Year of the Dragon: Through 30th October, claim your free Prismatic Dragon Outfit cosmetic set! Speak to Xatheral in the Hall of Heroes. edit
Game mechanics • Newbie guide • In development • DDO Store • Social Media
Challenges • Classes • Collectables • Crafting • Enhancements • Epic Destinies • Favor • Feats
Glossary • Items • Maps • Monsters • Places • Quests • Races • Reincarnation • Skills • Spells
Please create an account or log in to remove ads, build a reputation, and unlock more editing privileges and then visit DDO wiki's IRC Chat/Discord if you need any help!
Stormsinger spells
Main Classes | ||||||||
---|---|---|---|---|---|---|---|---|
Alchemist |
Artificer |
Bard |
Cleric / Favored Soul | Druid |
Paladin |
Ranger |
Sorcerer / Wizard | Warlock |
Archetypes | ||||||||
Blightcaster |
Dark Hunter |
Sacred Fist |
Stormsinger |
Wild Mage |
Stormsinger Spells List[edit]
Stormsingers cast arcane spells. This includes spells that are otherwise limited to divine casters, such as the Cure line.
Consult the table below to know the number of Stormsinger spells available per spell level, and per spell school.
Abjuration | Conjuration | Divination | Enchantment | Evocation | Illusion | Necromancy | Transmutation | Total | |
---|---|---|---|---|---|---|---|---|---|
Level 1 | 1 | 3 | 2 | 5 | 2 | 1 | 1 | 3 | 18 |
Level 2 | 0 | 3 | 0 | 5 | 2 | 3 | 2 | 3 | 18 |
Level 3 | 2 | 2 | 1 | 4 | 1 | 1 | 1 | 2 | 14 |
Level 4 | 2 | 5 | 0 | 3 | 2 | 0 | 0 | 0 | 12 |
Level 5 | 1 | 2 | 0 | 3 | 1 | 1 | 0 | 0 | 8 |
Level 6 | 0 | 3 | 0 | 2 | 2 | 0 | 0 | 3 | 10 |
Total | 6 | 18 | 3 | 22 | 10 | 6 | 4 | 11 | 80 |
Level 1[edit]
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Remove Fear | Abjuration | Instills courage in an ally, granting a +4 morale bonus against fear effects for 10 minutes. This area of effects spell counters and dispels Cause Fear. | ||||||||||||
Cure Light Wounds | Conjuration (Healing) | 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. (A Will save reduces this damage by half.) | ||||||||||||
Grease | Conjuration | Covers the ground with a 10 ft. square layer of slippery grease, forcing targets to make a Reflex save or fall. (Affects party members.) Sometimes it deals 2d6 fire damage per 2 caster levels to all enemies of the caster in the grease every few seconds, as well as the caster of the Grease spell. A successful Reflex save will reduce this damage by half. | ||||||||||||
Summon Monster I | Conjuration | Summons 1 Monster from 3 choices: Brown Spider, Celestial Dog, Giant 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. | ||||||||||||
Detect Secret Doors | Divination | Reveals secret and hidden doors. | ||||||||||||
Master's Touch | Divination | Enchants the items currently equipped in the target's right and left hands to grant their wielder proficiency if the items are simple or martial weapons, or shields, and lasts until the target rests. | ||||||||||||
Charm Person | Enchantment | Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. A successful Will save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, and more creatures | ||||||||||||
Focusing Chant | Enchantment | You gain a +1 circumstance bonus to attack rolls and skill checks, 30+6 seconds per caster level. | ||||||||||||
Hypnotism | Enchantment | Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Hypnotism confers a -3 Will Save on all targets for 15 seconds, even if the targets make their save. | ||||||||||||
Otto's Resistible Dance | Enchantment | At your touch forces one Foe to dance, preventing it from doing anything else. A successful Will save negates this effect. | ||||||||||||
Sleep | Enchantment | Induces a magical slumber, rendering creatures Helpless until attacked. Ineffective on Undead, Constructs, or Oozes. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level) | ||||||||||||
Shocking Grasp | Evocation (Electricity) | Delivers a jolt of 1d6+2 electricity damage per caster level (Maximum damage 5d6+10.) to any enemy you touch. | ||||||||||||
Sonic Blast | Evocation (Sonic) |
Blasts an enemy with loud high-pitched sounds, dealing 1d6+1 per caster level. (Maximum damage 10d6+10.) The target must make a successful Will save to avoid be Dazed for a short period of time, or until they take damage. | ||||||||||||
Color Spray | Illusion | Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect. | ||||||||||||
Cause Fear | Necromancy | If the target fails a Will save acquires the condition Cowering, otherwise it becomes Shaken. | ||||||||||||
Expeditious Retreat | Transmutation | Increases base run speed by 25% for 1 minute per caster level. | ||||||||||||
Feather Fall | Transmutation | Causes an ally to fall slowly, although faster than feathers typically do. | ||||||||||||
Merfolk's Blessing | Transmutation | Gives an ally a +10 enhancement bonus on Swim plus 1 for every 2 caster levels beyond 1st. |
Level 2[edit]
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cure Moderate Wounds | Conjuration (Healing) | 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. (A Will save reduces this damage by half.) | ||||||||||||
Glitterdust | Conjuration | A cloud of golden particles covers everything in an area, causing targets to become Blinded and outlining Invisible creatures. (-40 to Hide checks, and visually affects party members.) A successful Will save negates Blinded. | ||||||||||||
Summon Monster II | Conjuration | 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. Summoning a new creature of any type will return the previous one to its home plane. | ||||||||||||
Daze Monster | Enchantment | Clouds the mind of an enemy so that it takes no actions for 6 seconds. A successful Will save negates this effect. It weakens the will save for a brief period of time even in a successful save. | ||||||||||||
Heroism | Enchantment | 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. | ||||||||||||
Hold Person | Enchantment | 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. Attacks against a held opponent are treated as if the opponent is helpless. | ||||||||||||
Rage | Enchantment | This area of effect spell grants to targets +2 morale bonus to Strength and to Constitution, +1 morale bonus on will saves, and a -2 penalty to Armor Class. The spell's duration is 60 + 6 seconds per caster level. | ||||||||||||
Suggestion | Enchantment | Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30+2 seconds per caster level. A successful will save negates this effect. | ||||||||||||
Electric Loop | Evocation (Electricity) |
Zap one or more targets for 1d3+3 electrical damage per two caster levels (Maximum damage 5d3+15.), then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed Reflex save, the target must make a successful Will save to avoid be Dazed for a short period of time or until takes damage. | ||||||||||||
Soundburst | Evocation (Sonic) |
A tremendous cacophony creates a burst area of effect dealing to every creature 1d6+1 per caster level points of sonic damage,(Max of 15d6+15), and each creature must succeed on a fortitude save to avoid being stunned for 6 seconds. | ||||||||||||
Blur | Illusion | An ally's outline becomes slightly blurred, granting a 20% miss chance on attacks against the ally. | ||||||||||||
Hypnotic Pattern | Illusion | A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful will save negates this effect. It weakens the will save by 3 for a brief period of time even in a successful save. The spell's duration is 30 seconds. | ||||||||||||
Invisibility | Illusion | This spell renders a creature invisible for 1 minute per caster level. Attacking a target, or using an object (door, lever, etc.) removes this condition. | ||||||||||||
Blindness | Necromancy | Renders an enemy blinded. A successful Fortitude save negates this effect. | ||||||||||||
Scare | Necromancy | This spell functions like Cause Fear on multiple targets. Affected enemies become frightened. A successful Will save causes the target to become Shaken instead. | ||||||||||||
Cat's Grace | Transmutation | An ally gains a +4 enhancement bonus to Dexterity for 1 minute per caster level. | ||||||||||||
Eagle's Splendor | Transmutation | An ally gains a +4 enhancement bonus to Charisma for 1 minute per caster level. | ||||||||||||
Fox's Cunning | Transmutation | An ally gains a +4 enhancement bonus to Intelligence for 1 minute per caster level. |
Level 3[edit]
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dispel Magic | Abjuration | 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. In addition, 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. | ||||||||||||
Remove Curse | Abjuration | Removes all curses on an ally. Counters and dispels Bestow Curse. | ||||||||||||
Cure Serious Wounds | Conjuration (Healing) | 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. (A Will save reduces this damage by half.) | ||||||||||||
Summon Monster III | Conjuration | Summons 1 Monster from 3 choices: Winter Wolf, Air Mephit, Hellhound 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. | ||||||||||||
See Invisibility | Divination | Reveals Invisible creatures, or objects. | ||||||||||||
Charm Monster | Enchantment | An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect. | ||||||||||||
Crushing Despair | Enchantment | An invisible cone of despair gives the targets -2 penalties to attack, saving throws, skill checks and weapon damage. A successful Will save negates this effect. This spell also applies a Weaken Will effect on all targets (-5 to will save for 15 seconds) whether they succeed or fail their saving throw. | ||||||||||||
Deep Slumber | Enchantment | This area of effect spell functions like Sleep (spell), inducing a magical slumber, sending a group of enemies to sleep (which renders them helpless) until attacked or for a duration of 20 + 2 seconds per caster level (no maximum). Ineffective on Undead, Constructs, Elves and other creatures immune to sleep. A successful will save negates this effect. | ||||||||||||
Good Hope | Enchantment | This area of effect spell instills powerful hope to the recipient, granting a +2 morale bonus to attack rolls, saving throws, skill checks, and weapon damage rolls. | ||||||||||||
Lightning Bolt | Evocation (Electricity) | Deals 1d6+3 per caster level (Maximum damage 10d6+30.) electricity damage to each target in its path. A successful Reflex save reduces the damage by half. Has a 50% chance to fork, hitting affected targets a second time with another reflex save allowed to halve the damage from the second bolt. | ||||||||||||
Displacement | Illusion | An ally creature's outline becomes blurred, giving enemies a 50% miss chance when attacking. | ||||||||||||
Fear | Necromancy | An area of effect of terror in the shape of a cone causes each living enemy in an area to become panicked. A successful will save causes enemies to become shaken. Creatures that fail their save are also slowed 35% by necrotic energy. | ||||||||||||
Haste | Transmutation | Quickens allies (32% enhancement bonus to run speed), causing them to attack 15% faster than normal (15% enhancement bonus to attack speed). In addition the recipient gains a +1 enhancement bonus to attack rolls, plus a +1 dodge bonus to AC and Reflex saves. | ||||||||||||
Slow | Transmutation | Creatures in the affected area of effect are slowed. Slowed creatures move at 50% speed, a 30% penalty to attack speed, a -1 penalty to Attack rolls, Armor Class, and Reflex saves. A successful will save negates this effect. |
Level 4[edit]
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Break Enchantment | Abjuration | Affected allies in an area are freed from enchantments, transmutations, and curses. Enemies have beneficial effects removed. Must succeed on a check of 1d20+your caster level (Maximum caster level 15.) versus 11+the spell's caster level to remove an effect. | ||||||||||||
Freedom of Movement | Abjuration | 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. | ||||||||||||
Cure Critical Wounds | Conjuration (Healing) | 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. (A Will save reduces this damage by half.) | ||||||||||||
Dimension Door | Conjuration | Creates a door of magical energy in a dungeon or adventure area. Any member of your party may use the door to return to the inside entrance of the area. The magical door disappears once the caster passes through it. | ||||||||||||
Neutralize Poison | Conjuration (Healing) | Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the Poison. Additionally, it immunizes the ally from any Poison he is exposed to during the duration of the spell. | ||||||||||||
Sleet Storm | Conjuration (Cold) |
Driving sleet blocks all sight (Attackers are Blinded.), and causes the ground around the target to become icy, slowing targets within it by 50%. The knockdown/slippery part of this spell affects party members too. | ||||||||||||
Summon Monster IV | Conjuration | 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. Summoning a new creature of any type will return the previous one to its home plane. | ||||||||||||
Dominate Person | Enchantment | You can control the actions of any humanoid creature that fails its Will save through a telepathic link that you establish with the subject’s mind. Dominate acts like Charm Person, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon. | ||||||||||||
Hold Monster | Enchantment | 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. | ||||||||||||
Otto's Sphere of Dancing | Enchantment | A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect. | ||||||||||||
Ball Lightning | Evocation (Electricity) |
Launches one 3 feet sphere of lightning, dealing 1d6+5 electrical damage per caster level. (Maximum damage 15d6+75.) A successful Reflex save reduces the damage by half. | ||||||||||||
Shout | Evocation (Sonic) |
Emits an ear-splitting yell that does 1d6+3 sonic damage per caster level (max CL 15) to all targets in its path. A successful Fortitude save halves the damage. |
Level 5[edit]
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Greater Dispel Magic | Abjuration | Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (Maximum caster level 20.) of DC 11+spell's caster level to remove an effect. In addition, 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.
If cast on a spell ward trap, this spell will reduce the level of the trap by 1 to 4 (1d4 levels). If the level of the trap is reduced to 0, the trap is disabled. |
||||||||||||
Cure Light Wounds, Mass | Conjuration (Healing) | Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies or damage undead for 1d6+2 plus 1 per caster level (Maximum caster level 25.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.) | ||||||||||||
Summon Monster V | Conjuration | 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.
Summoning a new creature of any type will return the previous one to its home plane. |
||||||||||||
Greater Heroism | Enchantment | 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. | ||||||||||||
Suggestion, Mass | Enchantment | 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 6 seconds per caster level. A successful Will save negates this effect. | ||||||||||||
Mind Fog | Enchantment | Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 competence penalty to Will saves. A successful Will save negates this effect. | ||||||||||||
Chain Lightning | Evocation (Electricity) |
An electrical discharge strikes a primary target for 1d6+6 electrical damage per caster level (maximum damage 20d6+120 at caster level 20), then arcs to other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half. | ||||||||||||
Shadow Walk | Illusion | Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move 50% faster than normal, and your outline appears faint and you are harder to hit. Attacking another creature, or otherwise interacting with objects shunts you back to the Material Plane. |
Level 6[edit]
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cure Moderate Wounds, Mass | Conjuration (Healing) | Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 2d6+4 plus 1 per caster level (Maximum caster level 30.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.) | ||||||||||||
Heroes' Feast | Conjuration | 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, 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 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. | ||||||||||||
Summon Monster VI | Conjuration | 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. Summoning a new creature of any type will return the previous one to its home plane. | ||||||||||||
Charm Monster, Mass | Enchantment | 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. | ||||||||||||
Otto's Irresistible Dance | Enchantment | This spell makes it impossible for the enemy to do anything other than caper and prance in place. | ||||||||||||
Greater Shout | Evocation (Sonic) |
Emits an ear-splitting yell that deafens and deals 1d6+3 sonic damage per caster level to a max of 20d6+60 and stuns targets in its path. A successful Fortitude save halves the damage and negates stun. | ||||||||||||
Thunderstroke | Evocation (Electricity) | Calls forth a tremendous bolt of lightning and thunder, which strikes your chosen target for 28 to 33 damage for every caster level up to 20. A successful reflex save reduces damage by half. | ||||||||||||
Cat's Grace, Mass | Transmutation | Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each of them for 1 minute per caster level. | ||||||||||||
Eagle's Splendor, Mass | Transmutation | Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each of them for 1 minute per caster level. | ||||||||||||
Fox's Cunning, Mass | Transmutation | Casts Fox's Cunning on multiple targets, giving a +4 enhancement bonus to Intelligence to each of them for 1 minute per caster level. |