul 4
Sorcerer 4
Wizard 4
Embolden
Empower
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Spell Points:
10
Spell Tactical Detonation Icon.pngTactical Detonation
Evocation (Fire)(Force)
Target: Foe, Directional, Breakable

Causes an unstable ball of plasma to streak towards your enemy. The bll explodes on impact knocking enemies to the ground and dealing 4 to 6 fire damage per two caster levels (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 3 to 4 force damage per two caster levels (no save) to targets in the area. Unlike most other projectile spells, the caster can arc this sphere if they have no target selected.

Artificer 6 Empower
Eschew Materials
Heighten
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Spell Points:
40
Spell Wall of Fire Icon.pngWall of Fire
Evocation (Fire)
Target: Foe, Positional, Breakable

Creates a wall of fire. This spell does 2 to 12 fire damage plus 1 additional point of damage per caster level. (up to a max of 15 additional points at caster level 15) to enemies. The flames do additional 2 to 12 fire damage to undead. Enemies just passing through the wall get a reflex save fore half.

Druid 5
Sorcerer 4
Wizard 4
Empower
Enlarge
Eschew Materials
Intensify
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Quicken
Spell Points:
25