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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 | |
---|---|---|---|---|---|---|---|---|
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]
Name | Description | Classes | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Alc | Art | Brd | Clr | Drd | FvS | Pal | Rgr | Sor | Wiz | War | |||
Acid Blast | Creates a gout of acid that explodes on impact, dealing 1d6+3 acid damage per caster level. Maximum damage 10d6+30 at caster level 10. | ||||||||||||
Acid Concentration | Conjuring a bottle of caustic liquid, you throw a projectile at a single foe that deals 1d6 Acid damage, plus 1 per caster level (max 1d6+20 at caster level 20). The acid continues to eat away, dealing its damage every 2 seconds for 16 seconds. You may stack this up to three times. A successful reflex save reduces damage by half. | ||||||||||||
Acid Fog | A billowing mass of misty vapors slows movement (-40%), 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. Enemies within this cloud also suffer a -4 penalty to their armor class. | ||||||||||||
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 at caster level 15) 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. | ||||||||||||
Acid Well | Acid bursts forth from the ground in an area of effect. This area Conjuration spell does 1d6+18 damage per Caster Level (max 20d6+360). A successful fortitude save reduces damage by half. | ||||||||||||
Angels Tears | Channels powerful positive energy to wipe away afflictions and restore 2d6+4 plus 1 per caster level hit points for all characters including Warforged, who are resistant to others forms of healing. This effect removed temporary ability damage and the conditions: cursed, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. | ||||||||||||
Bitter Frost Burst | Throw a bottle that shatters among your enemies, causing a huge spike of cold damage. Deals 1d6+3 Cold damage per caster level (max 15d6+45 at caster level 15), in an area. A successful fortitude save reduces damage by half. | ||||||||||||
Black Dragon Bolt | A powerful green bolt of corrosive acid springs from your hand. The bolt deals 1d10 acid damage per caster level, (Maximum 25d10 at caster level 25). Applies damage and ticks three times again over 8 seconds. | ||||||||||||
Blighted Breath | Sends out a breath of poisonous gas in a frontal cone dealing 1d8+2 Poison damage per caster level (max 15d8+30 at caster level 15) with a Reflex save for half damage. They must also make a Fortitude save or be Blinded for 10 seconds. If you are using the Biting Acid Imbue this damage is converted into 1d6+2 Acid damage per caster level (max 15d6+30 at caster level 15). | ||||||||||||
Caustic Overload | Throw a bottle at a targeted foe that explodes into caustic acid dealing 1d6+4 Acid damage per caster level to enemies struck, max 20d6+80 at caster level 20. A successful Reflex save reduces the damage by half. In addition, enemies must make a Fortitude saving throw or have their Physical Resistance Rating reduced by 5 for 12 seconds. | ||||||||||||
Caustic Solvent | Toss a bottle of acrid liquid at a group of enemies, causing caustic acid to eat away at their flesh for significant Acid damage. This deals 1d6+3 Acid damage per caster level, max 15d6+45 at caster level 15, to all affected enemies. A successful fortitude save reduces damage by half. | ||||||||||||
Cindersmoke | Throw a bottle at a targeted foe that explodes into a fiery cloud. Enemies caught in the blast take 1d6+4 Fire damage per caster level (max 20d6+80 at caster level 20) to enemies caught within the initial blast, and be Blinded for 12 seconds. A successful Reflex save reduces the damage by half and negates the Blind. | ||||||||||||
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 (max 1d3+6 at caster level 5). Cures bleeding. | ||||||||||||
Cloudkill | A bank of heavy yellowish green, poisonous fog rises up, slaying weak targets within the cloud while inflicting on stronger targets 1d4 Constitution damage and 2d6 acid damage plus an additional 1 acid damage for every caster level (no max caster level). Successful Fortitude save reduces the Constitution and Acid damage by half. 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. | ||||||||||||
Cold Spike | Lob a vial of freezing liquid at a single flot that deals heavy damage and slows the movement of whatever it strikes. Deals 1d6+4 Cold damage per caster level, max 10d6+40 at caster level 10, to a single foe, and reduces their movement speed by 30% and damage by 4 for 15 seconds +2 seconds per Caster Level. A successful Reflex save reduces the damage by half. | ||||||||||||
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 1d6+3 points of bludgeon damage per caster level (Maximum 20d6+60 at caster level 20). A successful Reflex save reduces the damage by half. | ||||||||||||
Conjure Bolts | Conjures a stack of 1000 bolts for use with a crossbow. At level 1 these bolts have a +1 enhancement bonus. At 4th level and every 4 levels after, their enhancement bonus increases by 1 (Max +6 at level 20). These bolts cannot be traded, and dissolve into nothingness after logout. | ||||||||||||
Converter | You apply a small machine to your targeted ally, which temporarily sets their base healing taken from Repair effects to 100%. | ||||||||||||
Corrode Weapons | Lob a vial of caustic liquid at a single foe that deals heavy damage and corrodes the weapons of whatever it strikes. Deals 1d6+4 Acid damage per caster level, max 10d6+40 at caster level 10, to a single target and reduces their accuracy and Melee and Ranged Power by 4 for 15 seconds + 2 seconds per Caster Level. A successful Reflex save reduces the damage by half. | ||||||||||||
Corrosive Dust | Scatter a corrosive dust in front of you, causing significant Rust damage on contact. Deals 1d6+8 Rust damage per caster level, max 20d6+160 at caster level 20. A successful Fortitude save reduces the damage by half. | ||||||||||||
Creeping Doom | Summons a cloud of voracious insects and unleashes them on your enemies. The insect cloud will slowly home on the target, and when it strikes insects will burst outward, affecting every enemy within the area of effect. Enemies hit by the insects take 2d10 acid damage, plus 1d10 per 3 caster levels (max 8d10 at caster level 20), every 2 seconds for 16 seconds. A successful reflex save halves the damage. | ||||||||||||
Curative Admixture: Cure Critical Wounds | The potion explodes in a small AOE that deals 4d6+8 plus 1 per caster level (max 4d6+28 at caster level 20) positive energy damage to nearby living allies and enemy undead. | ||||||||||||
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 deals 1d6+2 plus 1 per caster level (max 1d6+7 at caster level 5) positive energy damage to nearby living allies and enemy undead. | ||||||||||||
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 2d6+4 + 1 per caster level (max 2d6+14 at caster level 10) positive energy damage to nearby living allies and enemy undead. | ||||||||||||
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 3d6+6 plus 1 per caster level (max 1d6+21 at caster level 15) positive energy damage to nearby living allies and enemy undead. | ||||||||||||
Curative Admixture: Harm | Infuses a Harm potion with magical energy, hurling it towards your target in an arc. Charges the target with negative energy dealing 10 points of damage per caster level. (max 150 at caster level 15) A successful Will save reduces the damage by half. Harm cannot reduce the target's hit points to less than 1. Against Undead targets this spell heals like Heal. | ||||||||||||
Curative Admixture: Heal | Infuses a Heal potion with magical energy, hurling it towards your target in an arc. This channels powerful positive energy into targets to wipe away injury and afflictions, restore 10 hit points per caster level (max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half. This spell only benefits from 50% Positive Spell Power. | ||||||||||||
Curative Admixture: Inflict Critical Wounds | Infuse a Inflict Critical Wounds potion with magical energy and hurl it towards your target in an arc. The potion explodes in a small AOE that dealing 1d6+10 negative damage per caster level (max 1d6+30 at caster level 20) to nearby enemies, or heals 4d6+8 plus 1 per caster level (max 4d6+28 at caster level 20) negative energy damage to nearby undead allies. | ||||||||||||
Curative Admixture: Inflict Light Wounds | Infuse a Inflict 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 (max 1d6+7 at caster level 5) negative energy damage to nearby undead allies and living enemies (who may make a Will save for half damage). | ||||||||||||
Curative Admixture: Inflict Moderate Wounds | Infuses a Inflict Moderate Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 2d6+4 plus 1 per Caster Level (max 2d6+14 at caster level 10) negative energy damage to nearby living allies and enemy undead. | ||||||||||||
Curative Admixture: Inflict Serious Wounds | Infuse a Inflict Serious Wounds potion with magical energy and hurl it towards your target in an arc. The potion explodes in a small AOE that dealing 1d6+6 negative damage per caster level (max 15d6+90 at caster level 15) to nearby enemies, or heals 3d6+6 plus 1 per caster level (max 3d6+21 at caster level 15) negative energy damage to nearby undead allies. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
Curative Admixture: Remove Paralysis | Infuses a Remove Paralysis potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes magical Paralysis from everyone hit. | ||||||||||||
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.) | ||||||||||||
Cure Critical Wounds, Mass | Casts Cure Critical Wounds on multiple targets. Positive energy is channelled to heal critical wounds of allies or damage undead for 4d6+8 plus 1 per caster level (max 4d6+48 at caster level 40) hit points. | ||||||||||||
Cure Critical Wounds | Positive energy heals an ally for 4d6+8 plus 1 per caster level (max 4d6+28 at caster level 20) hit points, or deals the same amount of damage to an Undead creature. | ||||||||||||
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 (max 1d6+27 at caster level 25) hit points. | ||||||||||||
Cure Light Wounds | Positive energy heals an ally for 1d6+2 plus 1 per caster level (max 1d6+7 at caster level 5) hit points, or deals the same amount of damage to an Undead creature. A successful Will save takes half damage (undead only). | ||||||||||||
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 (max 2d6+34 at caster level 30) hit points. | ||||||||||||
Cure Moderate Wounds | Positive energy heals an ally for 2d6+4 plus 1 per caster level (max 2d6+14 at caster level 10) hit points, or deals the same amount of damage to an Undead creature. | ||||||||||||
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 (max 3d6+41 at caster level 35) hit points. | ||||||||||||
Cure Serious Wounds | Positive energy heals an ally for 3d6+6 plus 1 per caster level (max 3d6+21 at caster level 15) hit points, or deals the same amount of damage to an Undead creature. (a will save reduces this damage by half) | ||||||||||||
Deific Vengeance | The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 1d6+4 points of good damage per caster level (max 10d6+40 at caster level 10), or 2d6+8 damage per caster level (max 20d6+80), if the target is Undead. A successful Will save reduces this damage by half. | ||||||||||||
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 location where they actually entered the dungeon or wilderness. | ||||||||||||
Elemental Combination | Throw a single bottle of a volatile magical concoction that deals an intense combination of 1d3+3 Poison, Fire, Cold, Acid, and Electric damage, with 3 effects chosen randomly each time, max 20d3+60 per element at caster level 20. A successful Reflex save reduces the damage by half. | ||||||||||||
Empty Bottle | Throw an empty bottle at a single foe that deals 1d6+2 Bludgeoning damage per caster level, max 10d6+20 at caster level 10. A successful reflex save reduces damage by half. | ||||||||||||
Enhanced Inflict Critical Wounds | Negative energy is channeled through your touch to inflict 5d6+10 damage plus an additional 1 for every caster level up to caster level 20 on your target enemy, or heal undead a like amount. A successful Will save reduces the damage by half. | ||||||||||||
Enveloping Swarm | A swarm of voracious insects envelops your target dealing 2d6 acid damage + 1d6 for every 3 druid levels (max 8d6 at caster level 20) every 2 seconds for 16 seconds. | ||||||||||||
Epic Mage Armor | +20 Armor bonus to AC | ||||||||||||
Evard's Black Tentacles | Conjures a zone filled with many rubbery black tentacles for 10 seconds. While inside the zone, enemies are Slowed (no save). Every 2 seconds, enemies within the zone must make a successful Strength save or become Entangled by the tentacles for 10 seconds. All enemies within the zone take 1d4 Bludgeoning damage per caster level (max 20d4 at caster level 20) every 2 seconds as the tentacles try to grab them, and an additional 1d4 per caster level if Entangled. A successful Fortitude save reduces the damage by half. Tentacles may continue to hold enemies after the zone fades, though they will not deal damage. | ||||||||||||
Flame Concentration | Conjuring a bottle of burning liquid, you throw a projectile at a single foe that deals 1d6 Fire damage, plus 1 per caster level (max 1d6+20 at caster level 20). The fire will burn over time, dealing its damage every 2 seconds for 16 seconds. You may stack this up to three times. A successful reflex save reduces damage by half. | ||||||||||||
Flame Turret | Conjures a destroyable turret that fires jets of flame at nearby enemies. You can have only one summoned creature at a time. | ||||||||||||
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). | ||||||||||||
Frost Concentration | Conjuring a bottle of freezing liquid, you throw a projectile at a single foe that deals 1d6 Cold damage, plus 1 per caster level (max 1d6+20 at caster level 20). The cold continues to deal damage over time every 2 seconds for 16 seconds. You may stack this up to three times. A successful reflex save reduces damage by half. | ||||||||||||
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 to any creature covered by the dust, and visually affects party members). A successful will save negates blinded. | ||||||||||||
Gold Breath | You exhale gold through your mouth in a large cone, causing enemies caught within the area to take 1d4+2 Fire and 1d4+2 Bludgeon damage per caster level, max 20d4+40 and 20d4+40 at caster level 20. This is a Breath attack. A successful Fortitude save reduces the damage by half. | ||||||||||||
Grease | Covers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall. Grease slicks will sometimes be set ablaze by area of effect fire effects, dealing 2d6 damage per two caster levels (no max caster level) fire damage to all enemies of the caster in the slick every few seconds, as well as the caster of the grease spell. A successful (DC 10+spell level+ability modifier+items+feats) Reflex save will reduce this damage by half. Slicks that have been set ablaze will quickly burn away. | ||||||||||||
Greater Restoration | Restores all negative levels suffered, eliminates the conditions: Ability damage, Confused, Exhausted, Fatigued, and all forms of Insanity suffered by the Ally. | ||||||||||||
Greater Restorative Draught | Throw a small vial of magical liquid at a single target that grants the effect of the Greater Restoration spell: Cures all temporary ability damage, restores all negative levels suffered from Energy Drain, and eliminates fatigue, exhaustion, confusion, and insanity effects on you. | ||||||||||||
Greater Stoneskin | Turn your skin to durable and magical stone. Gain a resistance to physical damage of 20/Adamantine for the duration. Once this potion has prevented 20 points of damage per caster level (max 400 at caster level 20), it is discharged. | ||||||||||||
Greater Teleport | Confers to the Player Characters in the area of effect the option to be transported to 1 of a variety of locations. This spell has self and group option for each location. | ||||||||||||
Greater Venom Vial | Conjuring a bottle of magical poison, you throw a projectile that explodes on impact, dealing 1d6+2 Poison damage per caster level, max 10d6+20 at caster level 10, to all foes caught within the area. The poison will leave enemies struck Contaminated. A successful Fortitude save reduces damage by half. | ||||||||||||
Greater Vigor, Mass | Casts Greater Vigor on multiple targets. A positive energy conjuration that heals 1d8+1 + 1 per 3 caster levels (max 1d8+14 at caster level 39), every 2 seconds for 10 seconds. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended. | ||||||||||||
Greater Vigor | A positive energy conjuration that heals 1d8+1 + 1 per 3 caster levels (max 1d8+5 at caster level 12), every 2 seconds for 10 seconds. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended. | ||||||||||||
Heal, Mass | Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictionsThis includes: Ability damage, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, Poisoned and Stunned and restoring 10 hit points per caster level (max 250 at caster level 25). Against Undead acts like Harm, and deals 10 points of positive energy damage per caster level. A successful Will save reduces the damage by half. Heal, Mass cannot reduce hit points to less than 1. | ||||||||||||
Heal | Channels positive energy into a target to wipe away injury and afflictionsThis includes: Ability damage, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, Poisoned and Stunned and restores 10 hit points per caster level (max 150 at caster level 15). Against Undead acts like Harm, and deals 10 points of positive energy damage per caster level. A successful Will save reduces the damage by half. Heal cannot reduce hit points to less than 1. | ||||||||||||
Heartstopper Poison | Throw a vial of deadly poison that explodes on impact, dealing 1d6+3 Poison damage per caster level (max 15d6+45 at caster level 15), to a small cluster of enemies. This poison will leave the enemies Contaminated. A successful reflex save reduces damage by half. | ||||||||||||
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 nectar-like beverage which is part of the feast cures them of all Diseases, Nausea, Sickness and makes them immune to Poison for 1 minute per caster level. Also grants 1d8 temporary hit points plus 1 per 2 caster levels (max 1d8+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. | ||||||||||||
Incendiary Cloud | Creates a cloud of roiling smoke shot through with white-hot embers, obscuring sight and dealing 2d4 fire damage + 1 per caster level every 2 seconds (no initial tick, max 2d4 + 25 at caster level 25). Creatures entering the cloud save vs reflex or become blind for 4d6 seconds. | ||||||||||||
Lasting Neutralize Poison | Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the Poison. The spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. Target is immune to any Poison effects he is exposed to during the duration of the spell, e.g. Troglodyte Stench, but not to poison damage. This immunity effect is Lasting and is not removed by rest or death and cannot be dispelled. | ||||||||||||
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. | ||||||||||||
Lesser Restorative Draught | Throw a small vial of magical liquid at a single target that provides the effects of the Lesser Restoration spell: Dispels magical effects reducing your ability scores, eliminates fatigue, and improves exhaustion to fatigue | ||||||||||||
Lesser Vigor, Mass | Casts Lesser Vigor on multiple targets. A positive energy conjuration that heals 1d2 hp + 1 per 3 caster levels (max +8 at caster level 24), every 2 seconds for 10 seconds. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target,the duration is extended. | ||||||||||||
Lesser Vigor | A positive energy conjuration that heals 1d2 hp + 1 per 3 caster levels (max +2 at caster level 6), every 2 seconds for 10 seconds. Only one vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended. | ||||||||||||
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. | ||||||||||||
Melf's Acid Arrow | Deals 1d6 acid damage per caster level (max 18d6 at caster level 18) to a target with a magical arrow of acid, and the damage ticks twice again over 6 seconds (3 times in total). The arrow has double spell range. | ||||||||||||
Melt Armor | Lob a vial of burning liquid at a single foe that deals heavy damage and melts the armor of whatever it strikes. Deals 1d6+4 Fire damage per caster level (max 10d6+40 at caster level 10), to a single target, and reduces their Armor Class and Physical Resistance Rating by 4 for 15 seconds + 2 seconds per Caster Level. A successful Reflex save reduces the damage by half. | ||||||||||||
Molotov Cocktail | Lob a glass bottle full of reactive chemicals that shatters and then ignites in a large area, dealing damage to all enemies struck. Enemies are ignited, dealing 1d6+3 Fire damage per caster level, max 15d6+45 at caster level 15. A successful fortitude save reduces damage by half. | ||||||||||||
Multivial of Acid | Conjuring many bottles of caustic liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Acid damage per caster level to all nearby foes, max 20d4+60 per projectile at caster level 20. Shares a cooldown with all other Multivial spells. A successful reflex save reduces damage by half. | ||||||||||||
Multivial of Flame | Conjuring many bottles of burning liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Fire damage per caster level to all nearby foes, max 20d4+60 per projectile at caster level 20. Shares a cooldown with all other Multivial spells. A successful reflex save reduces damage by half. | ||||||||||||
Multivial of Frost | Conjuring many bottles of freezing liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Cold damage per caster level to all nearby foes, max 20d4+60 per projectile at caster level 20. Shares a cooldown with all other Multivial spells. A successful reflex save reduces damage by half. | ||||||||||||
Multivial of Poison | Conjuring many bottles of poisonous liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Poison damage per caster level to all nearby foes, max 20d4+60 per projectile at caster level 20. Shares a cooldown with all other Multivial spells. A successful fortitude save reduces damage by half. Applies Contaminated. | ||||||||||||
Multivial of Sparks | Conjuring many bottles of voltaic liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Electric damage per caster level to all nearby foes, max 20d4+60 per projectile at caster level 20. Shares a cooldown with all other Multivial spells. A successful reflex save reduces damage by half. | ||||||||||||
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. | ||||||||||||
Neutralize Poison | Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the Poison. The spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. Target is immune to any Poison effects he is exposed to during the duration of the spell, e.g. Troglodyte Stench, but not to poison damage. | ||||||||||||
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. | ||||||||||||
Obscuring Mist | Creates an obscuring, misty vapor around the caster, giving creatures inside the mist a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside. | ||||||||||||
Panacea | Channels powerful positive energy into a target to wipe away afflictionsThis includes: Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, Poisoned and Stunned and restores 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20.). |
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Poison Breath | You exhale poison through your mouth in a large cone, causing enemies caught within the area to take 1d5+5 Poison damage per caster level, max 20d6+100 at caster level 20. This is a Breath attack. This poison will leave enemies struck Contaminated. A successful Fortitude save reduces the damage by half. | ||||||||||||
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, and a death penalty will be suffered. | ||||||||||||
Regenerate, Mass | Casts Regenerate on multiple targets. A positive energy conjuration that heals hitpoints, ability point damage, level drain, and cures bleed effects. It heals 1d6 hitpoints, +1 per caster level (max 1d6+25 at caster level 25), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds one drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one heal-over-time spell can be active at a time, with most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended. |
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Regenerate | A positive energy conjuration that heals hitpoints, ability point damage, level drain, and cures bleed effects. It heals 1d6 hitpoints, +1 per caster level (max 1d6+17 at caster level 17), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds one drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one heal-over-time spell can be active at a time, with most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended. |
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Remove Blindness | Cures the condition Blinded in 1 ally. | ||||||||||||
Remove Disease | Cures all diseases on an ally and grants immunity to disease for 6 seconds per caster level. | ||||||||||||
Remove Paralysis | You can free one or more creatures from the effects of the temporary condition Paralyzed, Ghoul Touch, Slow, Hold Monster/Person, Lich's paralysing touch and several more. | ||||||||||||
Restoration, Mass | Casts 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. | ||||||||||||
Restoration | Cures all the following conditions: ability damage, restores a single negative level suffered, and eliminates fatigue or exhaustion suffered by the ally. | ||||||||||||
Restorative Draught | Throw a small vial of magical liquid at a single target that grants the effect of the Restoration spell: Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue and exhaustion. | ||||||||||||
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. | ||||||||||||
Sanctified Vial | Casting this spell requires levels in Cleric, Paladin, or Favored Soul, or for you to be in a Divine Epic Destiny. Throw a bottle that splashes Holy Water when it breaks, dealing 1d4+4 Bane Damage per Caster Level to Undead and Extraplanar creatures nearby. (This damage scales with Force Spell Power). This Holy Water will attempt to force all extraplanar creatures in the bottle's plash back to the home plane with the effect of the Banishment spell. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Dice or Level + your caster level). | ||||||||||||
Seek Eternal Rest | Grants the caster +4 to sacred level for the purpose of turning Undead. Stacks with (+2) sacred items. | ||||||||||||
Shard Storm | Summons a cloud of acidic poisonous shards that randomly strike enemies within 15 meters. 6 strikes over 6 seconds. Each shard deals 1d4+2 Poison and 1d4+2 Acid damage per Character Level. | ||||||||||||
Sleet Storm | Driving sleet blocks all sight (attackers are blinded, even those with darkvision) within it and causes the ground in the area to be icy, slowing targets within it by 50%. Also creates a slippery icy surface, which creatures within (including allies) must succeed on a DC 10 Reflex check or be knocked prone for 6 seconds. It also prevents creatures from tumbling or jumping while within it. | ||||||||||||
Solid Fog | A bank of fog slows movement by 40% and obscures sight (20% concealment miss chance to all creatures within it.), inflicting a -2 penalty on all attack and 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. | ||||||||||||
Sparks Concentration | Conjuring a bottle of reactive material, you throw a projectile at a single foe that deals 1d6 Electric damage, plus 1 per caster level (max 1d6+20 at caster level 20). The electricity continues to deal damage over time every 2 seconds for 16 seconds. You may stack this up to three times. A successful reflex save reduces damage by half. | ||||||||||||
Spirit Blades | Create a series of spectral blades which fly at a nearby opponent. Each of the five blades does 10d6 Piercing and 5d6 Force damage. | ||||||||||||
Splinterbolt | Fires a jagged bolt of wood at your enemies. Deals 1d6+4 Piercing damage per caster level. Max caster lvl 12 | ||||||||||||
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 Nauseated condition. This condition lasts as long as the creature remain in the cloud, and offers a recurring save every 6 seconds to negate the effects. Nauseated creatures experience stomach distress. They are unable to attack, cast spells or do anything else requiring attention. The only thing a Nauseated creature may do is move about or block. The cloud also obscures sight, giving all creatures in the fog concealment. Attackers have 20% miss chance. This occurs regardless of if the creature makes it's fortitude saving throw. |
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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. | ||||||||||||
Summon Monster II | Summons 1 monster from 3 choices: a Black Widow, a Fiendish Bat, or a 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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
Summon Monster | 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. | ||||||||||||
Summon Nature's Ally III | This spell allows you to summon one of two different creatures: a lioness or a winter wolf. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to it's home plane. | ||||||||||||
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. | ||||||||||||
Summon Nature's Ally IX | This spell allows you to summon one of two different creatures: a dryad or an elder fire elemental. It will fight for you for a brief time, but you can only have one summoned creatures serving you at a time. Summoning another creature will return this one to its home plane. | ||||||||||||
Summon Nature's Ally I | Summons a Challenge Rating 1 Gray Wolf or a Brown Rat 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. | ||||||||||||
Summon Nature's Ally VIII | This spell allows you to summon one of two different creatures: a greater air elemental or a dire bear. It will fight for you for a brief time, but you can only have one summoned creatures serving you at a time. Summoning another creature will return this one to its home plane. | ||||||||||||
Summon Nature's Ally VII | Summons a Challenge Rating 12 Djinni or 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. | ||||||||||||
Summon Nature's Ally VI | This spell allows you to summon one of two different creatures: a Mudman or a Large Water Elemental. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning anther creature will return this one to its home plane. Summons 1 monster from 2 choices: Mudman or a 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. | ||||||||||||
Summon Nature's Ally V | This spell allows you to summon one of two different creatures: a bear or a medium earth elemental. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | ||||||||||||
Teleport | Lets you pick from several destinations (Most public areas in Stormreach, plus The Portable Hole, an area only accessible with Teleportation spells), and instantly transports you there with a 3% failure rate. | ||||||||||||
Thorn Bloom | Thorns blast out from your body inflicting 5d2 points of Piercing damage per caster level (max 50d2 at caster level 10) to all nearby foes. Reflex save for half. | ||||||||||||
Thorn Lance | You hurl a great thorn lance at your target dealing 9 to 14 points of Piercing damage per caster level (up to a maximum of 180 to 280 damage at caster level 20). The lance will damage all enemies in front or behind the target. | ||||||||||||
Thorn Strike | You hurl a magical thorn at your target dealing 5 to 7 (1d3+4) points of Piercing damage per caster level, up to a maximum of 50 to 70 (10d3+40) damage at caster level 10. | ||||||||||||
Thorn Wave | You hurl a wave of magical thorns in front of you dealing to all targets in front of you for 6 to 11 points of Piercing damage per caster level (up to a maximum of 90 to 165 damage at caster level 15). Reflex save for half. | ||||||||||||
Trap the Soul | Forces a creature's life force and its material body into a gem on a failed Will save. | ||||||||||||
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. | ||||||||||||
Vein Freeze | Throw a bottle at a targeted foe that explodes, dealing 1d6+4 Cold damage per caster level (max 20d6+80 at caster level 20), and slows enemies caught within. Some enemies may be required to make Fortitude save or be Frozen for 12 seconds. A successful Reflex save reduces the damage by half. | ||||||||||||
Venom Concentration | Conjuring a bottle of magical poison, you throw a projectile at a single foe, that deals 1d6 Poison damage, plus 1 per caster level (max 1d6+20 at caster level 20). This poison will eat away at the enemy, dealing its damage every 2 seconds for 16 seconds. You may stack this poison up to three times. This poison will leave enemies struck Contaminated. A successful Fortitude save reduces damage by half. | ||||||||||||
Vial Smash: Acid | Conjuring a bottle of caustic liquid, you throw a projectile at your feet that deals 1d6+1 Acid damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half. | ||||||||||||
Vial Smash: Cold | Conjuring a bottle of frigid liquid, you throw a projectile at your feet that deals 1d6+1 Cold damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half. | ||||||||||||
Vial Smash: Electric | Conjuring a bottle of reactive liquid, you throw a projectile at your feet that deals 1d6+1 Electric damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half. | ||||||||||||
Vial Smash: Fire | Conjuring a bottle of burning liquid, you throw a projectile at your feet that deals 1d6+1 Fire damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half. | ||||||||||||
Vial Smash: Poison | Conjuring a bottle of magical poison, you throw a projectile at your feet that deals 1d6+1 Poison damage per caster level (max 5d6+5 at caster level 5). Applies Contaminated. A successful reflex save reduces damage by half. | ||||||||||||
Vial of Acid | Conjuring a bottle of caustic liquid, you throw a projectile at a single foe that deals 1d6+2 Acid damage per caster level (max 10d6+20 at caster level 10). A successful reflex save reduces damage by half. | ||||||||||||
Vial of Flame | Conjuring a bottle of burning liquid, you throw a projectile at a single target foe that deals 1d6+2 Fire damage per caster level (max 10d6+20 at caster level 10). A successful relfex save reduces damage by half. | ||||||||||||
Vial of Frost | Conjuring a bottle of freezing liquid, you throw a projectile at a single target foe that deals 1d6+2 cold damage per caster level (max 10d6+20 at caster level 10). A successful reflex save reduces damage by half. | ||||||||||||
Vial of Sparks | Conjuring a bottle of reactive material, you throw a projectile at a single target foe that deals 1d6+2 electric damage per caster level (max 10d6+20 at caster level 10). A successful reflex save reduces damage by half. | ||||||||||||
Vial of Venom | Conjuring a bottle of magical poison, you throw a projectile at a single target foe that deals 1d6+2 poison damage per caster level (max 10d6+20 at caster level 10). Applies Contaminated. A successful fortitude save reduces damage by half. | ||||||||||||
Vigor, Mass | Casts Vigor on multiple targets. A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max 1d6+11 at level 33), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied. | ||||||||||||
Vigor | A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max 1d6+3 at caster level 9), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied. | ||||||||||||
Voltaic Backlash | Lob a vial of volatile liquid at a single foe that deals heavy damage and disrupts the offensive spellcasting capacity of whatever it strikes. Deals 1d6+4 Electric damage per caster level (max 10d6+40 at caster level 10), and reduces Universal Spell Power by 10 for 15 seconds + 2 seconds per Caster Level. A successful Reflex save reduces the damage by half. | ||||||||||||
Voltaic Burst | Throw a bottle at a targeted foe that explodes dealing 1d6+4 Electric damage per caster level (max 20d6+80 at caster level 20) to enemies caught in the blast. In addition, enemies must make a Fortitude saving throw or take -5 Magical Resistance Rating for 12 seconds. A successful Reflex save reduces the damage by half and negates the debuff. | ||||||||||||
Voltaic Induction | Toss a small bottle of volatile mixtures, causing it to smash and lightning to arc among all nearby enemies. This causes a powerful jolt of 1d6+3 Electric damage per caster level (max 15d6+45 at caster level 15), to all targets hit. A successful fortitude save reduces damage by half. | ||||||||||||
Web | Creates a many-layered mass of strong, sticky strands that entangle targets within and those who enter 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. | ||||||||||||
Word of Recall | Teleports you to the Temple of the Sovereign Host in House Deneith. |