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Conjuration
Conjuration[edit]
Each conjuration spell belongs to one of four subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell’s range, but it does not have to remain within the range.
Calling[edit]
A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled.
Creation[edit]
A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.
Healing[edit]
Certain divine conjurations heal creatures or even bring them back to life.
Summoning[edit]
A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower.
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.
Spells per Class and Level[edit]
Artificer | Bard | Cleric | Favored Soul | Paladin | Ranger | Sorcerer/Wizard | Total | |
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Level 1 | 3 | 3 | 3 | 3 | 3 | 1 | 5 | 21 |
Level 2 | 1 | 3 | 7 | 6 | 1 | 2 | 5 | 25 |
Level 3 | 3 | 2 | 4 | 4 | 2 | 4 | 4 | 23 |
Level 4 | 1 | 4 | 5 | 5 | 3 | 2 | 4 | 24 |
Level 5 | 1 | 2 | 3 | 3 | 0 | 0 | 3 | 12 |
Level 6 | 0 | 3 | 6 | 6 | 0 | 0 | 2 | 17 |
Level 7 | 0 | 0 | 5 | 5 | 0 | 0 | 2 | 12 |
Level 8 | 0 | 0 | 2 | 2 | 0 | 0 | 4 | 8 |
Level 9 | 0 | 0 | 3 | 3 | 0 | 0 | 2 | 8 |
Total | 9 | 17 | 38 | 37 | 9 | 9 | 31 | 150 |
Spells[edit]
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Acid Blast | Creates a gout of acid that explodes on impact, dealing 1d6+3 acid damage per caster level (Maximum damage 10d6+30.) acid damage, in a 20 feet radius. A successful Reflex save reduces the damage by half. | ![]() |
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Acid Fog | A billowing mass of misty vapors slows movement, obscures sight, giving all creatures in the fog concealment (Attackers have 20% miss chance.), and causes 2d6 acid damage every 2 seconds to targets within the cloud. Creature entering the cloud also suffers a -4 penalty to their Armor Class. | ![]() |
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Acid Rain | You create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 1d4 per caster level (max 15d4) in acid damage every 2 seconds for a duration of 8 seconds. Targets first entering the rain may make a reflex save for half, but remaining in the rain they will take damage with no saving throw. | ![]() |
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Black Dragon Bolt | A powerful green bolt of corrosive acid springs from your hand. The bolt deals 1d3 acid damage per caster level, (Maximum 25d3 at caster level 25) every 2 seconds for 6 seconds. | ![]() |
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Close Wounds | Positive energy is quickly channeled to heal light wounds of your target or damage Undead for 1d3+1 Hit Points plus 1 per caster level. (Maximum caster level 5.) | ![]() |
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Cloudkill | Slow moving poisonous cloud dealing 2d6 acid damage plus 1 damage per caster level (Maximum damage 2d6+20.), and slays creatures with 3 or less Hit Dice, creatures with Hit Dice between 4 and 6 must succeed on a Fortitude save or die, creatures with 6 or over Hit Dice take 1d4 Constitution damage. Constitution damage and Acid damage is halved on a successful Fortitude save. This fog obscures sight, giving all creatures in the fog concealment. (Attackers have 20% miss chance.) Creatures immune to poison are undamaged by this spell. | ![]() |
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Cometfall | You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This area of effect spell does 2d3+6 points of bludgeon damage for every 2 caster levels (Maximum 20d3+60 at caster level 20). A successful Reflex save reduces the damage by half. | ![]() |
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Conjure Bolts | Conjures a stack of 100 +1 bolts for use with a crossbow. These bolts dissolve into nothingness after logout. | ![]() |
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Curative Admixture: Cure Light Wounds | Infuse a Cure Light Wounds potion with magical energy and hurl it towards your target in an arc. The potion explodes in a small AOE that dealing 1d6+2 plus 1 per caster level (Potions are always CL:3) positive energy damage to nearby living allies and enemy undead. | ![]() |
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Curative Admixture: Cure Moderate Wounds | Infusing a Cure Moderate Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 2d8+3 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Moderate Wounds. This infusion is affected by Artificer Knowledge: Potions. | ![]() |
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Curative Admixture: Cure Serious Wounds | Infusing a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d8+5 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Serious Wounds. This infusion is affected by Artificer Knowledge: Potions. | ![]() |
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Curative Admixture: Remove Curse | Infuses a Remove Curse potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes curses from nearby allies. Special material component: Potion of Remove Curse. | ![]() |
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Curative Admixture: Remove Disease | Infuses a Remove Disease potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes diseases from nearby allies. | ![]() |
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Curative Admixture: Remove Poison | Infuses a potion of Poison Neutralization with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes poisons from nearby allies. (It does not confer immunity to poisons.) Special material component: Potion of Poison Neutralization. | ![]() |
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Cure Critical Wounds | Positive energy heals an ally for 4d6+8 plus 1 per caster level (Maximum caster level 20.) hit points, or deals the same amount of damage to an Undead creature. | ![]() |
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Cure Critical Wounds, Mass | Casts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 4d6+8 plus 1 per caster level (Maximum caster level 40.) hit points. | ![]() |
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Cure Light Wounds | Positive energy heals an ally for 1d6+2 plus 1 per caster level (Maximum caster level 5.) hit points, or deals the same amount of damage to an Undead creature. | ![]() |
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Cure Light Wounds, Mass | Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies for 1d6+2 plus 1 per caster level (Maximum caster level 25.) hit points. | ![]() |
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Cure Moderate Wounds | Positive energy heals an ally for 2d6+4 plus 1 per caster level (Maximum caster level 10.) hit points, or deals the same amount of damage to an Undead creature. | ![]() |
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Cure Moderate Wounds, Mass | Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies for 2d6+4 plus 1 per caster level (Maximum caster level 30.) hit points. | ![]() |
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Cure Serious Wounds | Positive energy heals an ally for 3d6+6 plus 1 per caster level (Maximum caster level 15.) hit points, or deals the same amount of damage to an Undead creature. | ![]() |
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Cure Serious Wounds, Mass | Casts Cure Serious Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies for 3d6+6 plus 1 per caster level (Maximum caster level 35.) hit points. | ![]() |
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Deific Vengeance | The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 1d3+3 points of good damage per 2 caster levels (Maximum damage 5d3+15.), or 1d3+3 points of good damage per caster level (Maximum damage 10d3+30.) if the target is Undead. A successful Will save reduces this damage by half. | ![]() |
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Dimension Door | Dimension door (also known as DDoor or simply DD) creates a white, translucent door in a dungeon or wilderness. Players can click it to return to the dungeon entrance (as if they just entered the dungeon/wilderness). | ![]() |
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Flame Turret | Conjures a destroyable turret that fires jets of flame at nearby enemies. You can have only one summoned creature at a time. | ![]() |
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Fog Cloud | A bank of fog billows out, obscuring the sight of all targets within its effect and giving all creatures in the fog concealment (Attackers have 20% miss chance due to creatures enhancement bonus to concealment). | ![]() |
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Glitterdust | A cloud of golden particles covers everything in an area, causing targets to become Blinded and outlining invisible or stealthy creatures. (-40 to Hide checks.) A successful Will save negates the blindness. | ![]() |
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Grease | A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful DC12 Reflex save or fall. This save is repeated every 2 seconds for the duration of the spell. Even if a creature saves, his movement will be slowed while in the area of the grease to half normal speed and cannot run or jump while in it. | ![]() |
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Greater Restoration | Restores all negative levels suffered, eliminates the conditions: Ability damage, Confused, Exhausted, Fatigued, and all forms of Insanity suffered by the Ally. | ![]() |
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Greater Teleport | Confers to the Player Characters in the area of effect the option to be transported to 1 of a variety of locations. | ![]() |
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Heal | Channels positive energy into a target to wipe away injury and afflictions, restores 10 hit points per caster level. Maximum of 150 points at caster level 15. | ![]() |
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Heal, Mass | Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 hit points per caster level. Unlike Heal, the maximum caster level is not capped at 15, what the maximum may be is unknown, but it scales to at least 20 currently. | ![]() |
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Heroes' Feast | Brings forth a great feast for all nearby allies. While this spell is active on someone, the next time they use a rest shrine they consume the feast. The nectarlike beverage which is part of the feast cures them of all Diseases, Nauseated, and Sickened, makes them immune to Poison for 1 minute per caster level, and grants 1d8 temporary Hit Points plus 1 per 2 caster levels. Maximum 10 hit points at caster level 20. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on Attack rolls, Will saves, and immunity to fear for 1 minute per caster level. | ![]() |
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Incendiary Cloud | An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. This spell functions like Fog Cloud, but in addition to obscuring the sight of all targets within its effect and giving all creatures in the fog concealment (Attackers have 20% miss chance.), the Incendiary Cloud deals 4d6 fire damage every 2 seconds. | ![]() |
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Lesser Restoration | Cures all the following conditions: 1d4 points of ability damage, eliminates fatigue or exhaustion suffered by the ally and dispels most magical effects reducing an ally's ability scores. | ![]() |
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Mage Armor | An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC for 5 minutes plus 1 minute per caster level. | ![]() |
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Melf's Acid Arrow | Deals 2d4, plus 1 acid damage per 2 caster levels (max 2d4+10), to a target with a magical arrow of acid. The damage repeats itself every 2 seconds for 12 seconds. The arrow has double spell range. | ![]() |
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Neutralize Poison | You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the Poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as Hit Point damage, temporary Ability damaged, or effects that don’t go away on their own. | ![]() |
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Niac's Cold Ray | A ray of freezing ice and air projects from your finger dealing 1d5+5 cold damage per caster level (Maximum damage 5d5+25 at caster level 5). This ray has double spell range. A successful Reflex save negates damage. | ![]() |
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Obscuring Mist | Creates a Standard Spherical AOE fog at point of casting, and obscures vision of those trapped inside. Creatures inside the mist suffer a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside. The miss chance can be prevented by wearing an item of Blindness Immunity. | ![]() |
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Panacea | Channels powerful positive energy into a target to wipe away afflictions and restores 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20.). | ![]() |
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Power Word: Kill | You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. | ![]() |
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Raise Dead | You restore life to a deceased Player Character or Hireling. The revived Character appears wherever his "ghost" was standing, restores 10% of the target's Hit Points, and preserves current Spell Points. Ability score damage is cured, nearly every buff and debuff will have been removed by being dead, but a death penalty will be suffered. | ![]() |
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Remove Blindness | Cures the condition Blinded of 1 ally. | ![]() |
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Remove Disease | Cures all diseases on an ally. Does not prevent re-infection after a new exposure. | ![]() |
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Remove Paralysis | You can free one or more creatures from the effects of the temporary condition Paralyzed or related magic. | ![]() |
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Restoration | Cures all the following conditions: ability damage, restores a single negative level suffered, and eliminates fatigue or exhaustion suffered by the ally. | ![]() |
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Restoration, Mass | asts Restoration on multiple targets, curing the conditions: ability damage, exhausted, or fatigued on the target, and restores 1 single negative level to a creature in the area of effect. | ![]() |
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Resurrection | You restore life to a deceased creature or Hireling. The revived creature appears wherever his "ghost" was standing, has 50% of his total Hit Points, and preserves current spell points. Ability score damage is cured, nearly every buff and debuff will have been removed by being Dead, and in addition a death penalty will be suffered. | ![]() |
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Seek Eternal Rest | Grants the caster +4 to sacred level for the purpose of turning Undead. Stacks with (+2) sacred items. | ![]() |
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Sleet Storm | Driving sleet blocks all sight (Attackers are Blinded.), and causes the ground around the target to become icy, slowing targets within it by 50%. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can’t move in that round, while failure by 5 or more means it falls. (See the Balance Skill for details.) | ![]() |
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Solid Fog | A bank of fog slows movement and attack speed (like the slow spell, aprox -25%) and obscures sight (20% concealment miss chance to all creatures within it.), inflicting a -2 penalty on all melee attack and melee damage rolls. The spell also has a secondary effect called "trapped in fog" which causes enemies within the fog to suffer a -5 penalty to their reflex save. | ![]() |
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Stinking Cloud | Stinking Cloud creates a bank of fog like that created by Fog Cloud, except that the vapors are nauseating. Living creatures in the cloud become Nauseated. A successful Fortitude save negates the condition Nauseated. The cloud also obscures sight, giving all creatures in the fog concealment. (Attackers have 20% miss chance.) | ![]() |
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Summon Monster I | Summons 1 Monster from 3 choices: Celestial Dog, Brown Rat, Small Brown Spider, to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. | ![]() |
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Summon Monster II | Summons 1 Monster from 3 choices: Black Widow, Fiendish Bat, Fiendish Monstrous Scorpion to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. | ![]() |
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Summon Monster III | Summons 1 Monster from 3 choices: Summoned Hellhound, Winter Wolf, Air Mephit to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. | ![]() |
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Summon Monster IV | Summons 1 Monster from 3 choices: Fiendish Monstrous Spider, Greater Ice Mephit, Lantern Archon, to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. | ![]() |
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Summon Monster V | Summons 1 Monster from 3 choices: Bearded Devil, Medium Earth Elemental, Umbral Worg to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. | ![]() |
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Summon Monster VI | Summons 1 Monster from 3 choices: Eladrin Bralani, Fiendish Troll, Large Water Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. | ![]() |
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Summon Monster VII | Summons 1 Monster from 3 choices: Djinn, Efreet, Huge Earth Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ![]() |
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Summon Monster VIII | Summons 1 Monster from 3 choices: Bezekira, Greater Air Elemental, Orthon to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ![]() |
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Summon Monster IX | Summons one Monster from three choices (Eladrin Ghaele, Elder Fire Elemental, or Hezrou) to fight for you for 10 minutes. You can only have one summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ![]() |
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Summon Nature's Ally I | Summons a Challenge Rating 1 Gray Wolf to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ![]() |
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Summon Nature's Ally II | Summons a Challenge Rating 2 Hyena to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ![]() |
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Summon Nature's Ally III | Summons a Challenge Rating 3 Lioness to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ![]() |
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Summon Nature's Ally IV | Summons a Challenge Rating 4 Young Razor Cat to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ![]() |
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Teleport | Lets you pick from several destinations useful to wizards and sorcerers (The marketplace, your class trainers, etc.), with a 3% failure rate. | ![]() |
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Trap the Soul | Forces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a Death effect and functions on creatures such as Undead but not most Constructs. This spell requires a Khyber Dragonshard as a special material component. It is often helpful to cast Enervation on a target before casting Trap the Soul to reduce the creature's saving throw. | ![]() |
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True Resurrection | You restore life to a deceased Player Character or Hireling. The revived creature appears wherever his "ghost" was standing, has full Hit Points, and preserves current spell points. Ability score damage is cured, nearly every buff and debuff will have been removed by being Dead, and in addition a death penalty will be suffered. | ![]() |
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Web | Creates a many-layered mass of strong, sticky strands that entangle targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs. | ![]() |
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Word of Recall | Teleports you to the Temple of the Sovereign Host in House Deneith. | ![]() |
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