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Tactical Detonation

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Tactical Detonation.png
Name: Tactical Detonation
School: Evocation (Fire) (Force)
Spell Level: Art 6
Special:
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., MaterialIcon tooltip.pngMaterial: A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. You must have the required items in your inventory. If you run out of the components, the game will not allow you to cast the spell and will instead inform you of what component is missing. The metamagic feat Eschew Materials and some enhancements in Draconic Incarnation can remove this restriction.
SLA:
Spell Point Cost: 40
Metamagic: Maximize, Empower, Heighten, Quicken, Eschew
Target: Foe, Positional, Breakable
Range: Double, see notes
Duration: Instantaneous, Then several seconds for the knockdown
Saving Throw: Reflex save halves fire damage and negates knockdown
DC:
Spell Resistance: No
Cooldown: 8 seconds

Description

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.