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Abjuration
Abjuration[edit]
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
Spells per Class and Level[edit]
Alchemist3 | Artificer | Bard1 | Cleric1 | Favored Soul | Paladin1 | Ranger1 | Sorcerer / Wizard | Warlock1 | Total2 | |
---|---|---|---|---|---|---|---|---|---|---|
Level 1 | - | 4 | 1 | 4 | 4 | 3 | 1 | 3 | 3 | 9 |
Level 2 | - | 2 | - | 1 | 1 | 2 | 1 | 1 | 2 | 5 |
Level 3 | - | 2 | 2 | 5 | 5 | 3 | - | 3 | 2 | 8 |
Level 4 | - | 2 | 2 | 3 | 3 | 1 | 1 | 4 | 3 | 10 |
Level 5 | - | 1 | 1 | 3 | 3 | - | - | 3 | 2 | 9 |
Level 6 | - | 2 | - | 3 | 3 | - | - | 2 | 1 | 6 |
Level 7 | - | - | - | 3 | 3 | - | - | 2 | - | 4 |
Level 8 | - | - | - | 1 | 1 | - | - | - | - | 1 |
Level 9 | - | - | - | - | - | - | - | 1 | - | 1 |
Total | - | 13 | 6 | 23 | 23 | 9 | 3 | 19 | 13 | 34 |
1 Also includes Archetype spells.
2 Unique total spell counts.
3 There are no Abjuration spells for Alchemist.
Spells[edit]
Name | Description | Classes | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Alc | Art | Brd | Clr | Drd | FvS | Pal | Rgr | Sor | Wiz | War | |||
Ablative Armor | 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. | ||||||||||||
Angelskin | The caster gains +1 racial bonus to Physical and Magical Resistance Rating per caster level. | ||||||||||||
Anti-Mummy Elixir | This elixir bestows upon you a powerful defensive ward specifically designed to foil mummies. For the 10 minutes while this ward is active, you have complete immunity to mummy rot and mummy's despair fear effect, as well as a mummy's anti-healing curse. | ||||||||||||
Banishment | Allows casting a more powerful version of the Dismissal spell on multiple targets. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Die + caster level.) In addition banishment deals 1d3+3 untyped damage per caster level to all targets on a successful will save. | ||||||||||||
Break Enchantment | This spell frees victims from harmful enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. | ||||||||||||
Dismissal | This spell forces an extraplanar creature back to its proper plane if it fails a special Will save. (DC = spell’s save DC - creature’s Hit Die + your caster level.) Even on a successful save, the target still suffers 1d6+10 untyped damage per caster level. | ||||||||||||
Dispel Magic | Removes ongoing spells that have been cast on a target, on a successful caster level check 1d20+caster level (Maximum caster level 10.) of DC 11+spell's caster level. This check is made per spell, for every ongoing spell on a target. | ||||||||||||
Fire Trap | Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d6+4 fire damage per caster level (max 20d6+60 at caster level 20). A successful Reflex save reduces the damage by half. The trap lasts 60 seconds, or until triggered. | ||||||||||||
Freedom of Movement, Mass | This spell enables you and nearby allies to move and attack normally for the duration of the spell, even under the influence of magic or conditions that normally impedes movement, such as Entangled, Paralyzed, or Solid Fog. | ||||||||||||
Freedom of Movement | This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic or conditions that normally impedes movement, such as Entangled, Paralyzed, or Solid Fog. | ||||||||||||
Globe of Invulnerability | An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe. | ||||||||||||
Glyph of Warding | A powerful inscription that explodes when entered, doing 1d4+4 electric damage per two caster levels (Maximum damage 5d4+20.) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half. This spell shares a cooldown with Greater Glyph of Warding. | ||||||||||||
Greater Dispel Magic | Removes ongoing spell effects that are on a target. You must make a caster level check of 1d20 + your caster level (max caster level 20) versus 11 + spell's caster level to remove an effect. If cast on a spell ward trap, this spell will reduce the trap's level by 10d3 levels. If the level of the trap is reduced to 0, the trap is disabled. This spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner. | ||||||||||||
Greater Glyph of Warding | A powerful inscription that explodes when entered, doing 1d4+4 electric damage per two caster levels (Maximum damage 10d4+40.) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half. This spell shares a cooldown with Glyph of Warding. | ||||||||||||
Holy Aura | Wards allies and blinds nearby enemies. Allies gain a +4 Sacred bonus to AC, a +4 Sacred bonus to saves (for 1 minute per caster level), and immunity to enchantment and charm spells (for 6 seconds per caster level). A successful fortitude save by enemies negates the blindness effect. | ||||||||||||
Lesser Globe of Invulnerability | An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe. | ||||||||||||
Lionheart | Imbues a single ally with great bravery, making him immune to fear for 1 minute per caster level. | ||||||||||||
Magic Circle Against Evil | Casts Protection from Evil on multiple targets, granting a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves against attacks from Evil creatures. The target is also warded from magical mental controls and compulsions (immunity to the majority of Charm spells, Dominate spells, Command and Greater Command regardless of the caster's alignment). | ||||||||||||
Mordenkainen's Disjunction | A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (No maximum) versus 11+the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled for 2 minutes. If cast on a Spell Ward trap, this spell will reduce the trap by 1d8 levels. If the level of the trap is reduced to 0, the trap is disabled. |
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Nightshield | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from Magic Missiles, Force Missiles and Chain Missiles. | ||||||||||||
Protection from Elements, Mass | Casts Protection from Elements on multiple targets, granting targets 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. | ||||||||||||
Protection from Elements | Grants temporary immunity to five forms of energy damage for 1 minute per caster level, or until 12 points of energy per caster level (Maximum 120 points at caster level 10) for each energy type has been absorbed. Protects against: Acid, Cold, Lightning, Fire and Sonic. | ||||||||||||
Protection from Energy | Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it (Acid, cold, electricity, fire, or sonic.) for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. | ||||||||||||
Protection from Evil | Creates a magical barrier that wards a target from attacks by Evil creatures. It grants a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves versus attacks from evil creatures. The target is also warded from magical mental controls and compulsions (immunity to the majority of Charm spells, Dominate spells, Command and Greater Command regardless of the caster's alignment). | ||||||||||||
Protection from Good | This is an NPC-only spell, similar to Protection from Evil. Creates a magical barrier that wards a target from attacks by Good creatures. It grants a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves versus attacks from Good creatures. The target is also warded from Good magical controls and compulsions, providing complete immunity to spells of the type: Dominate Person/Monster, Command and Greater Command regardless of the caster's alignment. |
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Radiant Forcefield | Your Target is surrounded in a sphere of magical force that reduces all damage (except for untyped) they take by 25% for a short period of time. | ||||||||||||
Remove Curse | Removes all curses on caster or on an ally. | ||||||||||||
Remove Fear | Instills courage in an ally, granting a +4 morale bonus against fear effects for 10 minutes. This area of effects spell counters and dispels all fear spells and effects. | ||||||||||||
Resist Energy | Gives an ally an Enhancement bonus against an elemental damage type (acid, cold, electricity, fire, or sonic), reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11. | ||||||||||||
Resistance | Imbues the ally with magical energy that protects from harm, granting him a +1 resistance bonus on saves (+2 at 6th level, +3 at 9th level). | ||||||||||||
Shield of Faith, Mass | Casts Shield of Faith on multiple targets, creating a shimmering, magical field around allies that averts attacks, giving a +2 deflection bonus to Armor Class. This bonus is increased by 1 for every 6 caster levels. | ||||||||||||
Shield of Faith | This spell creates a shimmering, magical field around the touched creature that averts attacks, granting the creature a +2 deflection bonus to Armor Class, with an additional +1 to the bonus for every 6 caster levels. | ||||||||||||
Shield | Grants a +4 shield bonus to Armor Class, and protection from Magic Missiles, Chain Missiles and Force Missiles. | ||||||||||||
Spell Resistance, Mass | Casts Spell Resistance (spell) on multiple targets, warding allies with a Spell Resistance of 12 + your caster level. (No maximum, typed as an enhancement bonus) | ||||||||||||
Spell Resistance | The creature gains spell resistance equal to 12 + your caster level. (Max Caster Level 20) | ||||||||||||
Stoneskin | The warded creature gains resistance to physical damage granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level (no maximum) it is discharged. Otherwise it lasts 1 minute per caster level. |