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Dungeons And Dragons Online: In Development: Module 4 spells levels 13-14

| 14 Feb 2007 16:25

Samera has posted some good news about new spells in Module 4 and of course this means 2 more levels we can get as well.

Here is the list of new spells we are currently working on for players levels 13 and 14 for Module 4: Reaver's Bane

Control Undead

Level: Wiz/Sor 7

Components: V, S, M

Target: Foe

School: Necromancy

Duration: 1 min/level

Control is granted over the enemy undead, forcing it to fight for you. Controlled undead get an additional saving throw every 2 minutes. A successful Will save negates this effect.

Delayed Blast Fireball

Level: Wiz/Sor 7

Components: V, S, M

Target: Foe, Positional

School: Evocation

Duration: Instantaneous

Creates a ball of fire that detonates on impact, causing an explosion of flame that does 1d6 per caster level (max 20d6) damage to targets around it. A successful Reflex save reduces the damage by half.

Finger of Death

Level: Wiz/Sor 7

Components: V, S

Target: Foe

School: Necromancy

Duration: Instantaneous

Slays one living enemy. Those that succeed a Fortitude saving throw instead are dealt 3d6 damage.

Greater Teleport

Level: Wiz/Sor 7

Components: V, M

Target: Self

School: Conjuration

Duration: Instantaneous

Teleports you and all nearby allies to one of a variety of locations.

Hold Person, Mass

Level: Wiz/Sor 7

Components: V, S, F/DF

Target: Foe

School: Enchantment

Duration: 1 round/level

Casts Hold Person on multiple targets.

Invisibility, Mass

Level: Wiz/Sor 7

Components: V, S, M

Target: Friend, Self

School: Illusion

Duration: 1 min/level

Casts Invisibility on multiple targets, causing them to vanish from sight, even darkvision. Attacking a target will remove the effect.

Power Word: Blind

Level: Wiz/Sor 7

Components: V

Target: Foe

School: Enchantment

Duration: see text

A single word of power is uttered, causing your target to become blinded. Creatures with 100 current HP or less are permanently blinded, creatures with 101 to 200 current HP are blinded for 1d4+1 minutes, creatures with 201 to 400 current HP are blinded for 1d4+1 rounds. Creatures with more than 400 current HP are unaffected by this spell.

Restoration, Greater

Level: Clr7

Components: V, S, M

Target: Friend, Self

School: Conjuration

Duration: Instantaneous

Cures all temporary ability damage, restores all negative levels suffered from energy drain, and eliminates fatigue, exhaustion, confusion, and insanity suffered by the ally.

Restoration, Mass

Level: Clr 7

Components: V, S, M

Target: Friend, Self

School: Conjuration

Duration: Instantaneous

Casts Restoration on multiple targets, curing all temporary ability damage, restoring a single negative level suffered from energy drain, and eliminating fatigue or exhaustion suffered by allies.

Resurrection

Level: Clr 7

Components: V, S, M, DF

Target: Friend

School: Conjuration

Duration: Instantaneous

Resurrects the target with half hitpoints.

Spell Resistance, Mass

Level: Clr 7

Components: V, S, DF

Target: Friend, Self

School: Abjuration

Duration: 1 min/level

Casts Spell Resistance on multiple targets, warding allies with a Spell Resistance of 12 plus 1 per caster level.

Summon Monster VII

Level: Clr 7, Wiz/Sor 7

Components: V, S, F/DF

Target: Positional

School: Conjuration

Duration: 7 minutes

Summons an efreeti to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 7 minutes.

Symbol of Stunning

Level: Clr 7, Wiz/Sor 7

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 are stunned for 6d6 seconds or until the Symbol expires. A successful Will save negates this effect.

Symbol of Weakness

Level: Clr 7, Wiz/Sor 7

Components: V, S, M

Target: Positional

School: Necromancy

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 take 3d6 points of Strength damage. A successful Fortitude save negates this effect.

Waves of Exhaustion

Level: Wiz/Sor 7

Components: V, S

Target: Foe

School: Necromancy

Duration: Permanent

Waves of negative energy cause all living creatures to become exhausted. Exhausted creatures take a -6 penalty to strength and dexterity.

New for Bards

Cure Light Wounds, Mass

Level: Brd 5, Clr 5

Components: V, S

Target: Friend, Self

School: Conjuration

Duration: Instantaneous

Grants Cure Light Wounds on multiple targets.

Dispel Magic, Greater

Level: Brd 5, Clr 6, Sor/Wiz 6

Components: V, S

Target: Foe

School: Abjuration

Duration: Instantaneous

Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +20) versus 11 + the spell's caster level to remove an effect.

Heroism, Greater

Level: Brd 5, Sor/Wiz 6

Components: V, S

Target: Friend, Self

School: Enchantment

Duration: 1 min/level

Imbues a single ally with great bravery and morale in battle, gaining 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.

Mind Fog

Level: Brd 5, Sor/Wiz 5

Components: V, S

Target: Positional

School: Enchantment

Duration: 2d6 rounds

Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. A successful Will save negates this effect.

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.

Suggestion, Mass

Level: Brd 5, Sor/Wiz 6

Components: V, M

Target: Foe

School: Enchantment

Duration: 1 round/level

Casts Suggestion on multiple enemies.

Summon Monster V

Level: Brd 5, Clr 5, Sor/Wiz 5

Components: V, S, F/DF

Target: Positional

School: Conjuration

Duration: 5 min

Summons an earth elemental to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.

New for Paladins

Break Enchantment

Level: Brd 4, Clr 5, Pal 4, Sor/Wiz 5

Components: V, S

Target: Foe

School: Abjuration

Duration: Instantaneous

Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1d20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect.

Cure Serious Wounds

Level: Brd 4, Clr 5, Pal 4, Rgr 4

Components: V, S

Target: Friend, Self

School: Conjuration

Duration: Instantaneous

Positive energy is channeled to heal serious wounds of your target or damage undead for 3d8 hit points +1 per caster level (max +15).

Deathward

Level: Clr 4, Pal 4

Components: V, S, DF

Target: Friend, Self

School: Necromancy

Duration: 1 min/level

Grants an ally an immunity to death spells and effects, energy drain, and negative energy effects.

Neutralize Poison

Level: Brd 4, Clr 4, Pal 4, Rgr 3

Components: V, S, M/DF

Target: Friend, Self

School: Conjuration

Duration: 1 min/level

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.

Restoration

Level: Clr 4, Pal 4

Components: V, S, M

Target: Friend, Self

School: Conjuration

Duration: Instantaneous

Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.

New for Rangers

Cure Serious Wounds

Level: Brd 4, Clr 5, Pal 4, Rgr 4

Components: V, S

Target: Friend, Self

School: Conjuration

Duration: Instantaneous

Positive energy is channeled to heal serious wounds of your target or damage undead for 3d8 hit points +1 per caster level (max +15).

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, entanglement, or solid fog.

Longstrider, Mass

Level: Rgr 4

Components: V, S, M

Target: Friend, Self

School: Transmutation

Duration: 1 min/level

Casts Longstrider on multiple targets, increasing base run speed of allies by +15%.

Summon Nature's Ally IV

Level: Rgr 4

Components: V, S F/DF

Target: Positional

School: Conjuration

Duration: 4 minutes

Summons a razor cat to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 4 minutes.

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