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  1. #81
    Community Member Lorien_the_First_One's Avatar
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    Mass resists (please...its such a nice timesaver...) OR, give us a toggle "Mass" feat that lets us turn any buff into a "mass" spell for 6 times the SP cost

    Can we PLEASE get the energy admixture and energy substitution feats? This would effectively multiply the existing spells in game without making you design a whole bunch of new stuff.

    For those that don't know, energy sub allows you to specialize in an energy type (So I could pick Engergy Sub - Acid as a feat) and then you can change any spell to that energy type (so Magic Missiles can strike as Acid Damage instead of force, Fireball can strike with acid damage instead of fire, etc).

    Energy Admixture allows you to double the spell (similar cost to "maximize" use) while giving two types of damage. So, sticking wiht that Acid choice in the feat... the Admixture fireball does 15d6 fire PLUS 15d6 acid.

  2. #82
    Community Member The_Phenx's Avatar
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    Enlarge for gods sake... ENLARGE.

    Duergar have it in BAM...
    I want someone to cast it on me...

    So i can be the worlds biggest most giant halfling.
    Ghinsuu, Spikey, Preying, , Pyroclastic
    Khyber, Jesters Court


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  3. #83
    Community Member GrayOldDruid's Avatar
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    Wind Wall - deflect arrows, disperse gases, block small creatures (spiders, rats, bats, scorpions) - Ranger
    Darkvision - see 60' in total darkness. Useful in places like rainbow in the dark
    The Magic Fang line - adds attack and damage for summoned creatures
    Water walk - great for running around Meridia or that explorer area off of House K....
    Repel Vermin - repels bigger vermin.
    Animal Growth
    Give Rangers a step up to Ram's Might - Bear's Might - +4 Size bonus to STR, +2 Size Bonus to CON. (won't stack with Ram's)

    Dimensional Lock
    Earthquake - mass trip AOE with duration?
    Fix Symbol of Death - 150HP max? in DDO? Really??? Set it where the max is five Vale Rats worth of HP.
    Storm of Vengence

    Greater invisibility - Player becomes like a Twilight Stalker - can attack while invisible.
    Enlarge and reduce person spell lines - "Size of Fire Giant!" "Size of halfling... er... "
    Wall of Force - ... okay, trapping and protecting the caster in a corner would be about the only use.
    Baleful polymorph - Giant? What giant, that is a Black Wolf. (or my favorite ever pnp moment - Dragon Turtle? No, thats a Duck guarding the underwater treasure horde!)
    permanancy
    Mislead - Mirror Image - something like those.
    Mage's Sword
    Statue - gives a target the turn-to-stone protection and regeneration like the gargoyles. handy to cast on that squishy fighter to give the cleric a break.
    Dimensional Lock - AOE teleport block.
    Antipathy - target creature type does not want to attack or come near the caster.
    Scintillating Pattern
    Iron body
    Wail of the Banshee

    ( okay, so it was more like "The Dragon Turtle attacks me?!? Oh, no... its a Duck, oh, please oh please, its a Duck!!!" cussing from the DM - "Okay, its a Duck." and it made the save to retain it's intelligence, so its a Duck that knows it is supposed to be a Dragon Turtle.)
    It is not about the destination, it is about the journey.
    All my Characters Loathe the stupid term " Toon "

  4. #84
    Community Member redoubt's Avatar
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    Mass repair/reconstruct - should be easy... just follow the healing lines, but for WF.

    More elemental arrows. Just like flame arrow, but cold, acid, sonic.

    thanks!

  5. #85
    Community Member Mr._Dna's Avatar
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    There aren't really a lot of good options for DDO level 8 arcane spells, but here are some possibilities:

    Temporal Stasis: Puts subject into suspended animation. The key points of this spell is that it's permanent (until dispelled), and the creature in stasis can't be damaged. It at least has the potential to be useful, but also easy to implement.

    Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real. Basically lets you cast any 7th level or lower evoc. spell as a shadow; does normal damage on a failed will save, 60% on a successful save. This could be a cool one, especially for sorcerers with their limited spell selection

    Things get a lot more fun w/ level 9 spells, though:

    Dominate Monster: As dominate person, but any creature.
    Hold Monster, Mass: As hold monster, but all within 30 ft. These are both self explanatory and easy to implement.

    Meteor Swarm: Four exploding spheres each deal 6d6 fire damage. This one is a no-brainer.

    Weird: As phantasmal killer, but affects all within 30 ft. Again, easy to implement and powerful, but not game-breaking.
    Wail of the Banshee: Kills one creature/level. Pretty similar in effect to Weird, just a different school. I will be happy if either one or both makes it into the game.

    Energy Drain: Subject gains 2d4 negative levels. Another good possibility.

    We need to recognize that most of the really powerful high level spells in PnP would either be impossible to implement or game-breaking in DDO. It's just how it is...

    Lufeng - 15/2 Paladin/Fighter, Dryo - 17 Sorcerer, Rami - 17 Cleric, Purgatorius - 13/2/1 Rogue/Ranger/Fighter, Barbee - 11 Fighter
    Legends of Aerenal on Sarlona

  6. #86
    Community Member gfunk's Avatar
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    polymorph self/other...with humorous options.

    like mouse, sheep, etc etc,...
    <Sarlona>Leafy - ranger , Ingvild - fighter, Backk - rogue, Dahgnabbit - warlock , Reinheits - cleric, <Lost Legion>


  7. #87
    Hamfather totmacher's Avatar
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    more buffs for bards, they are hurting, hurting bad when it comes to differentiating them between another caster (except for songs)

    pretty much useless except fro songs with a low mana pool, low hps, etc...

  8. #88
    DDO Official Troubadour Taurnish's Avatar
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    Lightbulb New spells

    I agree with some of the others who mentioned improvement of certain existing spells (such as mass freedom of movement or mass resist/protection from energy). Also, I think the sorc/wiz class needs more options regarding acid and force spells (mass repair would be nice) so we can have more diversity among casters. Clerics need more offensive spells and mass heal would be nice as well. Wish is a possibility but this spell could be far too powerful if not given a drop down menu as another poster mentioned, (say wish for a rain of hams, rest shrine, teleport to place X, entire party be fully healed, etc). This spell would have to be at a great cost though, not just financial, but something more or it would be abused severely IMO.

    Specific spells that exist in PnP

    Arcane:
    Acid Storm
    Wall of Force and Wall of Sand
    Prismatic spells that have already been mentioned
    Mestil's Acid Breath
    Mass fire shield


    Cleric:
    energy drain
    mass heal
    ice lance
    storm of vengence

    Ranger: towering oak

    These are just a few that come to mind. I think the diversity of arcane spells needs to definately be implemented since most casters simply pursue the fire/cold line out of necessity due to the lack of effective offensive spells in the acid/electric or force/repair lines.
    Cannith! Too many alts to list. Lorrtusk, Lorrtank (my main), Lorrgar, Jimipage, Taurnish, etc.

  9. #89
    Community Member NullWolf's Avatar
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    Default A short list of SOME of the spells I'd like to see added...

    Iron Body - Wiz / Sor 8
    You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.

    You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.

    Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.

    Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.

    Lullaby - Bard 0
    Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.

    Magic Vestment - Cleric 3
    You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).

    An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.

    Nightmare - Bard 5, Sor/Wiz 5
    You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

    The nightmare prevents re****l (its interesting that r e s t f u l is filtered) sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.
    I'm sure this could be adapted to DDO

    Vampiric Touch Sor/Wiz 3
    You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can’t gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.


    In all, I wouldn't mind some more Necromancy and Illusion spells...
    (Would also be nice if there were a way to enhance the damage dealt by arcane negative energy attacks like Chill Touch and Vampiric Touch [if implemented])

    Other good ones have already been mentioned: Magic Weapon and Greater Magic Weapon, the various Orb spells etc.. (as well as the various Mass spells...) Now... there are some non-Official spells (that are very decent and well-balanced) I wouldn't mind being added, but I'll have to find them later (after I remember the websites... )
    Moved on to focus on RL - 10/6/08

  10. #90
    Community Member Bogenbroom's Avatar
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    All of the prismatic spells
    Wish/Limited wish (obviously this would be... interesting to implement)
    Find Familiar
    Blink
    Polymorph self/Other
    Shape Change
    Reincarnate
    Bogenbroom's legion... 102 characters, 3 accounts, and 1 irate wife.

  11. #91
    Community Member Zaodon's Avatar
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    Cleric Spells

    Level 1
    Sanctuary: mobs save in order to attack

    Level 2
    Consecrate: creates temporary area (like a solid fog), undead that enter are affected while inside

    Level 3
    Wind Wall: mobs that pass thru have chance to be knocked down (like Air Ele knockdown)
    Glyph of Warding: like a symbol, except it does holy damage

    Level 4
    Dimensional Anchor: devils/orthons/phase spiders cant teleport/phase

    Level 5
    Disrupting Weapon: makes all melee attacks by cleric=Disruption

    Level 6
    Greater Glyph of Warding: like a symbol, except it does more holy damage

    Level 7
    Repulsion: mobs save in order to attack, higher save, no SR

    Level 8
    Fire Storm: a better flamestrike

    Level 9
    Mass Heal
    True Res
    Storm of Vengence
    Implosion:
    Mass Destruction


    Wizard/Sorc Spells

    Level 2
    Mirror Image: creates # images=level (for increased realtime combat of DDO)
    Ghoul Touch: makes all caster's melee attacks Paralyzing

    Level 3
    Explosive Runes: just like Symbol spells

    Level 4
    Dimensional Anchor: see cleric above
    Fire Trap: like a Symbol spell
    Confusion: randomly acts like fear or charm
    Wall of Frost: exact same as Wall of Fire, but cold damage instead

    Level 5
    Nightmare: deals some amount of untyped damage
    Baleful Polymorph: Transforms subject into level 1 kobold.
    Telekinesis: use lever, door, floor tile, switch, or rotate a puzzle wheel 1 turn, at a distance (1 use per casting)
    Transmute Rock to Mud: perma-grease.

    Level 6
    Repulsion: mobs save in order to attack, higher save, no SR (same as cleric above)

    Level 7
    Insanity: randomly acts like fear or charm (mass)

    Level 8
    Dimensional Lock: same as cleric above
    Clenched Fist: does force damage over time (a Force DoT)

    Level 9
    Dominate Monster
    Mass Hold Monster
    Power Word:
    Kill: works on mobs with 5000 (current) hp or less
    Crushing Hand: does more force damage over time (a better Force DoT)
    Wail of the Banshee: Mass Finger of Death
    Weird: Mass Phantasmal Killer

  12. #92
    Community Member muffinlad's Avatar
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    Quote Originally Posted by Djeserit View Post
    Also easy to implement, but may present game balance issues:

    Roc Str +6
    Dex +6
    etc.
    I actually think this is a very good idea...and would add one kicker. Make the mass spells +6. The only time they are even used is to buff the dogs, or on occasion for the abbot, as almost everyone has +6 anyway. Improving those spells should be a priority as well.

    muffin-spell-notso-well
    Now Diving in Lava, with the Lava Divers.

    AKA, Cb,Cg,Cj,Cl,Co,Cp,Cq,Cr,Cs,Ct,Cw,Cx,Cz and...Edvard. All the other C's were taken.

  13. #93
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    Default spells I wish to see in play...

    ... Wish / Miracle ... perhaps costs 1 dot of experience to cast (that's 1/5th of a level for those without the math )... let's target (or self) rebuild character from level1 with diff race/alignment/stats/skills build/etc in order to change the old friends characters to the current game as the rules have changed.

    ..
    ..
    ..
    ..


    Yeah, well, I said it was something to wish for

  14. #94
    Community Member Inspire's Avatar
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    Quote Originally Posted by Tygre View Post
    ... Wish / Miracle ... perhaps costs 1 dot of experience to cast (that's 1/5th of a level for those without the math )... let's target (or self) rebuild character from level1 with diff race/alignment/stats/skills build/etc in order to change the old friends characters to the current game as the rules have changed.

    ..
    ..
    ..
    ..


    Yeah, well, I said it was something to wish for
    Lol. That Is All... Good Idea! Muahaha

  15. #95
    Founder EightyFour's Avatar
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    Weird
    Imprisonment
    Freedom
    Iron Body
    Heal, Mass
    Implosion
    Dimensional Anchor
    (EightySix-16 Cleric)(Lockwood-10 Fighter/3 Paliden/3 Rogue)(Trapspringer-13 Ranger/2 Fighter/1 Rogue)(Darkwatch-12 Fighter/3 Paliden/1 Rogue)(KillDash Nine-15 Wizard/1 Bard)(Chaosxy-16 Sorcerer)(Rockcutter-16 Monk)(Accidental-15 Bard/1 Fighter)(Chainsaw-14 Barbarian/2 Fighter)(HealingWind-7 Cleric)(Handsomerob-2 Rogue/1 Barbarian/1 Fighter)

  16. #96
    Founder & Hero Fixitosis's Avatar
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    Default In PnP this was a MUST HAVE ...

    Rope.

    Honestly, who outfitted themselves without rope on at least one or 2 party members in a quest?

    I know, not a spell... but come on.

    I know it's doable. I've played a mmorpg that had it. It worked well.

    Say you had party members with good strength or dex skills... and some who just didn't.
    The party needing to get up and over or across a hard to reach area? Toss them a rope (via a pop up window saying XX has tossed you a rope accept the rope y/n?) and they'll appear at your location.

    Limit the length of rope or allow multiple party members to temporarily combine thier rope for farther distances.

    This could aid or at least alter how the dungeons are designed.

    Talk about immersion....

    Okay now.... who's with me? If we can teleport, cast a firewall, whatever... surely we can be smart enough for ROPE!!

  17. #97
    Community Member Akhad_Durn's Avatar
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    Quote Originally Posted by Tolero View Post
    -------------------------- Let's Get Started! --------------------------

    For this edition of Tell The Team, we're looking for suggestions and wish lists of spells to add to DDO! Have a favorite classic D&D spell from the Player's Handbook? A lesser known spell from another D&D source book? Now's your chance to offer suggestions for new spells for DDO! High level and low level, Core rules or other 3.5 books, feel free to offer your suggestions for a spell you'd love to see in the game!
    Spells, spells... more, and fix some of the existing ones.

    All of these are from the www.d20SRD.org... so look up the descriptions there.

    Clerics - We're not just heal bots, though we can do that too :-P


    0-Level Cleric Spells (Orisons)

    Cure Minor Wounds: Cures 1 point of damage.
    Guidance: +1 on one attack roll, saving throw, or skill check.
    Mending: Makes minor repairs on an object.
    Resistance: Subject gains +1 on saving throws.
    Virtue: Subject gains 1 temporary hp.

    1st-Level Cleric Spells

    Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
    Detect Undead: Reveals undead within 60 ft.
    Entropic Shield: Ranged attacks against you have 20% miss chance.
    Hide from Undead: Undead can’t perceive one subject/level.
    Magic Weapon: Weapon gains +1 bonus.

    2nd-Level Cleric Spells

    Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
    Consecrate M: Fills area with positive energy, making undead weaker.
    Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
    Desecrate M: Fills area with negative energy, making undead stronger.
    Enthrall: Captivates all within 100 ft. + 10 ft./level.
    Make Whole: Repairs an object.
    Shield Other F: You take half of subject’s damage.
    Silence: Negates sound in 20-ft. radius.
    Spiritual Weapon: Magic weapon attacks on its own.

    3rd-Level Cleric Spells

    Animate Dead M: Creates undead skeletons and zombies.
    Deafness: Makes subject deafened.
    Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
    Magic Vestment: Armor or shield gains +1 enhancement per four levels.
    Meld into Stone: You and your gear merge with stone.
    Remove Deafness: Cures normal or magical conditions.
    Water Walk: Subject treads on water as if solid.
    Wind Wall: Deflects arrows, smaller creatures, and gases.

    4th-Level Cleric Spells

    Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    Dimensional Anchor: Bars extradimensional movement.
    Magic Weapon, Greater: +1 bonus/four levels (max +5).
    Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
    Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
    Spell Immunity: Subject is immune to one spell per four levels.

    5th-Level Cleric Spells

    Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
    Disrupting Weapon: Melee weapon destroys undead.
    Hallow M: Designates location as holy.
    Insect Plague: Locust swarms attack creatures.
    Plane Shift F: As many as eight subjects travel to another plane.
    Righteous Might: Your size increases, and you gain combat bonuses.
    Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
    Unhallow M: Designates location as unholy.
    Wall of Stone: Creates a stone wall that can be shaped.

    6th-Level Cleric Spells

    Antilife Shell: 10-ft. field hedges out living creatures.
    Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
    Forbiddance M: Blocks planar travel, damages creatures of different alignment.
    Planar Ally X: As lesser planar ally, but up to 12 HD.
    Wind Walk: You and your allies turn vaporous and travel fast.
    FIX - Word of Recall: Teleports you back to designated place.

    7th-Level Cleric Spells

    Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
    Control Weather: Changes weather in local area.
    Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
    Ethereal Jaunt: You become ethereal for 1 round/level.
    Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
    Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
    Repulsion: Creatures can’t approach you.
    Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.

    8th-Level Cleric Spells

    Antimagic Field: Negates magic within 10 ft.
    Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
    Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
    Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
    Earthquake: Intense tremor shakes 80-ft.-radius.
    FIX - Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells. - Where is the blinding of attackers on being hit by evil dudes...
    Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
    Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
    Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
    Symbol of Insanity M: Triggered rune renders nearby creatures insane.
    Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.

    9th-Level Cleric Spells

    Astral Projection M: Projects you and companions onto Astral Plane.
    Energy Drain: Subject gains 2d4 negative levels.
    Etherealness: Travel to Ethereal Plane with companions.
    Gate X: Connects two planes for travel or summoning.
    Heal, Mass: As heal, but with several subjects.
    Implosion: Kills one creature/round.
    Soul Bind F: Traps newly dead soul to prevent resurrection.
    Storm of Vengeance: Storm rains acid, lightning, and hail.
    Summon Monster IX: Calls extraplanar creature to fight for you.
    True Resurrection M: As resurrection, plus remains aren’t needed.

    Paladin Spells


    1st-Level Paladin Spells

    Bless Weapon: Weapon strikes true against evil foes.
    Detect Undead: Reveals undead within 60 ft.
    Magic Weapon: Weapon gains +1 bonus.

    2nd-Level Paladin Spells

    Delay Poison: Stops poison from harming subject for 1 hour/level.
    Shield Other F: You take half of subject’s damage.

    3rd-Level Paladin Spells

    Dispel Magic: Cancels spells and magical effects.
    Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.
    Magic Weapon, Greater: +1 bonus/four levels (max +5).
    Remove Deafness: Cures normal or magical conditions.

    4th-Level Paladin Spells

    Dispel Chaos: +4 bonus against attacks by chaotic creatures.
    Dispel Evil: +4 bonus against attacks by evil creatures.
    Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.

    Bard Spells


    0-Level Bard Spells (Cantrips)

    Dancing Lights: Creates torches or other lights. - Much easier to be stealthy if they aren't watching the right direction.
    Ghost Sound: Figment sounds. - Much easier to be stealthy if they aren't watching the right direction.
    Mending: Makes minor repairs on an object.
    Resistance: Subject gains +1 on saving throws.
    Summon Instrument: Summons one instrument of the caster’s choice.

    1st-Level Bard Spells

    Confusion, Lesser: One creature is confused for 1 round.
    Hideous Laughter: Subject loses actions for 1 round/ level.
    Identify M: Determines properties of magic item.

    2nd-Level Bard Spells

    Animal Trance: Fascinates 2d6 HD of animals.
    Deafness: Makes subject deaf.
    Calm Emotions: Calms creatures, negating emotion effects.
    Delay Poison: Stops poison from harming subject for 1 hour/ level.
    Enthrall: Captivates all within 100 ft. + 10 ft./level.
    Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
    Silence: Negates sound in 20-ft. radius.
    Summon Swarm: Summons swarm of bats, rats, or spiders.

    3rd-Level Bard Spells

    Blink: You randomly vanish and reappear for 1 round/level.
    Confusion: Subjects behave oddly for 1 round/level.
    Gaseous Form: Subject becomes insubstantial and can fly slowly.
    Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment. - Most skill boosting spells should be in DDO.., I can already think of a couple uses for it...
    Invisibility Sphere: Makes everyone within 10 ft. invisible.
    Sepia Snake Sigil M: Creates text symbol that immobilizes reader. - How about making this work like the symbol spells?.

    4th-Level Bard Spells

    Invisibility, Greater: As invisibility, but subject can attack and stay invisible. - Not sure that this is a great idea, but it'd make more of a use for purge invis, and true seeing.
    Rainbow Pattern: Lights fascinate 24 HD of creatures.
    Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.

    5th-Level Bard Spells

    Mislead: Turns you invisible and creates illusory double.
    Song of Discord: Forces targets to attack each other.

    6th-Level Bard Spells

    FIX!!! - Charm Monster, Mass: As charm monster, but all within 30 ft.
    Eyebite: Target becomes panicked, sickened, and comatose.
    Quote Originally Posted by Lewis Carroll
    One, two! One, two! and through and through. The vorpal blade went snicker-snack! He left it dead, and with its head He went galumphing back.

  18. #98
    Founder & Hero Fixitosis's Avatar
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    Default Well...

    C'mon... anyone for rope yet?

  19. #99
    Community Member NullWolf's Avatar
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    Quote Originally Posted by Fixitosis View Post
    Rope.

    Honestly, who outfitted themselves without rope on at least one or 2 party members in a quest?

    I know, not a spell... but come on.

    I know it's doable. I've played a mmorpg that had it. It worked well.

    Say you had party members with good strength or dex skills... and some who just didn't.
    The party needing to get up and over or across a hard to reach area? Toss them a rope (via a pop up window saying XX has tossed you a rope accept the rope y/n?) and they'll appear at your location.

    Limit the length of rope or allow multiple party members to temporarily combine thier rope for farther distances.

    This could aid or at least alter how the dungeons are designed.

    Talk about immersion....

    Okay now.... who's with me? If we can teleport, cast a firewall, whatever... surely we can be smart enough for ROPE!!
    Even Better... Rope Trick!!! :-D
    Moved on to focus on RL - 10/6/08

  20. #100
    Founder & Hero Fixitosis's Avatar
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    195

    Default ya.. lvl 2... rope trick.

    You would think a people would need to know about the actual rope before making a spell for it... rope trick would be a lil iffy to to get right...
    maybe you could use it to attach to a difficult to climb or jump to ledge...
    but the whole party climbing up the rope to a safe haven?

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