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  1. #121
    Community Member Alcides's Avatar
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    Aligned Aura
    Level: Cleric 4, Paladin 4
    Target: Self
    Duration: 6 seconds/level
    Source: Complete Champion (p116)
    Description:

    The target of this spell chooses a non-neutral aspect of their alignment(Chaos, Evil, Good, Law). Creatures within a 20 foot radius of the target that have same alignment aspect gain a bonus; creatures within a 20 foot radius of the target that have an opposite alignment aspect gain a penalty as follows.

    Chaos: +1 Attack Bonus; -1 Save Penalty
    Evil: +1 Damage Roll Bonus; -1 AC Penalty
    Good: +1 Save Bonus; -1 Attack Penalty
    Law: +1 AC Bonus; -1 Damage Roll Penalty

    Aura of Cold, Lesser
    Level: Cleric 3, Druid 3, Paladin 4, Ranger 4
    Target: Self
    Duration: 6 seconds/level
    Source: Frostburn (p88)
    Description:

    All Opponents within a 5 foot radius of the target take d6 cold damage each round.

    Axiomatic Storm
    Level: Cleric 3, Paladin 3
    Target: Self
    Duration: 6 seconds/level
    Saving Throw: none
    Source: Spell Compendium (p22)
    Description:

    A driving rain falls around the paladin. All creatures within a 20 foot radius of the paladin suffer a -4 penalty to Spot, Listen, and Search checks; a -4 penalty to ranged attacks going through the area of the spell; Chaotic creatures take 2d6 damage per round(Chaotic outsiders take double damage). Each round a single chaotic outsider within a 20 foot radius of the paladin is struck by a 5d6 gout of acid.

    Benediction
    Level: Cleric 2, Paladin 2
    Target: Self, Ally
    Duration: 10 minutes/level
    Source: Complete Champion (p116)
    Description:

    The target of the spell gains a +2 luck bonus to saves. Before the duration of the spell expires the target can choose to reroll a single attack roll or saving throw keeping the second result. Using the reroll option ends this spell.

    Blessed Aim
    Level: Cleric 1, Paladin 1
    Target: Self
    Duration: 1 minute/level
    Source: Spell Compendium (p31)
    Description:

    The paladin and all allies within a 30 foot radius of the paladin gain a +2 morale bonus on ranged attack rolls.

    Blessing of the Righteous
    Level: Cleric 4, Paladin 4
    Target: Self
    Duration: 6 seconds/level
    Source: Player's Handbook 2 (p104)
    Description:

    The target of this spell and all allies within 40 feet of the target gain an extra d6 holy damage with melee and ranged attacks. These attack are also good aligned for the purpose of overcoming damage reduction.

    Conduit of Life
    Level: Cleric 2, Paladin 2
    Target: Self
    Duration: 10 minutes/level
    Source: Complete Champion (p118)
    Description:

    The target of this spell heals 2d10 hps plus 1 hp per caster level when subject to a healing effect. This spell expires once it has healed once.

    Convert Wand
    Level: Cleric 5
    Target: Single Wand
    Duration: 1 Minute/level
    Source: Champion's of Valor (p53)
    Description:

    For the duration of this spell, the wand casts cure spells instead of it's normal when it is used. All charges expended in this manner are subtracted from the wands remaining charges as normal. The spell level of the wand determines what type of cure spell will be cast.
    Spell Level New Wand Type
    1. Wand of Cure Light Wounds
    2. Wand of Cure Moderate Wounds
    3. Wand of Cure Serious Wounds
    4. Wand of Cure Critical Wounds

    Conviction
    Level: Cleric 1
    Target: Self, Ally
    Duration: 10 minutes/level
    Source: Spell Compendium (p52)
    Description:

    The target of this spell gains a +2 morale bonus to saving throws plus 1 per every 6 caster levels to a maximum of a +5 bonus at level 18.

    Conviction, Mass
    Level: Cleric 3
    Target: Self, ally
    Duration: 10 minutes/level
    Source: Spell Compendium(p52)
    Description:

    The target of this spell and all allies within a 20 foot radius of the target gain the effects of the Conviction Spell.

    Deific Bastion
    Level: Cleric 3, Paladin 3
    Target: Shield or Heavy Armor
    Duration: 6 seconds/level
    Source: Complete Champion (p119)
    Description:

    The target armor or shield gains and enhancement bonus to AC equal to 1 plus 1 per 3 caster levels above 6. In addition, the armor or shield gains a special ability depending upon the caster's deity.

    Denounce
    Level: Cleric 2, Paladin 2
    Target: Nongood Outsider Opponent
    Duration: 1 minute/level
    Source: Fiendish Codex 2: Tyrant's of the Nine Hells (p100)
    Save: Will(negates)
    Description:

    The target of this spell must successfully make a will save or take a -4 insight penalty to attack rolls, saves, and checks. The target of this spell may spend a full round action to gain another saving throw to negate this spell.

    Diamondsteel
    Level: Paladin 3, Sorcerer/Wizard 3
    Target: Suit of Armor
    Duration: 6 seconds/level
    Source: Spell Compendium (p64)

    The suit of Armor grants damage reduction X/adamantine where X is half the armor bonus granted by the armor.

    Divine Presence
    Level: Cleric 2, Druid 2, Paladin 2
    Target: Self
    Duration: 10 minutes/level
    Source: Complete Champion (p119)
    Description:

    The target of this spell gains a bonus to intimidate checks dependant on alignment. If the target is good or neutral this bonus is a sacred bonus; otherwise, it is a profane bonus. The bonus is +5 if the target uses the inimidate skill on an opponent that does not have the same deity as the target. The bonus is +10 if the opponent has one opposing alignment Component as the target. The bonus is +15 if the opponent's alignment is the exact opposite of the target's alignment.

    Draconic Might
    Level: Paladin 4, Sorcerer/Wizard 5
    Target: Self, Ally
    Duration: 1 minute/level
    Source: Spell Compendium (p72)
    Description:

    The target of this spell gains a +4 enhancement bonus to Strength, Dexterity and Charisma; a +4 natural armor bonus to AC; and immunity to sleep and paralysis effects. Sorcerers treat their caster level as 1 level higher for purposes of casting this spell.

    Energized Shield, Lesser
    Level: Cleric 2, Paladin 1
    Target: Shield
    Duration: 6 seconds/level
    Source: Spell Compendium (p79)
    Description:

    When casting this spell choose an energy type, the target of this spell grants an extra d6 damage of the chosen elemental type when used to attack and grants Energy Resistance 5 for the chosen energy type.

    Energized Shield
    Level: Cleric 3, Paladin 2
    Target: Shield
    Duration: 6 seconds/level
    Source: Spell Compendium (p79)
    Description:

    When casting this spell choose an energy type, the target of this spell grants an extra 2d6 damage of the chosen elemental type when used to attack and grants Energy Resistance 10 for the chosen energy type.

    Faith Healing
    Level: Paladin 1
    Target: Self, Ally
    Duration: Permanent
    Source: Spell Compendium (p87)
    Description:

    The target of this spell gains 8 hps plus 1 hp per caster level. This spell has no effect if the target does not have the same deity as the caster.

    Favor of the Martyr
    Level: Paladin 4
    Target: Self, Ally
    Duration: 1 minute/level
    Source: Spell Compendium (p89)
    Description:

    The target of this spell gains immunity to nonlethal damage. In addition the target of also suppresses the following effects: charm, compulsion, pain, daze, exhaustion, fatigue, nausea, sickness, staggered or stunned. The target remains conscious while above -10 hps, and does not lose hit points for acting. If the target has any of the effects that this spell suppresses at the end of this spell then the target is still subject to those effects.

    Fell the Greatest Foe
    Level: Cleric 3, Paladin 2, Ranger 2
    Target: Self, Ally
    Duration: 6 seconds/level
    Source: Spell Compendium (p90)
    Description:

    The target of this spell deals an extra d6 damage for every size category larger the target's opponent is than the target on a successful melee attack.

    Flame of Faith
    Level: Cleric 3, Paladin 2
    Target: Nonmagical weapon
    Duration: 6 seconds/level
    Source: Spell Compendium (p95)
    Description:

    For the duration of the spell, the target of this spell acts as a +1 flaming burst weapon.

    Freedom of Breath
    Level: Cleric 2, Druid 2, Paladin 2, Ranger 2
    Target: Self, Ally
    Duration: 10 Minutes/level
    Source: Sandstorm (p116)
    Description:

    For the duration of the spell, the target does not have to make constitution checks to avoid suffocation as long as there is a miniscule amount of air to breath. The target is immune to nausea and gains a +2 bonus to saves and constitution checks to resist poisonous vapors.

    Hand of Divinity
    Level: Cleric 2, Paladin 2
    Target: Self, Ally
    Duration: 1 minute/level
    Source: Spell Compendium (p 109)
    Description:

    The target of this spell gains a +2 Sacred bonus to saving throws if they are of good alignment or a +2 Profane bonus to saving throws if they are of evil alignment.

    Hand of the Faithful
    Level: Cleric 4, Paladin 3
    Target: Self
    Duration: 1 hour/level
    Source: Spell Compendium (p 109)
    Saving Throw: Fortitude Negates.
    Spell Resistance: Yes
    Description:

    You create a 10' sphere in space that enemies cannot enter. If an enemy enters the space it must make a fortitude save each round or be stunned for 1 round.

    Healing Spirit
    Level: Bard 4, Cleric 4, Druid 4, Paladin 3
    Target: Any
    Duration: 3 Seconds/level
    Save: Will half(harmless)
    Source: Player's Handbook 2 (p114)
    Description:

    This spell conjures a 1ft sphere of light(fly 30 feet). Once per round, the healing sphere can move and heal a creature for d8 hps or damage an undead creature for d8 hps.

    Holy Fire Shield
    Level: Bard 4, Druid 4, Cleric 4, Paladin 4, Ranger 4, Sorcerer 4, Wizard 4
    Target: Self
    Source: Champion's of Valor (p55)
    Description:

    This spell is the same as the Fire/Cold Shield spell except that half the damage is holy damage like the Flame Strike spell. The caster takes 1d3 Strength damage when this spell is cast.

    Holy Storm
    Level: Cleric 3, Paladin 3
    Target: Self
    Duration: 6 seconds/level
    Saving Throw: none
    Source: Spell Compendium (p115)
    Description:

    A driving rain falls around the paladin. All creatures within a 20 foot radius of the paladin suffer a -4 penalty to Spot, Listen, and Search checks; a -4 penalty to ranged attacks going through the area of the spell; Evil creatures take 2d6 damage per round(Evil outsiders take double damage).

    Meteoric Strike
    Level: Cleric 5, Druid 4, Paladin 4
    Target: Opponent
    Duration: 1 round or until discharged.
    Source: Player's Handbook 2 (p120)
    Save: None or Reflex(half)
    Description:

    Your next successful melee attack deals and extra d6 fire damage + 1d6 point per four caster levels to the target. The flames do equal damage to all opponents within a five foot radius of the target Reflex(half).

    Resist Energy, Mass
    Level: Cleric 3, Druid 3, Sorcerer 4, Wizard 4
    Target: 1 Creature/level within a 15 ft radius of the primary target.
    Source: Spell Compendium (p174)

    This functions like the Resist Energy Spell(Player's Handbook p272), except that it affects all targeted creatures.

    Righteous Aura
    Level: Paladin 4
    Target: Self
    Duration: 1 hour/level
    Source: Spell Compendium (p177)
    Save: Reflex, half.
    Description:

    The paladin gains a +4 Sacred bonus to Charisma. If the paladin is killed while still under the effect of this spell the paladin's body detonates dealing 2d6 per caster level(maximum 20d6) to all evil creatures within a 20 foot radius of the paladin. Any good creatures within the blast radius are healed for the same amount that evil creatures would be harmed. The paladin cannot be brought back to life with a Raise Dead spell since the paladin's body is destroyed on detonation.

    Righteous Fury
    Level: Paladin 3
    Target: Self
    Duration: 1 minute/level
    Source: Spell Compendium (p177)
    Description:

    The target of this spell gains a +4 Sacred Bonus to Strength and +5 temporary hit points per caster level (maximum 50).

    Righteous Wrath of the Faithful
    Level: Cleric 5
    Target: Self, Allies within a 30' radius of the Caster.
    Source: Spell Compendium (p177)
    Description:

    All targets of this spell gain one additional melee attack per round. This bonus attack is not cumulative with effects that grant extra attacks, like the haste spell. They also gain a +3 morale bonus to melee attack rolls and damage rolls.

    Sacred Haven
    Level: Paladin 4
    Target: Self, Ally
    Duration: 1 minute/level
    Source: Spell Compendium (p178)
    Description:

    The target of this spell and all allies within a 30' radius of the target gain a +2 Sacred Bonus to AC.

    Seed of Life
    Level: Cleric 4, Druid 5, Paladin 4
    Target: Self, Ally
    Duration: 60 seconds + 6 seconds / level
    Source: Complete Champion (p127)
    Description:

    The target of this spell gains fast healing 2. If the target wishes to end the spell prematurely, the target gains 1d4 hps per 12 seconds remaining in the spells duration.

    Shield of Warding
    Level: Cleric 3, Paladin 2
    Target: Self, Ally
    Duration: 1 minute/level
    Source: Spell Compendium (p188)
    Description:

    While wearing a shield the recipient of this spell gains a +1 sacred bonus to AC and reflex saves plus 1 per every 5 caster levels to a maximum of a +5 bonus at level 20.

    Silverbeard
    Level: Paladin 1
    Target: Self
    Duration: 1 minute/level
    Source: Spell Compendium (p190)
    Description:

    The target gains a +2 Sacred bonus to AC and a +2 Circumstance bonus on Diplomacy checks against dwarves.

    Silvered Weapon
    Level: Paladin 1, Ranger 2
    Target: Weapon
    Duration: 6 seconds/level
    Source: Book of Exalted Deeds (p88)
    Description:

    Weapon is silver instead of it's normal material for the duration of the spell.

    Soul of Light
    Level: Cleric 3, Paladin 2
    Target: Self
    Duration: 1 hour
    Source: Dragon Magic (p73)
    Description:

    Whenever the target of Soul of Light gains hps from a conjuration (healing) spell, that target heals an extra 2 hps per level of the conjuration (healing) spell.

    Turn Anathema
    Level: Cleric 2, Paladin 2
    Target: Self
    Duration: 10 minutes / level
    Source: Complete Champion (p129)
    Description:

    Choose an alignment Component that does not oppose any of the target's alignment components. Opponents with the opposite alignment component as the one you choose can now be affected by your turn undead attempts as though those opponents are undead.

    Undead Bane Weapon
    Level: Cleric 4, Paladin 3
    Target: 1 Weapon or 50 ammunition
    Duration: 1 hour/level
    Source: Spell Compendium (p226)
    Description:

    The target of this spell gains the Undead Bane special ability in addition to any other properties it has.

    Weapon of the Deity
    Level: Cleric 3, Paladin 3
    Target: Weapon that is the favored weapon of the caster's deity.
    Duration: 6 seconds/level
    Source: Spell Compendium (p237)
    Description:

    The target of the spell gains a +1 enhancement bonus to attack and damage rolls as well as an additional +1 bonus per 3 caster levels to a maximum of a +5 bonus at level 18. In addition, the weapon gains a special ability depending on the deity of the caster.
    Last edited by Alcides; 09-24-2008 at 06:55 PM.

  2. #122
    Founder Rouge's Avatar
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    Prismatic Spray
    Prismatic Wall
    Prismatic Sphere
    Wail of the Banshee
    Limited Wish
    Wish
    Miracle
    Mass Heal
    Precognition
    Contingency

    FIX Circle of Death and Circle of Undeath..... they should effect up to double the caster's Hit Dice, with a max HD of the caster level.

    Wish & Limited Wish would be easy to impliment. The most common use is to duplicate the effect of a spell that already exists.... if I remember correctly, not on your spell list, and not normally castable by your class was 2 levels lower than the wish type magic.

    Would let Limited Wish cast things like Freedom of Movement, Death Ward, Raise Dead etc. Would also be an option to summon a Djinn, much like the cake one and there would be a list of things you can choose from depending on which version of the spell you'd use.

    Miracle would allow 7th level and lower arcane spells, like Stone to Flesh, Haste, etc

    Limited Wish would require a Flawed Syberys Dragonshard as a component, while Wish and Miracle would require an Imperfect Syberys Dragonshard. Now we'd have a reason to collect the darn things.

  3. #123
    Community Member
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    Default

    Mind blank
    Dimensional anchor
    Wall of lightning (not sure if it exists - I wanna build a lightning mage, and I need an AOE persistant spell!)

  4. #124
    Community Member bnrilfun's Avatar
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    Wall of Force, creates a temporary barrier the size of a firewall, could be used to temporarily manage crowd control block doorways. Since it lasts as long as firewalls it should not create situations to unmanageable.

    Mirror Image, creates X amount based on level of mirror images that mimic what the caster is doing. Basically its a false image that has a high Intimidate/aggro factor. Once its hit it disappears and the casters aggro can go up as a consequence.

    Allow Spell buffers to cast Death ward for 30 minutes in House J

    Lullaby for bards

    Detect Secret Doors for Bards

    Animal Trance for bards

    Tiny Hut that bards can use to summon a rest shrine that restores 5% of total health and mana per level

    Zone of Silence that blocks spellcasting for all sides
    What do you mean you weren't ready for me to pull, I had Spellpoints???

    Thelanis formerly of Xoriat the one true server

  5. #125
    Community Member alchilito's Avatar
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    fix the god **** abbot make it pug friendly

  6. #126
    Community Member Ratheus's Avatar
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    Default Ranger Spell

    I am unsure if I saw it, but there is a Ranger spell that removes the Attack of Opportunity that someone gets in the PnP game when shooting a bow from a threaten square.

    I believe it is called "ArrowMind".

    Why not add this spell and make the necessary DDO adjustment.

    Since you can attack someone in front of you but you AC is lowered by -4, have the spell reduce or remove the AC penalty instead.

    Or ( I know this is a spell thread) make it an enhancement tied to Ranged Ranger Enhancements.

    Regards,
    Ratheus Redarrow
    Ranger, 13th circle of experience.

  7. #127
    Founder & Hero Fixitosis's Avatar
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    Default Just checking....

    No more rope/rope trick cheerleaders.... yet!

  8. #128
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    Quote Originally Posted by Alcides View Post
    Aura of Cold, Lesser
    Level: Cleric 3, Druid 3, Paladin 4, Ranger 4
    Target: Self
    Duration: 6 seconds/level
    Source: Frostburn (p88)
    Description:

    All Opponents within a 5 foot radius of the target take d6 cold damage each round.

    A great way for paladins to take aggro! 6 seconds/level is a bit short though

    Benediction
    Level: Cleric 2, Paladin 2
    Target: Self, Ally
    Duration: 10 minutes/level
    Source: Complete Champion (p116)
    Description:

    The target of the spell gains a +2 luck bonus to saves. Before the duration of the spell expires the target can choose to reroll a single attack roll or saving throw keeping the second result. Using the reroll option ends this spell.

    A great buff a paladin can give for usefulness - basically it would be a non-dispellable buff for the target. If the target rolls a "1" on a save, they get to roll again.

    Blessing of the Righteous
    Level: Cleric 4, Paladin 4
    Target: Self
    Duration: 6 seconds/level
    Source: Player's Handbook 2 (p104)
    Description:

    The target of this spell and all allies within 40 feet of the target gain an extra d6 holy damage with melee and ranged attacks. These attack are also good aligned for the purpose of overcoming damage reduction.

    Conviction
    Level: Cleric 1
    Target: Self, Ally
    Duration: 10 minutes/level
    Source: Spell Compendium (p52)
    Description:

    The target of this spell gains a +2 morale bonus to saving throws plus 1 per every 6 caster levels to a maximum of a +5 bonus at level 18.

    Conviction, Mass
    Level: Cleric 3
    Target: Self, ally
    Duration: 10 minutes/level
    Source: Spell Compendium(p52)
    Description:

    The target of this spell and all allies within a 20 foot radius of the target gain the effects of the Conviction Spell.

    Deific Bastion
    Level: Cleric 3, Paladin 3
    Target: Shield or Heavy Armor
    Duration: 6 seconds/level
    Source: Complete Champion (p119)
    Description:

    The target armor or shield gains and enhancement bonus to AC equal to 1 plus 1 per 3 caster levels above 6. In addition, the armor or shield gains a special ability depending upon the caster's deity.

    This might actually bring back Sword and Board ac in line with TWF dex players!

    Denounce
    Level: Cleric 2, Paladin 2
    Target: Nongood Outsider Opponent
    Duration: 1 minute/level
    Source: Fiendish Codex 2: Tyrant's of the Nine Hells (p100)
    Save: Will(negates)
    Description:

    The target of this spell must successfully make a will save or take a -4 insight penalty to attack rolls, saves, and checks. The target of this spell may spend a full round action to gain another saving throw to negate this spell.

    Diamondsteel
    Level: Paladin 3, Sorcerer/Wizard 3
    Target: Suit of Armor
    Duration: 6 seconds/level
    Source: Spell Compendium (p64)

    The suit of Armor grants damage reduction X/adamantine where X is half the armor bonus granted by the armor.

    Woo! You mean there is a spell that may help paladins in their survival?! nice! gimme gimme!

    Divine Presence
    Level: Cleric 2, Druid 2, Paladin 2
    Target: Self
    Duration: 10 minutes/level
    Source: Complete Champion (p119)
    Description:

    The target of this spell gains a bonus to intimidate checks dependant on alignment. If the target is good or neutral this bonus is a sacred bonus; otherwise, it is a profane bonus. The bonus is +5 if the target uses the inimidate skill on an opponent that does not have the same deity as the target. The bonus is +10 if the opponent has one opposing alignment Component as the target. The bonus is +15 if the opponent's alignment is the exact opposite of the target's alignment.

    Now that intimidate is useful, this can actually come in handy

    Draconic Might
    Level: Paladin 4, Sorcerer/Wizard 5
    Target: Self, Ally
    Duration: 1 minute/level
    Source: Spell Compendium (p72)
    Description:

    The target of this spell gains a +4 enhancement bonus to Strength, Dexterity and Charisma; a +4 natural armor bonus to AC; and immunity to sleep and paralysis effects. Sorcerers treat their caster level as 1 level higher for purposes of casting this spell.

    +4 natural ac bonus for paladins? nice! they need help on ac when a ranger isn't in the group

    Energized Shield
    Level: Cleric 3, Paladin 2
    Target: Shield
    Duration: 6 seconds/level
    Source: Spell Compendium (p79)
    Description:

    When casting this spell choose an energy type, the target of this spell grants an extra 2d6 damage of the chosen elemental type when used to attack and grants Energy Resistance 10 for the chosen energy type.

    nice boost to paladin dps. i'm hoping it's not just for shield bashing...

    Favor of the Martyr
    Level: Paladin 4
    Target: Self, Ally
    Duration: 1 minute/level
    Source: Spell Compendium (p89)
    Description:

    The target of this spell gains immunity to nonlethal damage. In addition the target of also suppresses the following effects: charm, compulsion, pain, daze, exhaustion, fatigue, nausea, sickness, staggered or stunned. The target remains conscious while above -10 hps, and does not lose hit points for acting. If the target has any of the effects that this spell suppresses at the end of this spell then the target is still subject to those effects.

    Fell the Greatest Foe
    Level: Cleric 3, Paladin 2, Ranger 2
    Target: Self, Ally
    Duration: 6 seconds/level
    Source: Spell Compendium (p90)
    Description:

    The target of this spell deals an extra d6 damage for every size category larger the target's opponent is than the target on a successful melee attack.

    halflings rejoice! no more giants squashing you like a bug...

    Hand of the Faithful
    Level: Cleric 4, Paladin 3
    Target: Self
    Duration: 1 hour/level
    Source: Spell Compendium (p 109)
    Saving Throw: Fortitude Negates.
    Spell Resistance: Yes
    Description:

    You create a 10' sphere in space that enemies cannot enter. If an enemy enters the space it must make a fortitude save each round or be stunned for 1 round.

    crowd control for paladins? sign me up! this would be nice considering the nerf to holy smite a while back

    Holy Storm
    Level: Cleric 3, Paladin 3
    Target: Self
    Duration: 6 seconds/level
    Saving Throw: none
    Source: Spell Compendium (p115)
    Description:

    A driving rain falls around the paladin. All creatures within a 20 foot radius of the paladin suffer a -4 penalty to Spot, Listen, and Search checks; a -4 penalty to ranged attacks going through the area of the spell; Evil creatures take 2d6 damage per round(Evil outsiders take double damage).

    Resist Energy, Mass
    Level: Cleric 3, Druid 3, Sorcerer 4, Wizard 4
    Target: 1 Creature/level within a 15 ft radius of the primary target.
    Source: Spell Compendium (p174)

    This functions like the Resist Energy Spell(Player's Handbook p272), except that it affects all targeted creatures.

    Don't have to spend 5 minutes of spamming 12 people with resists and protections? why was this not ever implemented?? this would greatly increase a buffer's play experience

    Righteous Aura
    Level: Paladin 4
    Target: Self
    Duration: 1 hour/level
    Source: Spell Compendium (p177)
    Save: Reflex, half.
    Description:

    The paladin gains a +4 Sacred bonus to Charisma. If the paladin is killed while still under the effect of this spell the paladin's body detonates dealing 2d6 per caster level(maximum 20d6) to all evil creatures within a 20 foot radius of the paladin. Any good creatures within the blast radius are healed for the same amount that evil creatures would be harmed. The paladin cannot be brought back to life with a Raise Dead spell since the paladin's body is destroyed on detonation.

    This would be nice, but the damage on explosion is weak given DDO's monster hitpoints. If it were bumped up 10x, then it would be sweet. Of course the group would need to know to cast resurrection instead of raise dead.

    Righteous Fury
    Level: Paladin 3
    Target: Self
    Duration: 1 minute/level
    Source: Spell Compendium (p177)
    Description:

    The target of this spell gains a +4 Sacred Bonus to Strength and +5 temporary hit points per caster level (maximum 50).

    I hear this one is already on the way! woot!

    Righteous Wrath of the Faithful
    Level: Cleric 5
    Target: Self, Allies within a 30' radius of the Caster.
    Source: Spell Compendium (p177)
    Description:

    All targets of this spell gain one additional melee attack per round. This bonus attack is not cumulative with effects that grant extra attacks, like the haste spell. They also gain a +3 morale bonus to melee attack rolls and damage rolls.

    Sacred Haven
    Level: Paladin 4
    Target: Self, Ally
    Duration: 1 minute/level
    Source: Spell Compendium (p178)
    Description:

    The target of this spell and all allies within a 30' radius of the target gain a +2 Sacred Bonus to AC.

    once again, helping paladin's aura with ac bonus... yay!

    Shield of Warding
    Level: Cleric 3, Paladin 2
    Target: Self, Ally
    Duration: 1 minute/level
    Source: Spell Compendium (p188)
    Description:

    While wearing a shield the recipient of this spell gains a +1 sacred bonus to AC and reflex saves plus 1 per every 5 caster levels to a maximum of a +5 bonus at level 20.

    ac bonus for paladins... yay!

    Silverbeard
    Level: Paladin 1
    Target: Self
    Duration: 1 minute/level
    Source: Spell Compendium (p190)
    Description:

    The target gains a +2 Sacred bonus to AC and a +2 Circumstance bonus on Diplomacy checks against dwarves.

    Silvered Weapon
    Level: Paladin 1, Ranger 2
    Target: Weapon
    Duration: 6 seconds/level
    Source: Book of Exalted Deeds (p88)
    Description:

    Weapon is silver instead of it's normal material for the duration of the spell.


    Undead Bane Weapon
    Level: Cleric 4, Paladin 3
    Target: 1 Weapon or 50 ammunition
    Duration: 1 hour/level
    Source: Spell Compendium (p226)
    Description:

    The target of this spell gains the Undead Bane special ability in addition to any other properties it has.

    Weapon of the Deity
    Level: Cleric 3, Paladin 3
    Target: Weapon that is the favored weapon of the caster's deity.
    Duration: 6 seconds/level
    Source: Spell Compendium (p237)
    Description:

    The target of the spell gains a +1 enhancement bonus to attack and damage rolls as well as an additional +1 bonus per 3 caster levels to a maximum of a +5 bonus at level 18. In addition, the weapon gains a special ability depending on the deity of the caster.
    nice post Alcides. my comments in red for the developers

  9. #129
    Community Member Mindspat's Avatar
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    Polymorph Other: Maybe have 3-5 otions, or less, to morph a target into: Chicken, Goat, Frog, Duck...etc
    "Nuke 'm or Die!"

  10. #130
    Community Member I_Bob's Avatar
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    1 level - Entropic Shield, Sanctuary ( useful to keep instance open when everyone else dead)
    2 level - Consecrate, Death Knell, Make Whole, Spiritual Weapon
    3 level - Daylight (counter annoying Kobold MU's), Magic Vestment, Water Walk
    4 level - Greater Magic Weapon
    5 level - Circle of Doom, Insect Plague, Wall of Stone
    6 level - Antilife Shell, Find The Path, Greater Dispelling, (a useful) Word of Recall
    7 level - Blasphemy, Holy Word, Repulsion
    8 level - Earthquake, Greater Planar Ally, Mass Heal
    9 level - Astral Projection, Energy Drain, Gate, Implosion, Miracle, Soul Bind, Storm of Vengeance, Summon Monster IX, True Resurrection

    Domains would be awesome

  11. #131
    Community Member Finegan's Avatar
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    Quote Originally Posted by dameron View Post
    Mirror image (doesn't have to be a perfect graphical effect)
    Keen Edge
    True Strike
    Color Spray
    Enlarge Person
    Alter Self
    Vampiric Touch
    Blink
    Dimension Anchor
    Black Tentacles
    Arcane Eye
    Here here! Loved Arcane Eye in PnP.
    Also: Mage Hand

  12. #132
    Community Member
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    Smile hp and sp regeneration

    I would like to see spell point and hitpoint regeneration while not in combat so that caster and clr's and have the ability to cast spells when the party approaches a mob rather sometimes they are just waiting for a shrine or using ranged weapons ( like bows and returning throwing weapons) and they can do alot more dps if theey had more sp's. Wizard's doesn't have enough sp's for casting after they cast there highest level spells and they have to wait for a shrine and the same are for clr's. Most cases there's only 1 shrine in the dungeon which is in the middle and they have to some how use wands to either cast healing spells for clr's and dmg spells for wizards i think that alot of players has had to spend over 10,000 plat for wands to cover what sp's doesn't.

  13. #133
    Community Member JakLee7's Avatar
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    Ok so I have heard some phenomenal ideas and I would like to put in my 2 cp in regards to some others

    Prismatic series - need to be in the game, they are rocking spells period
    Wall of Stone, Iron, Ice, Force - again, you need these guys, they also are classics
    Acid Breath - don't think anyone said this one, but more acid spells are good
    Pool of Acid - think puddle of acid that does damage while you stand in it & follows you out!
    Electrical Storm - the electric mage's AOE
    Summons - we need to have multiple choices per level - this would be a good one to modify slightly so that you can have 3-4 choices per level, maybe a ranged attacker, melee attack, stat damager (like poison at low levels, wraiths at higher levels, ect)
    Bigby's series - another staple that should be in the game
    Mass buffs are always helpful
    Silence - the magic users killer - WHY IS THIS NOT IN THE GAME YET?
    Polymorph could be fun, but polymorph self wouldn't work well without a DM I think - but I might be wrong
    I would like to see more elemental spells so that you could see a decent lightning, acid, fire, or ice mage and not just focus on the easy fire. Not saying every type need exactly the same spells, but they need to have things that are usefull and GOOD.
    Levitate I think may be usefull & a spell like rope trick could be modified to be usefull I think
    I would like to see some more Chaotic & Axiomatic spells for clerics & Paly's too.

    On a side note, weather you take our advice on what is used or not - thx for asking, it really brought alot of the peeps out the woodworks and there were TONS of really good ideas
    - my reputation says nuetral, my character sheet says Chaotic Good!
    Quote Originally Posted by Kominalito View Post
    if grief for you is a few minutes of a pumpkinheaded player in a videogame, you must live in a palace of naked women made of chocolate and money.

  14. #134
    Founder Aesop's Avatar
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    Baleful Polymorph- who wouldn't want to turn an Orthon into a kitten
    Levitate- walk over the lava instead of through it
    The Orb Series (acid, cold, electricity, fire, force, sound)
    Mass Resist Energy
    Energy Immunity
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  15. #135
    Community Member Tin_Dragon's Avatar
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    Improved invisibility (allow attacks while invis)

    Ethereal Jaunt.

    FLY

    Wind Wall (knocks down arrows)
    DO AWAY WITH DUNGEON ALERT< BRING BACK INDIVIDUAL DEATH PENALTIES!
    It makes better players of all of us.
    Darpa: Xoriat
    http://kevinpape.com

  16. #136

    Default

    Quote Originally Posted by Tin Dragon View Post
    Wind Wall (knocks down arrows)
    And bats!!!

  17. #137
    Community Member Dragonhyde's Avatar
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    Bone fiddle might be nice for bards

    I would like to see a few more BARD only spells spread out across all 6 levels. It would be nice to have a few more choices that like good hope only we can cast. We have reached our max casting level so just give us some spells that are geared towards our class.
    Halflings Rule and never irritate anyone that can cast dispell

  18. #138
    Founder flamberg's Avatar
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    Default This can be done Look at the Reaver

    Come on give us fly, and a rope let us use tactics.
    28 pt builds are still viable
    Play to have fun
    Flavor of the game is the best part
    Min and Max is ok but game play is what its all about.

  19. #139
    Community Member
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    Default Fix current cleric spells first

    Holy Aura is broken, please fix. Does not have chance to blind attackers, and does not affect others in your party like the description says it will.

    Other spells of the same level are broken too.. the flame storm or whatever does not work either.. symbol of death.. come on what has that few hit points?

    Devs, I'm bagging on these certain cleric spells, but overall this is an awesome game.. just some suggestions for improvement.

    Also how about a sacntuary spell.. as long as the cleric is not attacking, this spell gives a much higher chance the cleric will not get aggro. Like automatic diplomacy that is triggered every 20 seconds for the duration of the spell , or until cleric takes an agressive action.

  20. #140
    Community Member
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    I'd like to see mass resist energy

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