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  1. #1
    Community Member pappo's Avatar
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    Default Noob question: what is evocation and conjuration ?

    I read on some thread where people recommend getting evocation bracers when casting fireball and conjuration bracers when casting Niac's.
    What are evocation and conjuration ?

  2. #2
    Community Member KingOfCheese's Avatar
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    Each of the spells in the game falls into a different topical category. Certain of the spells are conjuration (cloud kill, D-door, web, many others), others are evocation (fireball, etc.), others fall into other categories. Items can boost your effectiveness within these certain classes of spells. If you have multiple such items, you can switch between them depending on the spell you are casting to enhance that particular spell. For a list of which spells fall into which categories, take a look at:

    http://ddo.enterwiki.net/page/Category:Spell_schools
    INFERUS SUS Sorcs (Socky, Sockie, Socklin), Rogues (Sockpuppet, Sockum), Clerics (Sockington, Sockase), FVS (Sockle), Intim (Tubesocks), Bards (Sockdolenger, Sockish), Rangers (Sockin, Sockel), Wizzy (Sockut), Kensai (Sockt), Monk (Sockfist), Arty (Sockficer, Sockcraft)

  3. #3
    Community Member Baahb3's Avatar
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    Conjuration and Evocation (along with others) are schools of magic for casters. These schools govern what type of magic the spell is.

    Examples of evocation magic are most spells that deal damage of some sort mostly by an energy type such as Fireball, Lightning bolt. Magic Missile is also an evocation spell even though it is a force effect.

    Examples of conjuration magic are spells that bring into some thing into existance such as Web, Glittering Dust, or Melf's Acid Arrow.

    The benefit of wearing bracers (or any other item) that has that school focus on are that they generally raise the DC's of those spells that you cast.

    IMO, I like these items for spells that have a 'Save or Nothing' concept such as Hold Person, or Finger of Death.

    FYI, the schools of magic are:

    Abjuration: Protection type spells
    Conjuration: Creating something to affect an area or creature
    Divination: Detecting spells
    Enchantment: Charms and Holds
    Evocation: Damage spells
    Illusion: Visial based deception spells
    Necromancy: Life force affecting spells
    Transmutation: Changing the make up of another or yourself
    Luck is what happens when preparation meets opportunity. -Seneca the Elder
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  4. #4
    Community Member pappo's Avatar
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    Quote Originally Posted by KingOfCheese View Post
    Each of the spells in the game falls into a different topical category. Certain of the spells are conjuration (cloud kill, D-door, web, many others), others are evocation (fireball, etc.), others fall into other categories. Items can boost your effectiveness within these certain classes of spells. If you have multiple such items, you can switch between them depending on the spell you are casting to enhance that particular spell. For a list of which spells fall into which categories, take a look at:

    http://ddo.enterwiki.net/page/Category:Spell_schools
    Thanks KingOfCheese. I went to the link and saw the categories and spells.
    I have a lore and potency sceptre for fire and for cold which give me a percentage boost to damage and critical hits. What will a conjuration/evocation item add to my total damage? Do they help with spell penetration, or do they just add on more damage ?

  5. #5
    Community Member KingOfCheese's Avatar
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    These items increase the DC of your spell--which is the save required by the opponent. They decrease the chance that the opponent saves against the spell. Certain spells do not have a save, so this is of little benefit. Others have a save, but the impact of the save vs. not save is fairly minor. Others completely hit or miss based on the save. For these, the items can be quite helpful. Such spells include: web (and many other crowd control spells), insta-kill spells like Finger of Death and PK, niac (at low levels, lots of monsters save), and charm type spells.
    INFERUS SUS Sorcs (Socky, Sockie, Socklin), Rogues (Sockpuppet, Sockum), Clerics (Sockington, Sockase), FVS (Sockle), Intim (Tubesocks), Bards (Sockdolenger, Sockish), Rangers (Sockin, Sockel), Wizzy (Sockut), Kensai (Sockt), Monk (Sockfist), Arty (Sockficer, Sockcraft)

  6. #6
    Community Member pappo's Avatar
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    Quote Originally Posted by KingOfCheese View Post
    These items increase the DC of your spell--which is the save required by the opponent. They decrease the chance that the opponent saves against the spell. Certain spells do not have a save, so this is of little benefit. Others have a save, but the impact of the save vs. not save is fairly minor. Others completely hit or miss based on the save. For these, the items can be quite helpful. Such spells include: web (and many other crowd control spells), insta-kill spells like Finger of Death and PK, niac (at low levels, lots of monsters save), and charm type spells.
    Ok, I understand.
    How do I find out which spells have no save? Wouldn't those be some of the better spells to carry, since there is no save against them ?

  7. #7
    Community Member KingOfCheese's Avatar
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    I should mention that this save is independent of spell penetration. The opponent first checks against spell penetration. If it succeeds, there is no spell effect, regardless of DC. If it fails, it then goes on to roll against the DC to see if it saves or not. In this sense, both the spell pen and the DC are important. If you have one but not the other, certain spells on certain opponents will not succeed. If the spell pen fails, you will see a purple barrier pop up on the monster. Spell pen tends not to be a problem during low level quests, but is crippling at high level quests (those in the Vail) if you haven't committed some effect to keeping spell pen high (through feats, enhancements, and items).
    INFERUS SUS Sorcs (Socky, Sockie, Socklin), Rogues (Sockpuppet, Sockum), Clerics (Sockington, Sockase), FVS (Sockle), Intim (Tubesocks), Bards (Sockdolenger, Sockish), Rangers (Sockin, Sockel), Wizzy (Sockut), Kensai (Sockt), Monk (Sockfist), Arty (Sockficer, Sockcraft)

  8. #8
    Community Member KingOfCheese's Avatar
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    Quote Originally Posted by pappo View Post
    Ok, I understand.
    How do I find out which spells have no save? Wouldn't those be some of the better spells to carry, since there is no save against them ?
    If you mouse over the spell on your screen, it will bring up an info sheet on that spell. This info sheet will describe whether there is a save or not, the type of save (will, fort, reflex), and the DC value. You will also see if there is no save. For example, Polar Ray has no save and is therefore a great direct damage spell. Most spells that damage or immobilize an opponent have a save of some type. You can also check out the save info for particular spells on the DDO compendium and on the DDO wiki.
    INFERUS SUS Sorcs (Socky, Sockie, Socklin), Rogues (Sockpuppet, Sockum), Clerics (Sockington, Sockase), FVS (Sockle), Intim (Tubesocks), Bards (Sockdolenger, Sockish), Rangers (Sockin, Sockel), Wizzy (Sockut), Kensai (Sockt), Monk (Sockfist), Arty (Sockficer, Sockcraft)

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