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Transmutation
Transmutation[edit]
Transmutation spells change the properties of some creature, thing, or condition.
Spells per Class and Level[edit]
Artificer | Bard | Cleric | Favored Soul | Paladin | Ranger | Sorcerer/Wizard | Total | |
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Level 1 | 4 | 3 | 0 | 0 | 1 | 6 | 6 | 20 |
Level 2 | 11 | 3 | 4 | 4 | 3 | 7 | 9 | 41 |
Level 3 | 6 | 2 | 1 | 1 | 0 | 0 | 4 | 14 |
Level 4 | 6 | 0 | 1 | 1 | 2 | 1 | 1 | 12 |
Level 5 | 11 | 0 | 0 | 0 | 0 | 0 | 1 | 12 |
Level 6 | 5 | 3 | 4 | 4 | 0 | 0 | 12 | 28 |
Level 7 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 |
Level 8 | 0 | 0 | 1 | 1 | 0 | 0 | 1 | 3 |
Level 9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Total | 43 | 11 | 11 | 11 | 6 | 14 | 35 | 131 |
Spells[edit]
Name | Description | Classes | |||||||||||
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Alc | Art | Brd | Clr | Drd | FvS | Pal | Rgr | Sor | Wiz | War | |||
Adamantine Weapons | Your target's currently equipped weapons gain the ability to bypass Adamantine damage reduction. An item can have only one temporary item enchantment at a time. | ||||||||||||
Align Fang | Your target's natural weapons gain the ability to bypass alignment based damage reduction of your choice. Lasts 1 minute per caster level. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. An time can have only one temporary item enchantment at a time. | ||||||||||||
Alluring Elixir | The small vial of golden liquid will increase your confidence and your allure, granting you a +4 Insight bonus to your social skillsBluff, Diplomacy and Intimidate for 1 minute + 1 minute per Caster Level. | ||||||||||||
Animal Growth | Grants an Animal, Magical Beast, or Vermin a +4 size bonus to Strength, a +4 Size Bonus to Constitution, and a -2 penalty to Dexterity. | ||||||||||||
Armor of Speed | Your target's currently equipped armor gains Equip Effect: Quickens the wearer causing them to attack: 15% faster than normal. In addition the recipient gains +1 enhancement bonus to attack rolls and plus one dodge bonus to AC and reflex saves. An item can only have one temporary item enhancement on it at a time. | ||||||||||||
Augment Armor | Coat yourself in liquid armor, granting it greater defenses. Grants a +2 Deflection bonus to Armor Class, and a +3 Deflection bonus to Physical Resistance Rating for 30 seconds per Caster Level. Every 5 Alchemist levels, these bonuses increase by 1. | ||||||||||||
Barkskin | Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. | ||||||||||||
Bear's Endurance, Mass | Casts Bear's Endurance on multiple targets, giving a +4 enhancement bonus to Constitution to each of them for 1 minute per caster level. | ||||||||||||
Bear's Endurance | An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level. | ||||||||||||
Bottled Boost: Attack | Drink a potion with the effects of Action Boost: Attack. You gain +8 Action Boost Bonus to Attack for 20 seconds. In addition to this spell's normal cooldown, this spell puts all Action Boosts and Bottled Boost spells on a 30 second cooldown. | ||||||||||||
Bottled Boost: Defense | Drink a potion with the effects of Action Boost: Defense. You gain +15 Action Boost Bonus to Armor Class and Physical Resistance Rating for 20 seconds. In addition to this spell's normal cooldown, this spell puts all Action Boosts and Bottled Boost spells on a 30 second cooldown. | ||||||||||||
Bottled Boost: Double | Drink a potion with the effects of Action Boost: Doublestrike and Doubleshot. You gain +30% Action Boost Bonus to Doublestrike and Doubleshot for 20 seconds. In addition to this spell's normal cooldown, this spell puts all Action Boosts and Bottled Boost spells on a 30 second cooldown. | ||||||||||||
Bottled Boost: Haste | Drink a potion with the effects of Action Boost: Haste. You gain +30% Action Boost Bonus to Attack Speed for 20 seconds. In addition to this spell's normal cooldown, this spell puts all Action Boosts and Bottled Boost spells on a 30 second cooldown. | ||||||||||||
Bottled Boost: Power | Drink a potion with the effects of Action Boost: Power. You gain +30 Action Boost Bonus to Melee and Ranged Power for 20 seconds. In addition to this spell's normal cooldown, this spell puts all Action Boosts and Bottled Boost spells on a 30 second cooldown. | ||||||||||||
Bottled Boost: Spell | Drink a potion with the effects of Action Boost: Spell Power. You gain +30 Action Boost Bonus to Universal Spell Power for 20 seconds. In addition to this spell's normal cooldown, this spell puts all Action Boosts and Bottled Boost spells on a 30 second cooldown. | ||||||||||||
Bottled Boost: Sprint | Drink a potion with the effects of Action Boost: Sprint. You gain a +50% Action Boost Bonus to Movement Speed for 20 seconds. In addition to this spell's normal cooldown, this spell puts all Action Boosts and Bottled Boost spells on a 30 second cooldown. | ||||||||||||
Bull's Strength, Mass | Casts Bull's Strength on multiple targets, giving a +4 enhancement bonus to Strength to each of them. | ||||||||||||
Bull's Strength | An ally gains a +4 enhancement bonus to Strength for 1 minute per caster level. | ||||||||||||
Byeshk Weapons | Your target's currently equipped weapons gain the ability to bypass Byeshk damage reduction. An item can have only one temporary item enchantment at a time. | ||||||||||||
Camouflage, Mass | Casts Camouflage on multiple targets giving a +10 determination bonus to Hide to each. | ||||||||||||
Camouflage | An ally becomes more able to blend in with his or her surroundings, giving them a +10 determination bonus to Hide. | ||||||||||||
Cat's Grace, Mass | Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each target for 1 minute per caster level. | ||||||||||||
Cat's Grace | An ally gains a +4 enhancement bonus to Dexterity for 1 minute per caster level. | ||||||||||||
Caustic Overload | Throw a bottle at a targeted foe that explodes into caustic acid dealing 5 to 10 Acid damage per caster level to enemies struck. In addition, enemies must make a Fortitude saving throw or have their Physical Resistance Rating reduced by 5 for 12 seconds.
DND Dice: Deals 1d6+4 Acid damage per caster level, max 20d6+80. A successful Reflex save reduces the damage by half and negates the debuff. |
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Choking Smog | Smash a bottle full of a noxious chemical smog that silences and slows enemies caught within unless they make a Fortitude saving throw. This effect lasts for 6 seconds + 1 second per Caster Level. Foes that do not breathe or are wearing protective gear are immune to this effect. | ||||||||||||
Cold Iron Weapons | Your target's currently equipped weapons gain the ability to bypass Cold Iron damage reduction. An item can have only one temporary item enchantment at a time. | ||||||||||||
Dark Discorporation | You turn into a swarm of batlike shadows. In this form, you gain Invisibility, 25% Incorporeality, and damage from all sources (except for Untyped/Bane damage) is reduced by 50%. Attacking enemies or interacting with objects will revert you to normal form. | ||||||||||||
Deadly Weapons | Your target's currently equipped weapon gains +1 weapon dice multiplier. A weapon that deals 1d6 per hit will deal 2d6 instead, while a weapon that deals 2d4 damage per hit will deal 4d4 damage instead. This affects base dice associated with a weapon any time they are rolled.
An item can have only one temporary item enchantment at a time: Dispels and is dispelled by Oil of Incandescence, Elemental Weapons and Fires of Purity (spell). Does not interfere with Master's Touch. |
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Death Ward, Mass | Casts Death Ward on multiple friendly creatures, granting to each creature immunity to death spells and effects, Energy Drained, and negative energy effects. | ||||||||||||
Death Ward | Grants a friendly creature immunity to death spells and effects, Energy Drained, and negative energy effects. | ||||||||||||
Deconstruct | Greatly damages an enemy construct, dealing 10 damage per caster level (max 150), slows their move and attack speed, reduces fortification by 25%, and inflicts a 25% penalty to Repair effects.
Reconstruction will remove this penalty. A successful Will save halves the damage and prevents the Deconstructed debuff. |
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Disintegrate | A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d3+6 points of damage per caster level up to to a maximum of 40d3+120 at caster level 20. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A successful fortitude save reduces this damage to 6d3+12. | ||||||||||||
Displacement Draught | Drink a potion with the effects of the Displacement spell. Your appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking for 6 seconds per Caster Level. | ||||||||||||
Dust of Confusion | Scatter dust around you that causes enemies around you to begin to vividly hallucinate. On a failed Will save, they become Confused, attacking and able to be attacked by friend and foe alike. This effect lasts for 15 seconds +2 per Caster Level, and enemies make a recurring save once every 24 seconds. | ||||||||||||
Eagle's Splendor, Mass | Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each target for 1 minute per caster level. | ||||||||||||
Eagle's Splendor | An ally gains a +4 enhancement bonus to Charisma for 1 minute per caster level. | ||||||||||||
Elemental Skin | This potion will mutate you and make your skin a little bit more resistant to elemental damage. This grants a +5 Alchemical Bonus to Elemental resistance against Fire, Cold, Acid, and Electric damage, increasing to 10 at caster level 10 and 15 at caster level 20. | ||||||||||||
Enchant Armor | Increases the Enhancement Bonus of your targets' currently equipped armor by 1. An item can have only one temporary item enchantment at a time. | ||||||||||||
Enchant Weapons | Increases the Enhancement Bonus of your target's currently equipped weapons or shields by 1. An item can have only one temporary item enchantment at a time. | ||||||||||||
Entangle | Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% penalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC, and Reflex. A successful Reflex save negates this effect. Entangled creatures may leave the affected area to escape its effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creature. Incorporeal creatures and oozes are naturally immune. Fire elementals and other fire creatures are immune because they burn through the plants. | ||||||||||||
Evolution | Choose something to mutate into, giving +2 Alchemical bonus to the chosen Ability score. You may only have one Mutation active at a time. This lasts for 5 minutes. At Caster Level 6 and higher, this adds +1 minute per Caster Level. | ||||||||||||
Expeditious Retreat | Increases caster base run speed by 25% for 1 minute per caster level. | ||||||||||||
Feather Fall | Allows nearby allies (1 per caster level) to be able to fall slowly, without taking any falling damage. | ||||||||||||
Feathers Extract | This potion will mutate you, making your bones slightly less dense and causing small feathers to grow from your skin. Grants the effects of the Feather Fall and Jump spells: You gain feather falling and a +10 enhancement bonus to Jump. This bonus increases to +20 at 5th level, and +30 at 9th level. | ||||||||||||
Fine Dust | Scatter fine, nearly-frictionless dust, forcing enemies caught within to make a reflex save or trip for 6 seconds. While tripped, enemies get recurring balance check to get up every 2 seconds, at the same DC as the initial save. | ||||||||||||
Fire Seeds | Flings three burning acorns at your target, where they explode into flames. Each acorn does 1d6 fire damage per caster level (maximum 21d6 per missile at cast level 21). Reflex save halves. You can also place the acorns on the ground to act as a trap, for reduced Spell Point cost. | ||||||||||||
Flash Freeze | Smash a bottle beneath your feet containing a volatile chemical reaction that creates an explosion of intense cold, locking enemies in solid ice. Enemies who fail a Fortitude save are stunned and helpless for 6 seconds per Caster Level. | ||||||||||||
Flash Powder | You crush components in your hand, creating a loud boom and sharp flash. An enemy at touch range must make a Fortitude save or be Stunned for 3 seconds | ||||||||||||
Flashbang | Lob a vial that explodes on impact. Nearby enemies must make a Fortitude save or be Blinded. If they fail this save and are already blinded, they will instead be stunned. | ||||||||||||
Flesh to Gold, Mass | Enemies around you must make a Fortitude saving throw or be turned to gold. Creatures made of flesh that fail a Fortitude save are turned to metallic, helpless statues with minor resistance to piercing damage. This lasts 20 seconds plus 12 seconds per caster level, but the target has a chance to remake its fortitude save every 12 seconds. | ||||||||||||
Flesh to Gold | Turn an enemy to Gold with a single touch. Creatures made of flesh that fail a Fortitude save are turned to a metallic, helpless statue with minor resistance to piercing damage. This lasts 60 seconds plus 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds. | ||||||||||||
Flesh to Stone | Turns a single fleshy target into a mindless, inert statue in a Petrified condition. In stone form, creatures are much more difficult to damage (Damage Reduction 10/Adamantine), but are Helpless and receive 50% more damage because of it. Only creatures made of flesh are affected by this spell. This effect lasts 60 seconds plus 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds. | ||||||||||||
Fox's Cunning, Mass | Casts Fox's Cunning on multiple targets, giving a +4 enhancement bonus to Intelligence to each target for 1 minute per caster level. | ||||||||||||
Fox's Cunning | An ally gains a +4 enhancement bonus to Intelligence for 1 minute per caster level. | ||||||||||||
Gills Extract | This potion will mutate you, granting you gills and increased ability to swim underwater. This grants the effects of the Water Breathing and Merfolk's Blessing Spells: You gain the ability to breath underwater and +10 enhancement bonus to swim, plus 1 for every 2 caster levels beyond the first. | ||||||||||||
Glue Bomb | Lob a glass vial full of sticky, organic glue, trapping enemies within its embrace. Enemies that fail a Reflex save become stuck in place. Victims of the glue may attempt to free themselves every 4 seconds with a successful strength check. Lasts for 15 seconds + 1 per level. | ||||||||||||
Goldskin Potion | Turn your skin to metallic, magical gold. Gain a resistance to physical damage of 30/Adamantine for the duration. Once this potion has prevented 30 points of damage per caster level, it is discharged. | ||||||||||||
Grasping Thorns | Powerful thorny vines rip out of the ground seizing all enemies in the area. Enemies save vs Reflex or become entangled, with a reoccurring Strength save to break free. Targets also take 1d6 in piercing damage every 2 seconds. All enemy movement through the area is slowed by 30%, no save. Area of effect fire spells with destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are naturally immune. Fire elemental and other fire creatures are immune because they burn through the plants. | ||||||||||||
Greater Evolution | Choose something to mutate into and gain a +4 Alchemical bonus to the chosen Ability Score. This spell gives 6 different options: Bull, Cat, Bear, Fox, Owl and Eagle.
You may only have one Mutation active at a time. This lasts for 1 minute per Caster Level. |
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Greater Ruin | Deals 1000 untyped damage to a single enemy. (No saving throw.) | ||||||||||||
Harrowing Pack | The wolf pack hounds their prey, attacking from all sides. Grants the caster and all of his or her hirelings, pets, summoned creatures, and charmed creatures a +2 enhancement bonus to flanking attacks, and granting them a knockdown effect when they roll a 20 on attack rolls. | ||||||||||||
Haste | Creatures in the area are quickened and gain a 32% enhancement bonus to run speed, and a 15% enhancement bonus to attack speed. In addition the recipient gains a +1 untyped bonus to attack rolls, plus a +1% dodge bonus and Reflex saves. Dispels and counters Slow. | ||||||||||||
Hypnotic Combination | Throw a bottle at a single target full of hallucinogenic material. On a failed Will save, the target is Confused, attacking and able to be attacked by friend and foe alike. Targets can re-attempt the Will save every 24 seconds. This effect lasts for 15 seconds +2 per Caster Level. | ||||||||||||
Ice Flowers | Lances of ice burst from the ground where you point, dealing 1d6+8 piercing and 1d6+8 cold damage per caster level, to a maximum of 15d6+120 cold and 15d6+120 piercing. | ||||||||||||
Inflict Critical Damage, Mass | Transmutes the structure of construct enemies to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 40.
D&D Dice: Damages constructs for 4d6+8 hp plus 1d4 additional per caster level (max 40d4) |
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Inflict Critical Damage | Transmutes the structure of a construct enemy to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 20.
D&D Dice: Damages constructs for 4d6+8 hp plus 1d4 additional per caster level (max 20d4) |
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Inflict Light Damage, Mass | Transmutes the structure of construct enemies to deal 3 to 8 damage plus an additional 1 to 4 for every caster level up to caster level 25. | ||||||||||||
Inflict Light Damage | Damages constructs for 1d6+2 hp plus 1d4 additional per caster level (max 5d4 at caster level 5). | ||||||||||||
Inflict Moderate Damage, Mass | Transmutes the structure of construct enemies to deal 6 to 16 damage plus an additional 1 to 4 for every caster level up to caster level 30.
D&D Dice: Damages constructs for 2d6+4 hp plus 1d4 additional per caster level (max 30d4). |
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Inflict Moderate Damage | Transmutes the structure of a construct enemy to deal 6 to 16 damage plus an additional 1 to 4 for every caster level up to caster level 10.
D&D Dice: Damages constructs for 2d6+2 hp plus 1d4 additional per caster level (max 10d4) |
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Inflict Serious Damage, Mass | Transmutes the structure of construct enemies to deal 9 to 24 damage plus an additional 1 to 4 for every caster level up to caster level 35.
D&D Dice: damages constructs for 3d6+6 hp plus 1d4 additional per caster level (max 35d4). |
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Inflict Serious Damage | Transmutes the structure of a construct enemy to deal 3d6+6 damage plus an additional 1d4 for every caster level up to caster level 15. | ||||||||||||
Invisibility Potion | This shadowy liquid will turn you invisible for a time, granting the effect of the Invisibility spell. If you attac a target, this invisibility will end. This lasts for 1 minute per Caster Level. | ||||||||||||
Iron Shavings | Smash a bottle at your feet to spread Flametouched Iron shavings into the air around you, causing nearby Incorporeal foes that fail a Fortitude save to become Corporeal for 6 seconds, plus 1 second per Caster Level. | ||||||||||||
Jump | Gives an allied creature a +10 enhancement bonus to Jump skill for 1 minute per caster level. This bonus increases to +20 at 5th level, and +30 at 9th level. This stacks with the typical competence bonus found on items. | ||||||||||||
Knock | Unlocks locked doors and chests as if a Rogue with an Open Lock skill of caster level+casting ability modifier (Intelligence for Wizards, and Charisma for Sorcerers) was attempting to pick the lock. | ||||||||||||
Lesser Evolution | Choose something to mutate into. This spell grants Lesser Evolution - Bear, Fox, Owl, etc. which grant a +1 alchemical bonus to their respective attributes. You may only have one Alchemical Mutation active at a time, which shares a limit with the level 3 alchemist spell Evolution. | ||||||||||||
Lesser Heartseeker Poison Imbue | Coat your weapon in a magical poison that saps the fortitude from your enemies on contact.
On Hit: -1 Fort save (does not stack). On Crit: 1d6 Constitution Damage. An item can only have one temporary item enchantment at a time. |
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Lesser Ice Chill Poison Imbue | Coat your weapon in a magical poison that saps the speed from your enemies on contact.
On Hit: -1 Reflex save (does not stack). On Crit: 1d6 Dexterity Damage. An item can only have one temporary item enchantment at a time. |
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Lesser Soulshatter Poison Imbue | Coat your weapon in a magical poison that saps the willpower from your enemies on contact.
On Hit: -1 Will save (does not stack). On Crit: 1d6 Wisdom Damage. An item can only have one temporary item enchantment at a time. |
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Lesser Voidmind Poison Imbue | Coat your weapon in a magical poison that saps the defenses from your enemies on contact.
On Hit: -1 Spell Resistance (does not stack). On Crit: 1d6 Intelligence Damage. An item can only have one temporary item enchantment at a time. |
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Liquid Courage | Drink a personal vial of glowing golden liquid that grants incredible courage. This potion grants the effet of the Heroism spell: A +2 Morale bonus to attack rolls, saving throws and skill checks. This lasts for 1 minute per Caster Level. | ||||||||||||
Liquid Courage | Drink a personal vial of glowing golden liquid that grants incredible courage and protections against Fear, granting the effects of the Greater Heroism spell. This potion grants a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear. | ||||||||||||
Longstrider, Mass | Casts Longstrider on multiple targets, increasing base run speed of allies by +15%, plus all ignore the effects of shallow water. | ||||||||||||
Longstrider | You gain a +15% enhancement bonus to run speed and ignore the effects of shallow water. | ||||||||||||
Lucky Cape | Your target's cloak grants a +1 Luck bonus to saving throws. An item can have only one temporary item enchantment at a time. | ||||||||||||
Magic Fang | Increases the Enhancement Bonus of the target's natural weapon by 1, plus 1 per five caster levels. An item can have only one temporary item enchantment at a time. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons or Fey. | ||||||||||||
Melt Lock | Throw caustic liquid at a nearby locked object, attempting to dissolve the lock. If successful, the lock will be opened if it can be picked by a rogue making an equivalent Open Lock check.
This functions as though it were a Knock spell. |
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Merfolk's Blessing | Grants nearby allies +10 enhancement bonus in the Swim skill plus 1 for every 2 caster levels. This stacks with the typical competence bonus found on items. | ||||||||||||
Ooze Puppet | Telekinetically controls the actions of an enemy Ooze, forcing it to change sides for 1 minute plus 6 seconds per caster level (No maximum). The ooze tries Fortitude saves every 60 seconds to break free. While under the effect of this spell, the Ooze can't split. This spell is incredibly useful in Enter the Kobold and other areas with abundant amounts of living spells, like The Subterrane - Central. | ||||||||||||
Owl's Wisdom, Mass | Casts Owl's Wisdom on multiple targets, giving a +4 enhancement bonus to Wisdom to each of them for 1 minute per caster level. | ||||||||||||
Owl's Wisdom | An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level. | ||||||||||||
Pack Aptitude | Forms a link between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creature, and charmed creatures a circumstance bonus to an ability score. It grants a +2 bonus per 3 caster levels [error, appears to be +2 per 6], with a maximum of +6. The caster chooses which ability score to increase. Only one may be active at a time. | ||||||||||||
Pack Presence | Forms a link between a leader and his or her pack. The caster chooses to reduce or increase his or her minions' hate generation by 75%. The spell affects all of the target's hirelings, pets, summoned creatures, and charmed creatures. The more hate a creature generates, the more likely that its enemies will choose to attack it. If the caster chooses to increase hate generation, then casting the spell causes the caster's hirelings and pets to do an intimidate check with a +20 circumstance bonus to creatures around them. | ||||||||||||
Pass Without Trace | Your feet touch the ground, but leave no trace. Gives an ally a +5 enhancement bonus on Move Silently checks, plus 1 per 2 caster levels to a maximum of 20. | ||||||||||||
Planar Weapons | Your Targets Currently equipped weapons gain the ability to bypass alignment based damage reduction. An item can only have one temporary item enchantment on it at a time. | ||||||||||||
Plant Growth | Grants any Plant or Plant-like creature a +4 Size bonus to Strength, +4 Size bonus to Constitution, and a -2 penalty to Dexterity. | ||||||||||||
Positive Energy Infusion | You enhance an ally with some of your life force, giving them a 10% enhancement bonus to maximum hit points. You suffer a stacking maximum hit point penalty of 10% for each time this spell has been cast. The effect lasts for five minutes before expiring. | ||||||||||||
Quench | A burst of water quenches flames. Lingering fire spells, such as Wall of Fire, are dispelled. Your allies are cured of any linger fire damage effects, and receive a +15 enhancement bonus to fire resistance. Your enemies receive a -20 penalty to cold and electricity resistance. The resistance bonuses and penalties increase to 25 at caster level 8, and 35 at caster level 12. They last one minute.
Fiery enemies, such as Fire Elementals, take 2d4+25 cold damage per 4 caster levels, to a maximum of 8d4+100. A successful fortitude save halves the damage, and negates the resistance penalties. |
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Quicksilver Potion | Drink a potion of shiny silver liquid that bestows incredible speed for a short time, the effect of the Haste spell. You are quickedned, causing you to attack 15% faster than normal. In addition, you gain a +1 enhancement bonus to attack rolls, a +1 bonus to Reflex Saving Throws, and a +1% Dodge. | ||||||||||||
Ram's Might | Your hands increase in size, granting a +2 size bonus to Strength and damage. | ||||||||||||
Rapid Condensation | Throw a bottle that explodes on impact, rapidly condensing water in the air with a magical reaction that has the effect of the Obscuring Mist spell: A Misty vapor arises, obscuring all sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Obscuring mist can be burned away with fire spells that hit the area of the mist. | ||||||||||||
Reconstruct | Greatly repairs an ally Construct, restoring 10 Hit Points per caster level (Max 150hp), while simultaneously granting it an increase in attack speed for a short time (30 seconds). | ||||||||||||
Reincarnate | Resurrects the target, restores 50% of the target's hit points, and preserves current spell points. It also randomly applies a set of ability score bonuses and penalties to the target for 20 minutes. | ||||||||||||
Reinforce Construct | Reinforces the target ally construct or living construct, giving a bonus of 10 temporary hit points plus 1 additional one per caster level up to caster level 10. | ||||||||||||
Repair Critical Damage, Mass | Transmutes the structure of living Construct allies to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 40.) | ||||||||||||
Repair Critical Damage | Transmutes the structure of a living Construct ally to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 20.) | ||||||||||||
Repair Light Damage, Mass | Transmutes the structure of living Construct allies to repair 1d6+2 Hit Points plus 1 per caster level. (Maximum caster level 25.) | ||||||||||||
Repair Light Damage | Transmutes the structure of a Construct ally to repair 1d6+2 Hit Points plus 1 per caster level. (Maximum caster level 5.) | ||||||||||||
Repair Moderate Damage, Mass | Transmutes the structure of living Construct allies to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 30.) | ||||||||||||
Repair Moderate Damage | Transmutes the structure of a living Construct ally to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 10.) | ||||||||||||
Repair Serious Damage, Mass | Transmutes the structure of Construct allies to repair 3d6+6 Hit Points plus 1 per caster level. (Maximum caster level 35.) | ||||||||||||
Repair Serious Damage | Transmutes the structure of a living Construct ally to repair 3d6+6 Hit Points plus 1 per caster level. Maximum caster level 15. | ||||||||||||
Rising Fury | With each blow, your fury rises. For the duration of this spell, every time an enemy hits you, you gain a +2 morale bonus to Strength and Constitution. This stacks up to 5 times. | ||||||||||||
Ruin | Deals 500 untyped damage to a single enemy. (No saving throw.) | ||||||||||||
Salt Crystals | Smash a bottle beneath your feet that rapidly crystalizes, trapping nearby enemies that fail a Fortitude save in brittle salt. They are considered Dazed for 6 seconds, and any damage will remove the salt. | ||||||||||||
Shillelagh | Enchants your wooden melee weapons to do additional base weapon damage, and converts their damage type to bludgeoning.
Weapons with this enchantment deal an additional .5[W] damage (a weapon that deals 1d6 damage will gain +1d3 damage). Quarterstaves with this enchantment deal an additional 1[W] damage (one that deals 1d6 damage will gain an additional +1d6 damage). A weapon can only have one item enchantment at a time. |
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Silver Weapons | Your target's currently equipped weapons gain the ability to bypass Silver damage reduction. An item can have only one temporary item enchantment at a time. | ||||||||||||
Sleep Powder | Scatter a dust-based magical poison that causes enemies that inhale the mixture to fall asleep. This sleep lasts 20 seconds + 2 per caster level (MCL 20), or Until damaged. A successful will save negates this effect; the save is repeated every 12 seconds the creature remains asleep. Has no effect on creatures that do not need to breath or sleep. | ||||||||||||
Slow | 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. | ||||||||||||
Smoke Bomb | Throw a bottle beneath you that explodes into a cloud of smoke and leaves you Invisible and Displaced for 12 seconds. | ||||||||||||
Snare | Creates a snare that when triggered entangles a single enemy. An Entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures, and Oozes cannot be caught in the snare. | ||||||||||||
Spiderskin | Your target gains a +2 enhancement bonus to saves against poison, a bonus to the hide skill equal to your caster level, and a +2 Natural Armor bonus to AC, with an additional +1 for every six caster levels. | ||||||||||||
Spike Growth | Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1d4 piercing damage per caster level (max. 10d4) every 2 seconds. A successful Reflex save negates the slow effect and halves the damage. | ||||||||||||
Stiffen Skin | This potion will mutate you and make your skin a little bit more resistant to Physical damage. This grants a +2 deflection bonus to AC, +1 per 6 caster levels. | ||||||||||||
Stone to Flesh | Restores a petrified creature, such as one affected by the Flesh to Stone spell to its normal state. | ||||||||||||
Stoneskin Potion | Turn your skin to durable stone. Gain a resistance to physical damage of 10/Adamantine for the duration. Once this potion has prevented 10 points of damage per caster level, it is discharged. | ||||||||||||
Stormrage | You gain feather fall and the Deflect Arrows feat. When you damage an enemy with attacks or spells, they are also struck by lightning. For each enemy, lightning only strikes once. | ||||||||||||
Tenacious Pack | Forms a link between a leader and his or her pack, granted all of the target's hirelings, pets, summoned creatures, and charmed creatures a 30% enhancement bonus to Fortification and positive Healing Amplification. | ||||||||||||
Tenser's Transformation | Causes the caster to become a virtual fighting machine becoming stronger, tougher, faster, and more skilled in combat. You gain a +4 alchemical bonus to Strength, Dexterity, and Constitution, a +6 alchemical bonus to Armor Class, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. Your spellcasting ability is reduced, resulting in a -2 penalty to all spell DCs, -2 to your rolls to bypass enemy Spell Resistance, and doubling the cooldown of your spells. | ||||||||||||
Toughen Construct | Toughens the skin of an ally construct, giving a +2 natural armor bonus to AC with an additional +1 bonus for every 3 caster levels above 3rd, to a maximum of +5 at caster level 12. | ||||||||||||
Tumble | Grants an ally a +10 enhancement bonus to the Skill Tumble. Also Enables tumbling without skill points allocated to it. | ||||||||||||
Turn to Frog | Throw a vial at a single enemy, who must succeed a Fortitude saving throw or be turned to a frog. | ||||||||||||
Unstoppable | You expend your body's ability to heal to fuel a burst of determination. You gain 15 temporary hit points per caster level, and +5 damage, but your positive damage vulnerability becomes 0%, preventing healing. You are also immune to fear, enchantment, sleep, energy drain, paralysis, exhaustion and death effects, though any effects already active remain unchanged. Lasts 15 seconds. Valid form: Dire bear | ||||||||||||
Virtue | Grants 10 temporary Hit Points plus 2 per caster level over level 4th (Maximum Hit Points 20.) to an ally. | ||||||||||||
Water Breathing | Grants the ability to breathe water to you and your allies. | ||||||||||||
Zeal | Grants the caster a +10% sacred bonus to doublestrike and doubleshot. |
See also[edit]
DDOwiki maintenance categories
DDOwiki meta > DDOwiki metacategories
DDOwiki metacategories
Root > DDO library
Root > DDOwiki meta
Root > DDOwiki meta > DDOwiki metacategories > Spells
Root > DDOwiki meta > DDOwiki metacategories > Spells > Spell schools
Root > DDOwiki meta > DDOwiki metacategories > Spells > Spells by school > Transmutation spells