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Warlock spells
Main Classes | ||||||||
---|---|---|---|---|---|---|---|---|
Alchemist |
Artificer |
Bard |
Cleric / Favored Soul | Druid |
Paladin |
Ranger |
Sorcerer / Wizard | Warlock |
Archetypes | ||||||||
Blightcaster |
Dark Hunter |
Sacred Fist |
Stormsinger |
Wild Mage |
This is the list of spells available to Warlocks as they level up. (This also serves as the spell list for Acolytes of the Skin, as their spell list is unchanged from the base class.) Reminder that you can gain at most two spells from each level!
Warlock Spells List[edit]
Warlocks cast arcane spells.
Consult the table below to know the number of Warlock spells available per spell level, and per spell school. (Note that no Warlock will be able to learn all the spells on this list, as some are only unlocked by certain pacts.)
Abjuration | Conjuration | Divination | Enchantment | Evocation | Illusion | Necromancy | Transmutation | Total | |
---|---|---|---|---|---|---|---|---|---|
Level 1 | 3 | 2 | 3 | 6 | 0 | 1 | 4 | 5 | 24 |
Level 2 | 2 | 4 | 0 | 2 | 0 | 2 | 4 | 1 | 15 |
Level 3 | 2 | 2 | 0 | 2 | 0 | 2 | 4 | 2 | 14 |
Level 4 | 3 | 3 | 1 | 2 | 0 | 0 | 2 | 1 | 12 |
Level 5 | 2 | 2 | 0 | 3 | 0 | 2 | 6 | 1 | 16 |
Level 6 | 1 | 2 | 0 | 4 | 1 | 0 | 2 | 0 | 10 |
Total | 13 | 15 | 4 | 19 | 1 | 7 | 22 | 10 | 91 |
Level 1[edit]
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Nightshield | Abjuration | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th level), and protection from Magic Missiles for 1 minute per caster level. Minimum duration 5 minutes. | ||||||||||||
Resist Energy | Abjuration | Gives an ally limited resistance from one chosen energy type, reducing damage or attack by 10. (20 at caster level 7th, 30 at 11th.) Energy types available are: acid, cold, electricity, fire, or sonic. | ||||||||||||
Shield | Abjuration | Grants a +4 shield bonus to Armor Class, and protection from Magic Missile for 1 minute per caster level. | ||||||||||||
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. | ||||||||||||
See Invisibility | Divination | Reveals Invisible creatures, or objects. | ||||||||||||
Bane | Enchantment | Enemies are filled with fear and doubt, giving a -1 penalty on attack rolls and saves against fear on all affected targets. A successful Will save negates this effect. Bane counters and dispels Bless. | ||||||||||||
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 | ||||||||||||
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) | ||||||||||||
Touch of Idiocy | Enchantment | Target takes 1d6 points of Charisma, Intelligence, and Wisdom 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. | ||||||||||||
Doom | Necromancy | This spell fills a single living creature with a feeling of horrible dread that causes it to become shaken, penalizing all saves, attack rolls, and skill rolls by -2. A successful Will save negates this effect. This is a fear effect. | ||||||||||||
False Life | Necromancy | Harnesses the power of unlife granting to the caster 10 plus 1 per caster level (Maximum caster level 10, for a total of 20.) temporary hit points. | ||||||||||||
Ray of Enfeeblement | Necromancy | A coruscating ray springs towards the target, inflicting a 1d6 Strength penalty plus 1 additional per 2 caster levels. (Maximum Strength penalty 1d6+5.) | ||||||||||||
Entangle | Transmutation | 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 it's 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 creatures. Incorporeal creatures and oozes are naturally immune. Fire elementals and other fire creatures are immune because they burn through the plants. | ||||||||||||
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. | ||||||||||||
Jump | Transmutation | 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. However creatures will see no improvement after obtaining a Jump skill of 40. | ||||||||||||
Ooze Puppet | Transmutation | Telekinetically controls the actions of an enemy Ooze, forcing it to change sides. The target is slowed by this spell, but gains additional Fortitude saves every 60 seconds to break free. While under the effect of this spell, the Ooze can't split. |
Level 2[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. | ||||||||||||
Protection from Energy | Abjuration | Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. Energy types available are: acid, cold, electricity, fire, and sonic. | ||||||||||||
Fog Cloud | Conjuration | 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.), similar to a targetable ranged version of Obscuring Mist. Affects party members. | ||||||||||||
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%. This spell affects party members too. | ||||||||||||
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. | ||||||||||||
Web | Conjuration | Creates a many-layered mass of strong, sticky strands that entangle targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs. The duration is a fixed 30 seconds. | ||||||||||||
Silence Creature | Enchantment | Attempt to magically silence one enemy, who must succeed on a Will saving throw or be rendered unable to cast spells for 6 seconds, plus an additional second per caster level. (Maximum Caster Level: 20). Creatures that have been silenced in this manner may attempt to save again every two seconds. Does not affect Bosses or Raid Bosses. | ||||||||||||
Suggestion | Enchantment | Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 6 seconds per caster level. A successful Will save negates this effect. | ||||||||||||
Blur | Illusion | An ally's outline becomes slightly blurred, granting a 20% miss chance on attacks against the ally. | ||||||||||||
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. | ||||||||||||
Command Undead | Necromancy | Control is granted over the enemy Undead, forcing it to fight for you. Mindless undead are controlled for 1 to 4 minutes, while other Undead can be controlled for a maximum of 10 minutes but get an additional Will saving throw every 20 seconds. | ||||||||||||
Ghoul Touch | Necromancy | This spell imbues your hand with negative energy, allowing you to paralyze 1 living Humanoid that you touch. A successful Fortitude save negates. Humanoids include Kobolds, Goblinoids, player Races except for Warforged, Troglodytes, and more. | ||||||||||||
Ray of Exhaustion | Necromancy | A ray causes 1 target become exhausted. Exhausted creatures take a -6 penalty on Strength and Dexterity, and move at 50% speed. A successful Fortitude save means the creature is only fatigued. | ||||||||||||
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. | ||||||||||||
Water Breathing | Transmutation | Grants the ability to breathe water to you and your allies. |
Level 3[edit]
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Banishment | Abjuration | Allows casting a more powerful version of the Dismissal spell on multiple targets. A successful Will save negates this effect. (DC=spell's save DC-creature's Hit Die+caster level.) | ||||||||||||
Stoneskin | Abjuration | The warded creature gains resistance to base melee damage granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level it is discharged. Otherwise it lasts 1 minute per caster level. | ||||||||||||
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. | ||||||||||||
Summon Monster IV | Conjuration | Summons 1 Monster from 3 choices: Fiendish Monstrous Spider, Greater Air 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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
Displacement | Illusion | An ally creature's outline becomes blurred, giving enemies a 50% miss chance when attacking. | ||||||||||||
Phantasmal Killer | Illusion | A target who fails a Will saving throw followed by a failed Fortitude saving throw dies from fear. A successful Fortitude save still results in 1d3 + 1 damage per caster level. A Will save disbelieves the spell and negates ill effects. | ||||||||||||
Bestow Curse | Necromancy | The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect. | ||||||||||||
Contagion | Necromancy | Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves. | ||||||||||||
Enervation | Necromancy | A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 1d4 negative levels. If the target has as many negative levels as its Hit Die, it dies. Each negative level gives a creature a -2 penalty to attack rolls, saving throws, Skill checks, Ability checks and a -1 to effective level. Negative levels stack. | ||||||||||||
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. | ||||||||||||
Dark Discorporation | Transmutation | 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. | ||||||||||||
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. |
Level 4[edit]
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dismissal | Abjuration | This spell forces an extraplanar creature back to its proper plane if it fails a special Will save. (DC= spell’s save DC-creature’s Hit Die+your caster level.) If the spell is successful, then the creature is instantly whisked away sending the subject to his plane. Even on a successful save the target still suffers 1d3 +3 per caster level, damage. | ||||||||||||
Lesser Globe of Invulnerability | Abjuration | An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe. | ||||||||||||
Protection from Elements | Abjuration | Grants temporary immunity to five forms of energy damage for 1 minute per caster level, or until 12 points of energy per caster level (Maximum 120 points at caster level 10) for each energy type has been absorbed. Protects against: Acid, Cold, Lightning, Fire and Sonic. | ||||||||||||
Evard's Black Tentacles | Conjuration | 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 (Scales with Spell Power) every 2 seconds as the tentacles try and 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. | ||||||||||||
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. | ||||||||||||
Teleport | Conjuration | 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. | ||||||||||||
True Seeing | Divination | You confer on the subject the ability to see things as they actually are. This allows the target to find secret doors that have a DC of 30 or less, see the exact location of creatures hidden by Blur or Displacement effects, and see Invisible creatures or objects normally. | ||||||||||||
Hold Monster | Enchantment | This spell functions like Hold Person affecting 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. | ||||||||||||
Symbol of Persuasion | Enchantment | You create a pinkish symbol of power in the air, and it's activated by an enemy who comes into range of it, applying a charm effect to all nearby targets for 6 seconds per caster level. Each target can make a Will save to negate the effect. The symbol dissipates 20 seconds after being triggered, or in 5 minutes otherwise. | ||||||||||||
Symbol of Fear | Necromancy | You create a purple symbol of power in the air, and it's activated by an enemy who comes into range of it. It applies the condition panicked to all nearby opponents for 6 seconds per caster level or until the symbol expires. Each enemy can make a Will save to negate this condition. The symbol dissipates in 20 seconds after being triggered, or in 5 minutes otherwise. | ||||||||||||
Waves of Fatigue | Necromancy | Waves of negative energy render all living creatures in the spell’s area fatigued. A fatigued creature takes a -2 penalty to Strength and Dexterity, and suffers a -10% penalty to movement speed. | ||||||||||||
Flesh to Stone | Transmutation | 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. |
Level 5[edit]
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Globe of Invulnerability | Abjuration | An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe. | ||||||||||||
Protection from Elements, Mass | Abjuration | Casts Protection from Elements on multiple targets, granting targets temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) for each energy type has been absorbed. | ||||||||||||
Greater Teleport | Conjuration | Confers to the Player Characters in the area of effect the option to be transported to 1 of a variety of locations. | ||||||||||||
Summon Monster VIII | Conjuration | 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. | ||||||||||||
Hold Person, Mass | Enchantment | Casts Hold Person on multiple targets. Affected enemies that fail his will save become held and 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. | ||||||||||||
Mind Fog | Enchantment | Mind Fog produces a bank of mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Will saves. A successful Will save negates this effect. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog. | ||||||||||||
Symbol of Stunning | Enchantment | You create a symbol of power in the air, and it's activated by a target approaching. All targets entering the area of effect are Dazed (effect may be called stunned, but unlike a real stun this effect does not make the targets helpless) for 6d6 seconds. A successful Will save negates this condition. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. | ||||||||||||
Invisibility, Mass | Illusion | Casts Invisibility on multiple allied creatures, rendering the creatures Invisible for 1 minute per caster level. This spell simply considers the creatures are hidden with a Hide score of 20, but it isn't a bonus to Hide. Attacking a target, or using an object (Door, lever, etc.) removes this condition. | ||||||||||||
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 receive a 40% Enhancement bonus to run speed, and your outline appears faint and you are harder to hit (50% Concealment). Attacking another creature, or otherwise interacting with objects shunts you back to the Material Plane. | ||||||||||||
Circle of Death | Necromancy | Rains dark energy into an area. Living Creatures are subject to a death effect; getting a reflex save and then a fortitude save to avoid death. Targets who succeed against the reflex save suffer no ill effect, but creatures who succeed on the fortitude save still suffer 1d4 negative levels. | ||||||||||||
Control Undead | Necromancy | Control is granted over the enemy undead, forcing it to fight for you. A successful will save negates this effect. Controlled undead get an additional will save every 2 minutes. | ||||||||||||
Create Undead | Necromancy | This evil spell allows you to create one of three types of undead: a wight priest, a dread wraith, or a mummy lord. Created undead are automatically under the control of their creator. They are subject to the same restrictions as summons conjured by summoning spells. | ||||||||||||
Finger of Death | Necromancy | You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 4d2+4 untyped damage per caster level (Maximum caster level 25 or 100d2+100) damage. | ||||||||||||
Undeath to Death | Necromancy | Destroys Undead creatures in an area of effect. This spell affects 1 Undead and an additional undead target for every 4 caster levels after the first (for a maximum of 4 Undead at caster level 13). A successful Will save negates this effect. | ||||||||||||
Waves of Exhaustion | Necromancy | Waves of negative energy cause all living creatures to become Exhausted. Exhausted creatures take a -25% penalty to movement speed, -6 penalty to Strength and Dexterity, and cannot tumble. | ||||||||||||
Tenser's Transformation | Transmutation | 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. |
Level 6[edit]
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mordenkainen's Disjunction | Abjuration | A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (No maximum) versus 11+the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled for 2 minutes. | ||||||||||||
Summon Monster IX | Conjuration | 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. | ||||||||||||
Trap the Soul | Conjuration | Forces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a Death effect and functions on creatures such as Undead but not most Constructs. This spell requires a Khyber Dragonshard as a special material component. It is often helpful to cast Enervation on a target before casting Trap the Soul to reduce the creature's saving throw. | ||||||||||||
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. | ||||||||||||
Dominate Monster | Enchantment | Telepathically controls the actions of a living enemy that fails its Will save, causing it to change sides. Dominate acts like Charm Monster, but the target only gains an additional Will saving throw every 15 to 30 seconds. The creature has less chance to break free and will follow you throughout the dungeon. | ||||||||||||
Hold Monster, Mass | Enchantment | As Hold Monster, but for multiple targets. Enemies that fail its Will save become held in place and are thus considered helpless for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. | ||||||||||||
Power Word: Stun | Enchantment | You utter a single word of power that instantly causes one creature of your choice to become Stunned, whether the creature can hear the word or not. The duration of the spell depends on the target’s current Hit Points. | ||||||||||||
Arcane Tempest | Evocation (Force) |
You create a storm of arcane energy that rains shards of force energy upon your foes. Any creatures caught within the storm take 7 to 12 (1d6+6, maximum 15d6+75) per caster level in Force damage every every two seconds for a duration of 8 seconds. Targets first entering the storm may make a Reflex save for half, but remaining in the storm they take damage with no saving throw. Damage |
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Symbol of Death | Necromancy | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all targets inside the symbol will suffer a single negative level. You can cause your enemies to run out and back in the symbol several times to stack up consecutive negative levels upon them, they will suffer one additional one each time they run through. | ||||||||||||
Wail of the Banshee | Necromancy | You emit a terrible scream, creating a deadly area around yourself for 6 seconds. Every 2 seconds, two nearby enemies must make a fortitude save or die. On a successful fortitude save, the target takes 1 to 4 negative levels. You are free to perform other actions while Wail of the Banshee is active. |