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Dungeons And Dragons Online: In Development: Module 4 spells levels 1-12

| 7 Feb 2007 22:01

Samera has posted some cool stuff about Module 4 and new spells:

Here is the list of new spells we are currently working on for players levels 1 through 12 for Module 4: Reaver's Bane.

Aid, Mass

Level: Clr 3

Components: V, S, DF

Target: Friend, Self

School: Enchantment

Duration: 1 min/level

This spell functions like Aid, except that it affects multiple targets and each target gains temporary hit points equal to 8 + 1 per caster level (max 8+15).

Contagion

Level: Clr 4, Wiz/Sor 4

Components: V, S

Target: Foe

School: Necromancy

Duration: Instantaneous

Infects a living enemy with the chosen disease, which strikes immediately and deals damage to one or more attributes. A successful Fortitude save negates the damage.

Enervation

Level: Wiz/Sor 4

Components: V, S

Target: Foe

School: Necromancy

Duration: Instantaneous

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 -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level. Negative levels stack.

Fire Trap

Level: Wiz/Sor 4

Components: V, S, M

Target: Positional

School: Evocation

Duration: 1 min or until triggered

Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d4 fire damage +1 per caster level (max 20). A successful Reflex save reduces the damage by half.

Freedom of Movement

Level: Rgr 4, Brd 4, Clr 4

Components: V, S, M, DF

Target: Friend, Self

School: Abjuration

Duration: 1 min/level

This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, petrification, entanglement, or solid fog.

Ghoul Touch

Level: Wiz/Sor 2

Components: V, S, M

Target: Foe

School: Necromancy

Duration: 1d6+2 rounds

This spell imbues your touch with negative energy, allowing you to paralyze a single living humanoid. The subject then exudes a carrion stench that causes nearby living creatures to become sickened. Creatures that are immune to poison are unaffected by the stench. A successful Fortitude save negates both effects.

Hold Animal

Level: Rgr 2

Components: V, S

Target: Foe

School: Enchantment

Duration: 1 round/level

An animal becomes paralyzed and freezes in place. It is aware, but 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.

Magic Circle Against Evil

Level: Clr 3, Wiz/Sor 3, Pal 3

Components: V, S, M/DF

Target: Self

School: Abjuration

Duration: 1 min/level

Casts Protection From Evil on multiple targets, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves versus attacks from evil creatures. Targets are also warded from magical mental control and compulsions.

Recitation

Level: Clr 4

Components: V, S, DF

Target: Self

School: Conjuration

Duration: 1 round/level

Gives special favor to allies, giving a +2 luck bonus to attack rolls, Armor Class, and saves.

Shadow Walk

Level: Brd 5, Wiz/Sor 6

Components: V, S

Target: Self

School: Illusion

Duration: 1 min/level

Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much 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.

Shield of Faith, Mass

Level: Clr 4

Components: V, S, M

Target: Friend, Self

School: Abjuration

Duration: 1 min/level

Casts Shield of Faith on multiple targets, creating a shimmering, magical field around allies that averts attacks, giving a +2 deflection bonus to AC. This bonus is increased by 1 for every 6 caster levels.

Snare

Level: Rgr 2

Components: V, S, DF

Target: Positional

School: Transmutation

Duration: 1 min until triggered

Creates a snare that, when triggered, entangles a single enemy. An entangled creature may attempt to make a Strength save each round to escape. Incorporeal creatures and oozes cannot be caught in the snare.

Spike Growth

Level: Rgr 2

Components: V, S, DF

Target: Positional

School: Transmutation

Duration: 1 min/level

Creates hard and pointed vegetation injures the feet and legs of enemies that pass over it, slowing movement and causing 1d4 piercing damage per round. A successful Reflex save negates the slow.

Summon Nature's Ally I

Level: Rgr 1

Components: V, S, F/DF

Target: Positional

School: Conjuration

Duration: 1 min

Summons a wolf to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 1 minute.

Summon Nature's Ally II

Level: Rgr 2

Components: V, S, F/DF

Target: Positional

School: Conjuration

Duration: 2 min

Summons a hyena to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 2 minutes.

Summon Nature's Ally III

Level: Rgr 3

Components: V, S, F/DF

Target: Positional

School: Conjuration

Duration: 3 min

Summons a lioness to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 3 minutes.

Symbol of Pain

Level: Clr 5, Wiz/Sor 5

Components: V, S, M

Target: Positional

School: Enchantment

Duration: 1 round/level after triggered

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets suffer wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks. A successful Fortitude save negates this effect.

Tenser's Transformation

Level: Wiz/Sor 6

Components: V, S, M

Target: Self

School: Transmutation

Duration: 1 round/level

Causes the caster to become a virtual fighting machine - stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

Wild Instincts

Level: Rgr 3

Components: V, S, DF

Target: Self

School: Divination

Duration: 1 min/level

You sharpen your instincts and your awareness of immediate surroundings, giving a +10 Insight bonus on Listen and Spot checks.

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