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Enchantment

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Enchantment spells affect the minds of others, influencing or controlling their behavior.

All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.

Charm[edit]

A charm spell changes how the subject views you, typically making it see you as a good friend.

Compulsion[edit]

A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you cast the spell, and others give you ongoing control over the subject.

Spells per Class and Level[edit]

Artificer Bard Cleric Favored Soul Paladin Ranger Sorcerer/Wizard Total
Level 1 0 5 3 3 1 0 3 15
Level 2 0 5 2 2 0 1 3 13
Level 3 0 4 2 2 1 0 5 14
Level 4 0 3 1 1 2 0 2 9
Level 5 0 3 1 1 0 0 4 9
Level 6 0 2 1 1 0 0 3 7
Level 7 0 0 1 1 0 0 4 6
Level 8 0 0 0 0 0 0 3 3
Level 9 0 0 0 0 0 0 2 2
Total 0 22 11 11 4 1 30 79

Spells[edit]

Icon Name Description Classes
Aid.png Aid This spell grants the target (Friend or Self), 8 plus 1 per caster level (Maximum caster level 10.) temporary hit points, and a +1 morale bonus to attack rolls and saves versus fear. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
AidMass.png Aid, Mass This spell functions like Aid, except that it affects multiple targets and each target gains temporary hit points equal to 8+1 per caster level (Maximum caster level 15.) temporary hit points and a +1 morale bonus to attack and saves versus fear. Aid, Mass will not stack with Bless. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Bane Bane Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon bless.png Bless Bless fills multiple Party targets with courage. Each target gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
CharmMonster.png Charm Monster This spell functions like Charm Person, except that the effect is not restricted by creature type. Monsters that fail its Will save are charmed and get additional saves every 3d6+12 seconds. A successful Will save negates this effect. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
CharmMonsterMass.png Charm Monster, Mass A group of enemy monsters are charmed and will fight as trusted friends and allies. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
CharmPerson.png Charm Person Charms an enemy humanoid, which then fights as an ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Command Command You give the target a single command, causing it to fall to the ground and become Prone for 6 seconds. A successful Will save negates. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
CrushingDespair.png Crushing Despair An invisible sphere of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, skill checks, and weapon damage rolls. A successful Will save negates this effect. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
DazeMonster.png Daze Monster Dazes an enemy so that it takes no actions for 6 seconds. A successful Will save negates this effect. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
DeepSlumber.png Deep Slumber This spell functions like Sleep (spell), inducing a magical slumber, sending creatures to sleep (which renders them helpless) until attacked or for a duration of 20 seconds + 2 per caster level (No maximum). Ineffective on Undead, Constructs, Elves and other creatures immune to sleep. A successful Will save negates this effect. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
DominateMonster.png Dominate Monster Telepathically controls the actions of a living enemy that fails its Will save, causing it to change sides. Dominate acts like Charm Monster, but the target only gains an additional Will saving throw every 15 to 30 seconds. The creature has less chance to break free and will follow you throughout the dungeon. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
DominatePerson.png Dominate Person Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm Person, except the creature will have blue graphic above it's head, and will follow you throughout the dungeon. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Feeblemind.png Feeblemind This spell sets the Intelligence and Charisma of the victim to 1. A successful Will save negates this effect. It is useful to disable a spell caster. The override defeats enhancement bonuses. (So Fox's Cunning cannot temporarily bring the victim up to 5.) Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
FocusingChant.png Focusing Chant You gain a +1 circumstance bonus to attack rolls and skill checks. Icon Feat Past Life Bard.png
GoodHope.png Good Hope This area of effect spell instills powerful hope to the recipients, granting a +2 morale bonus to attack rolls, saving throws, skill checks, and weapon damage rolls. Icon Feat Past Life Bard.png
GreaterCommand.png Greater Command You give the enemies a single command, causing them to fall to the ground and lie Prone. A successful Will save negates. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
GreaterHeroism.png Greater Heroism This spell imbues a single ally creature with great bravery and morale in battle. The target gains a +4 morale bonus on attack rolls, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Heroism.png Heroism This spell imbues a single ally creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saving throws, and skill checks. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Sp rgr holdanimal.png Hold Animal An Animal becomes Paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates. The Animal may attempt to make a new Will save every 3 seconds. Icon Feat Past Life Ranger.png
HoldMonster.png Hold Monster This spell functions like Hold Person, except that it affects any living creature that fails its Will save. The enemy is aware, but it can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
HoldMonsterMass.png Hold Monster, Mass As Hold Monster, but for multiple targets. Enemies that fail its Will save become held in place and are thus considered helpless for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
HoldPerson.png Hold Person The enemy humanoid becomes paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates this effect. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include Kobolds, Goblinoids, player races except for Warforged, and more creatures. All attacks against a held opponent result in critical hits. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
HoldPersonMass.png Hold Person, Mass Casts Hold Person on multiple targets. Affected enemies that fail his will save become held and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new will save every 3 seconds. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Hypnotism.png Hypnotism Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Creatures targeted by this effect have their will save momentarily weakened (-3 to will) for 6 seconds. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
MindFog.png Mind Fog Mind Fog produces a bank of mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Will saves. A successful Will save negates this effect. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
OttosIrresistibleDance.png Otto's Irresistible Dance The Foe feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the Foe to do anything other than caper and prance in place. It lasts for 5d3+12 seconds (17 to 27 seconds). Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
OttosResistibleDance.png Otto's Resistible Dance At your touch forces one Foe to dance, preventing it from doing anything else. A successful Will save negates this effect. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
OttosSphereOfDancing.png Otto's Sphere of Dancing A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect. Lasts for 40 seconds + 2 seconds per caster level (no maximum). Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
PowerWordBlind.png Power Word: Blind A single word of power is uttered, causing your target to become Blinded. Creatures with 150 or fewer current Hit Points are permanently Blinded, creatures with 151 to 300 Hit Points are Blinded for 1 to 5 minutes, and creatures with 301 to 600 Hit Points are Blinded for 12 to 30 seconds. Creatures with more than 600 Hit Points are unaffected by Power Word: Blind. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
PowerWordKill.png Power Word: Stun You utter a single word of power that instantly causes one creature of your choice to become Stunned, whether the creature can hear the word or not. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Sp prayer.png Prayer You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
Rage Rage Each affected creature in the area of effect gains a +2 morale bonus to Strength and to Constitution, a +1 morale bonus on Will saves, and a -2 penalty to Armor Class. This is a standard aoe spell. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Sp recitation.png Recitation This area of effect spell gives special favor to you and any allies near you, granting a +2 luck bonus to attack rolls, armor class, and saves. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Sleep Sleep Induces a magical slumber, sending creatures to sleep (which renders them helpless) until attacked. Ineffective on Elves, Undead, Constructs, Ooze or other creatures that do not sleep. A successful Will save negates this effect. Special spell DC = spell's save DC - creature's HD + your caster level. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Suggestion Suggestion Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 6 seconds per caster level. A successful Will save negates this effect. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
SuggestionMass.png Suggestion, Mass Casts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allowing you to suggest that they fight as your allies for 30 + 2 seconds per caster level (no maximum). A successful Will save negates this effect. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
SymbolOfPersuasion.png Symbol of Persuasion You create a pinkish symbol of power in the air, and it's activated by an enemy who comes into range of it, applying a charm effect to all nearby targets for 6 seconds per caster level. Each target can make a Will save to negate the effect. The symbol dissipates 20 seconds after being triggered, or in 5 minutes otherwise. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
SymbolOfStunning.png Symbol of Stunning You create a symbol of power in the air, and it's activated by a target approaching. All targets entering the area of effect are Dazed (effect may be called stunned, but unlike a real stun this effect does not make the targets helpless) for 6d6 seconds. A successful Will save negates this condition. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
TouchOfIdiocy.png Touch of Idiocy Reduces and enemies mental faculties, giving a 1d6 penalty to Intelligence, Wisdom and Charisma scores. Also briefly renders your target vulnerable to future mental attacks (Will -5) for 15 seconds. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png