Originally Posted by
Tolero
-------------------------- 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.