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Hellball/sandbox

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Hellball

Spell Feat

Prerequisite

Permanent conditions that must be met before an ability can be acquired. For instance, the Dodge feat lists Dexterity 13+. Temporary conditions are listed under Conditions.
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Prerequisite of

Another ability that requires this one as a prerequisite. For example, the Dodge feat lists Mobility.
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Trainable

A trainable feat can be trained using a standard feat slot, one of: Heroic, Epic, Epic Destiny, Legendary.
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Repeatable

A repeatable feat is a trainable feat that can be taken more than once, possibly with conditions. For example, Toughness indicates Unlimited, stacking, while Spell Focus indicates Once for each school of magic.
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Class Feat

A class feat is granted to all members of a class (who meet the prerequisites, if any) at a specified level. For example, Tower Shield Proficiency indicates Fighter 1, Uncanny Dodge indicates Barbarian 4 and Rogue 4, and Fists of Light indicates Monk 3 (Harmonious Path). A class feat may also be trainable to members of other classes, like Tower Shield Proficiency.
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Bonus Feat

A bonus feat may optionally be taken using a class-specific bonus slot. For example, Spell Focus indicates Wizard, Deflect Arrows indicates Monk, and Improved Critical indicates Artificer, Fighter. Rogue optional abilities are considered a type of bonus feat.
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Racial Feat

A racial feat is granted to all members of a race. For example, Shuriken Expertise indicates Drow, and Small Size Bonus indicates Gnome, Deep Gnome, Halfling.
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Dragonmark:

Enhancement Tree

When the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.
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Please use {{ Cl }} instead of {{ Safelink }} to link Categories

Epic Destiny

Unrecognized term: Epic Destiny
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Please use {{ Cl }} instead of {{ Safelink }} to link Categories

AP

The number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2.
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Ranks

The number of ranks of an enhancement that can be acquired,
usually 1 to 3.
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Spell Level

Spell level indicates the relative power of a spell, determining when it can normally be acquired by the relevant class(es) of caster. Not to be confused with character level. For example, Fireball lists Sorcerer 3, Wizard 3.
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Granted By

Any secondary source of an ability, not already mentioned. For instance, Diehard is primarily a feat, but indicates that it can also be granted by the Frenzied Berserker enhancement tree.
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Epic Destiny, Arcane sphere, level 28

Spell School

Every spell (optional for SLAs) belongs to one of eight schools of magic, such as Evocation or Necromancy. Optional descriptors, e.g. Fire, Compulsion, are also listed here.
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Evocation (Acid) (Cold) (Fire) (Electricity)

Usage

Every ability has one or more usage modes. A passive ability functions continuously without any conscious effort. An active ability requires conscious effort to invoke. A toggled ability, such as a Stance, requires conscious effort to activate, but then remains active until consciously untoggled (or character dies, etc.). Note that an ability which enhances an active or toggled ability, but does not, itself, need to be independently activated, is passive. An ability may have both a passive component and an active or toggled component. The field is hidden when easily predictable, such as for a spell (which is always active).
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Conditions

Temporary conditions that must be met in order for the ability to function. For example, many monk abilities require the monk to be centered. Permanent requirements are listed under Prerequisites.
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Charges

Unrecognized term: Charges
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Recharge

Unrecognized term: Recharge
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Components

Every spell requires one or more types of components, either Verbal, Somatic, or Material. These are specified using the templates
{{ V }}, {{ S }}, and {{ M }}, respectively.
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Please use {{ Cl }} instead of {{ Safelink }} to link Categories

Spell Point Cost

The number of Spell Points used to cast the spell.
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45

Metamagic

The effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example, {{ Maximize }} and {{ Heighten }}.
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Empower, Maximize, Quicken

Target

Every ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.
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Self, Foe, Directional, Breakable

Range

The distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area.
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Standard

Saving Throw

The type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.
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Reflex save for half

DC

The Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.
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Please use {{ Cl }} instead of {{ Safelink }} to link Categories

Spell Resistance

Whether spell resistance can avert the spell or SLA, Yes or No.
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No

Duration

The length of time an effect typically lasts, along with any conditions for premature termination. For instance, the duration for most physical attacks is Instantaneous, while the duration of Invisibility is 1 minute per caster level (no maximum), or until interacting with a target or object.
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Cooldown

How long a character must wait between activations of an ability, typically measured in seconds.
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6 seconds

Offense Buff

An effect that improves your offensive capabilities, such as a bonus to attack chance or damage.
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Defense Buff

An effect that improves your defensive capabilities, such as a bonus to AC, PRR, or fire resistance.
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Buff

A broad characterization of the type(s) of beneficial effects an ability imparts, not otherwise mentioned. The inventory of recognized effects is expected to undergo considerable refinement.
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Restoration

All forms of resurrection and various lesser forms of restoration, such as removing ability damage and fatigue. Restoration of lost hit points is listed under Healing.
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Healing

Any effect that restores lost hit points to a player character or ally. Other types of restoration are listed other Restoration. Temporary hit points are listed under Buffs.
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Instant Death

This produces an Instant death effect on at least some types of target. Red-named bosses are immune, as is anyone with deathblock.
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Debuff

A harmful effect other than physical damage.
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Damage

The amount and type of damage inflicted.
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Scaling

Unrecognized term: Scaling
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Proficiency

Item(s) for which the ability imparts proficiency. For example, Master's Touch lists Simple or martial weapons, shields, tower shields.
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Item

If the ability enhances the use of a class of items, other than providing proficiency, that is indicated here. For example, Shuriken Expertise lists Shuriken.
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Grants

If the ability imparts some other ability (other than proficiency), that is indicated here. For example, the Barbarian's Die Hard enhancement provides the Diehard feat.
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Description

Official description: Deal 3d20 + 15 acid, electric, fire, and sonic damage to enemies in an area. Successful Reflex saving throws may negate each type of damage. Taking this feat provides two versions, one based on Charisma and another based on Intelligence.

  • Bug: The feat description has incorrect damage and SP cost; however, the Charisma and Intelligence versions it provides are correct.

Observed effect:

  • Hellball is only subject to 1 reflex save. If a mob saves, all damage elements are halved. If they don't save you get the full damage on all elements. Now, when they don't save you get the fire, electric, acid, and sonic damage. However, when they do save, you get fire, electric, acid, sonic, and cold damage. Each proc is at half damage of course, but you get the extra cold damage inflicted.
  • The DC does not follow the given formula in the spell description. It is higher. Evocation mastery does not affect hellball DC.
Notes:
  • Using metamagic feats increases the cost as usual for spells.
  • Not subject to evasion
  • It has a slow travel time, but it does go around corners.
  • This spell only procs once for a chance at Shiradi effects. It works exactly as a Delayed Blast Fireball.
  • Like other regular spells (and unlike Ruin which does not), Hellball will proc the effects of bonus damage such as the Lantern Ring and Resonation.
External links: