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  1. #1
    Community Member HastyPudding's Avatar
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    Default New spells suggestions:

    People have been asking for new spells for a while, now (especially new illusion spells). While several of our current spells should be redone to scale better, I thought I'd give a crack at a few spells that could be added. All of them are replicas or based on real D&D spells (formatted to suit DDO, of course).


    *****ABJURATION*****
    Spell Mantle
    Spell Level: Bard 6, Warlock 4, Sorcerer/Wizard 5
    Spell Point Cost: 20
    Components: Verbal, Somatic
    Metamagic: Quicken
    Range: Self
    Target: Self
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 120 seconds (90 seconds, sorcerer)
    Description:
    Create a barrier around the caster for 20 seconds that absorbs harmful magic sent its way. The barrier absorbs 1 harmful spell per 5 caster levels, up to 4 spells at caster level 20.

    Spell Breach
    Spell Level: Warlock 5, Sorcerer/Wizard 7
    Spell Point Cost: 20
    Components: Verbal, Somatic
    Metamagic: Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 20 seconds (10 seconds, sorcerer)
    Description:
    Strip an enemy of their magical defenses, reducing their magical resistance rating and spell resistance by 1 per 2 caster levels. Lasts 20 seconds.

    Rune of Armor
    Spell Level: Cleric/Favored Soul 5
    Spell Point Cost: 20
    Components: Verbal, Somatic
    Metamagic: Quicken
    Range: Standard
    Target: Allied; Area-Of-Effect (aoe similar to symbol spells)
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 90 seconds
    Description:
    You inscribe a magical rune over an area for 30 seconds. Allies within the area gain 1 physical resistance rating per caster level (max 20 at level 20). Only one rune can be active at a time.

    Rune of Shielding
    Spell Level: Cleric/Favored Soul 5
    Spell Point Cost: 20
    Components: Verbal, Somatic
    Metamagic: Quicken
    Range: Standard
    Target: Allied; Area-Of-Effect (aoe similar to symbol spells)
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 90 seconds
    Description:
    You inscribe a magical rune over an area for 30 seconds. Allies within the area gain 1 magical resistance rating per caster level (max 20 at level 20). Only one rune can be active at a time.


    *****EVOCATION*****
    Arctic Tempest
    Spell Level: Druid 7, Sorcerer/Wizard 8
    Spell Point Cost: 35
    Components: Material, Verbal, Somatic
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; AoE (aoe similar to flamestrike)
    Saving Throw: Reflex
    Duration: Yes
    Spell Resistance: No
    Cooldown: 12 seconds (7 seconds, sorcerer)
    Description:
    A shower of frost erupts from the space above your enemies, inflicting 4d8 cold damage per 4 caster levels (to a maximum of 20d8 at level 20). Enemies hit have their movement speed reduced by 50% and their reflex saves are reduced by 4 for 5 seconds. A successful reflex save halves the damage and negates the slowing effect.

    Purifying Light
    Spell Level: Druid 6
    Spell Point Cost: 25
    Components: Verbal, Somatic
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to fireball)
    Saving Throw: Willpower
    Duration: No
    Spell Resistance: No
    Cooldown: 6 seconds
    Description:
    A small ball of light flies from your hand towards your foes, inflicting 1d6 light damage per caster level (max 15d6 at caster level 15) to foes struck. Aberrations, oozes, and undead take triple damage. This spell requires line-of-sight. A successful will save halves the damage.

    Great Thunderclap
    Spell Level: Bard 5, Druid 7, Wizard/Sorcerer 7
    Spell Point Cost: 30
    Components: Verbal, Somatic
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: Willpower, Reflex, Fortitude
    Duration: Yes
    Spell Resistance: No
    Cooldown: 12 seconds (8 seconds, sorcerer)
    Description:
    A large bolt of lightning strikes the ground at your opponent's feet. The target and all foes nearby take 10d6 sonic and 10d6 electric damage, with a reflex save for half damage. All enemies hit must make a will save or be stunned for 3 seconds and a fortitude save or be deafened and silenced for 8 seconds.


    *****ILLUSION*****
    Phantasmal Missile
    Spell Level: Bard 1, Wizard/Sorcerer 1
    Spell Point Cost: 6
    Components: Verbal
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: Willpower
    Duration: No
    Spell Resistance: No
    Cooldown: 3 seconds, (1.5 seconds, sorcerer)
    Description:
    You fire an illusory missile of magic towards an opponent, inflicting 1d4 untyped damage per caster level (max 8d4). A will save completely negates the damage. Opponents that are immune to mind effects are also immune to this spell.

    Phantasmal Missile Storm
    Spell Level: Bard 4, Wizard/Sorcerer 6
    Spell Point Cost: 20
    Components: Verbal
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; Area-of-Effect (aoe similar to chain missiles)
    Saving Throw: Willpower
    Duration: No
    Spell Resistance: No
    Cooldown: 5 seconds, (3 seconds, sorcerer)
    Description:
    You fire a barrage illusory missiles of magic towards a group of enemies, inflicting 1d4 untyped damage per caster level (max 15d4) to all targets in the area. A will save completely negates the damage. Opponents that are immune to mind effects are also immune to this spell.

    Dream
    Spell Level: Bard 3, Wizard/Sorcerer 5
    Spell Point Cost: 15
    Components: Verbal
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: Willpower
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 9 seconds (5 seconds, sorcerer)
    Description:
    Cause the target to perceive a calming phantasm in their mind. On a failed will save, the target falls asleep for up to 10 seconds. There is a 40% chance to wake the target upon taking damage. Upon waking up, the target takes 2d4 untyped damage per 2 caster levels (max 20d4 at level 20).

    Haunting
    Spell Level: Bard 6, Wizard/Sorcerer 9
    Spell Point Cost: 25
    Components: Verbal, Somatic
    Metamagic: Empower, Maximize, Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: Willpower
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 20 seconds (14 seconds, sorcerer)
    Description:
    You induce horrific visions in an opponent's mind, inflicting 1d4 untyped damage and 1d4 force damage per caster level every 2 seconds for 20 seconds. The target must make a will save or take a -1 stacking penalty to will saves every 2 seconds. Opponents that are immune to fear and mind effects are also immune to this spell.

    Summon Phantom
    Spell Level: Bard 5, Wizard/Sorcerer 7
    Spell Point Cost: 40
    Components: Material, Verbal, Somatic
    Metamagic: Quicken
    Range: Short
    Target: Ground
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 90 seconds (60 seconds, sorcerer)
    Description:
    You summon an illusory phantasm that attacks nearby foes for 15 seconds. The illusion deals no damage but is immune to all damage and effects, including healing and buffs.

    Lesser Shadow Conjuration
    Spell Level: Bard 2, Sorcerer/Wizard 4
    Spell Point Cost: 20
    Components: Verbal
    Metamagic: Empower, Enlarge, Heighten, Maximize, Quicken
    Range: Varies
    Target: Varies
    Saving Throw: Varies
    Duration: Varies
    Spell Resistance: Varies
    Cooldown: 25 seconds (15 seconds, sorcerer)
    Description:
    The caster casts a selected spell as if the spell was in their spell book. The spell's difficulty check becomes illusion instead of the original spell school (all other effects and definitions of the spell apply as normal). Available spells: Fireball, Lightning Bolt, Acid Blast, Frost Lance, Hold Person, Charm Person, Blindness, and Fear.

    Greater Shadow Conjuration
    Spell Level: Bard 6, Sorcerer/Wizard 8
    Spell Point Cost: 40
    Components: Verbal
    Metamagic: Empower, Enlarge, Heighten, Maximize, Quicken
    Range: Varies
    Target: Varies
    Saving Throw: Varies
    Duration: Varies
    Spell Resistance: Varies
    Cooldown: 40 seconds (25 seconds, sorcerer)
    Description:
    The caster casts a selected spell as if the spell was in their spell book. The spell's difficulty check becomes illusion instead of the original spell school (all other effects and definitions of the spell apply as normal). Available spells: Otiluke's Freezing Sphere, Delayed Caster Fireball, Chain Lightning, Acid Rain, Hold Monster, Charm Monster, Necrotic Ray, and Finger of Death.

    Weird
    Spell Level: Wizard/Sorcerer 9
    Spell Point Cost: 50
    Components: Verbal, Somatic
    Metamagic: Heighten, Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: Willpower, Fortitude
    Duration: No
    Spell Resistance: Yes
    Cooldown: 30 seconds (20 seconds, sorcerer)
    Description:
    A horrific phantasm arises before a group of enemies. Enemies within the area must make a will save to disbelieve the illusion. If they fail this save, they must make a fortitude save or be instantly slain from fear. Targets that make the fortitude save still take 1d4+1 untyped damage per caster level. Enemies that are immune to death effects, mind effects, and fear are also immune to this spell.


    *****NECROMANCY*****
    Plague
    Spell Level: Cleric/Favored Soul 8, Druid 8, Warlock 5, Wizard/Sorcerer 8
    Spell Point Cost: 50
    Components: Verbal, Somatic
    Metamagic: Enlarge, Heighten, Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: Fortitude
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 20 seconds (10 seconds, sorcerer)
    Description:
    Infect a living creature with a potent and deadly disease, causing them to take a 2d20 penalty to all attributes for up to 60 seconds. A successful fortitude save negates the effect.

    Greater Chill Touch
    Spell Level: Wizard/Sorcerer 6
    Spell Point Cost: 30
    Components: Verbal, Somatic
    Metamagic: Empower, Enlarge, Heighten, Maximize, Quicken
    Range: Touch
    Target: Foe; single
    Saving Throw: Willpower, Fortitude
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 10 seconds (5 seconds, sorcerer)
    Description:
    Your hand glows bright blue with necrotic energy as you touch an enemy. The target takes 1d6+3 negative energy damage per two caster levels (up to 10d6+30 at caster level 20), takes 1d6 negative levels, and has their movement and attack speed reduced by 40% for 10 seconds. A successful fortitude save halves the damage and a successful will save negates the speed penalty.


    *****TRANSMUTATION*****
    Blackstaff
    Spell Level: Wizard/Sorcerer 8
    Spell Point Cost: 50
    Components: Somatic
    Metamagic: Extend, Quicken
    Range: Self
    Target: Self
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 1 minute (40 seconds, sorcerer)
    Description:
    You enchant your quarterstaff with necrotic energy, providing a +4 enhancement bonus, giving you True Seeing, and dispelling 1 positive buff on enemies you strike with it. Only works on staves and quarterstaves. Lasts 20 seconds.

    Sanctuary
    Spell Level: Cleric/Favored Soul 6, Wizard/Sorcerer 8
    Spell Point Cost: 30
    Components: Somatic
    Metamagic: Quicken
    Range: Self
    Target: Self
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 2 minutes (90 seconds, sorcerer)
    Description:
    The caster becomes ethereal and cannot be harmed for 6 seconds. Taking any action other than moving removes the effect.


    *****EPIC SPELLS*****
    Balefire
    Requirements: Level 27
    Spell Point Cost: 100
    Components: Somatic, Verbal
    Metamagic: Quicken
    Range: Double Range
    Target: Foe; single
    Saving Throw: Fortitude
    Duration: No
    Spell Resistance: Yes
    Cooldown: 2 minutes
    Description:
    A ray of pure energy shoots forth from your palm towards an enemy. The target must make a will save or be erased from existence. DC = 20 + highest of caster's wis/cha/int modifier + transmutation bonuses. This spell ignores the death ward spell (but not champion immunities) and does not work on red or purple named opponents. Passively adds 140 maximum spell points.

    Time Stop
    Requirements: Level 30
    Spell Point Cost: 120
    Components: Verbal
    Metamagic: Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: No
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 90 seconds
    Description:
    Caster defies time and space, causing all opponents in an area to cease to function. Targets that are stopped cannot be damaged, healed, or affected by any other effect for 10 seconds. Does not affect red or purple named opponents. Passively adds 140 maximum spell points.

    Isaac's Magic Missile Storm
    Spell Level: 27
    Spell Point Cost: 70
    Components: Verbal
    Metamagic: Empower, Maximize, Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: No
    Duration: No
    Spell Resistance: No
    Cooldown: 30 seconds
    Description:
    You fire a barrage of magic missiles towards a group of enemies (1 per character level). Each missile does 2d15 force damage and hits a random enemy in the area. Enemies immune to magic missiles are immune to this spell. Passively adds 140 maximum spell points.

    Sacred Ashes
    Spell Level: 30
    Spell Point Cost: 150
    Components: Somatic
    Metamagic: Quicken
    Range: Standard
    Target: Area; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: No
    Duration: No
    Spell Resistance: No
    Cooldown: 5 minutes
    Description:
    You spread ancient phoenix ashes in an area. Slain allies within the area are affected by a True Resurrection spell and do not incur a death penalty effect. Living allies in the area are healed for 2,000 points of positive energy (not affected by spellpower). Passively adds 140 maximum spell points.
    Last edited by HastyPudding; 11-01-2017 at 01:52 PM.

  2. #2
    Community Member die's Avatar
    Join Date
    Apr 2007
    Posts
    868

    Default

    Quote Originally Posted by HastyPudding View Post
    People have been asking for new spells for a while, now (especially new illusion spells). While several of our current spells should be redone to scale better, I thought I'd give a crack at a few spells that could be added. All of them are replicas or based on real D&D spells (formatted to suit DDO, of course).


    *****ABJURATION*****
    Spell Mantle
    Spell Level: Bard 6, Warlock 4, Sorcerer/Wizard 5
    Spell Point Cost: 20
    Components: Verbal, Somatic
    Metamagic: Quicken
    Range: Self
    Target: Self
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 120 seconds (90 seconds, sorcerer)
    Description:
    Create a barrier around the caster for 20 seconds that absorbs harmful magic sent its way. The barrier absorbs 1 harmful spell per 5 caster levels, up to 4 spells at caster level 20.

    Spell Breach
    Spell Level: Warlock 5, Sorcerer/Wizard 7
    Spell Point Cost: 20
    Components: Verbal, Somatic
    Metamagic: Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 20 seconds (10 seconds, sorcerer)
    Description:
    Strip an enemy of their magical defenses, reducing their magical resistance rating and spell resistance by 1 per 2 caster levels. Lasts 20 seconds.

    Rune of Armor
    Spell Level: Cleric/Favored Soul 5
    Spell Point Cost: 20
    Components: Verbal, Somatic
    Metamagic: Quicken
    Range: Standard
    Target: Allied; Area-Of-Effect (aoe similar to symbol spells)
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 90 seconds
    Description:
    You inscribe a magical rune over an area for 30 seconds. Allies within the area gain 1 physical resistance rating per caster level (max 20 at level 20). Only one rune can be active at a time.

    Rune of Shielding
    Spell Level: Cleric/Favored Soul 5
    Spell Point Cost: 20
    Components: Verbal, Somatic
    Metamagic: Quicken
    Range: Standard
    Target: Allied; Area-Of-Effect (aoe similar to symbol spells)
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 90 seconds
    Description:
    You inscribe a magical rune over an area for 30 seconds. Allies within the area gain 1 magical resistance rating per caster level (max 20 at level 20). Only one rune can be active at a time.


    *****EVOCATION*****
    Arctic Tempest
    Spell Level: Druid 7, Sorcerer/Wizard 8
    Spell Point Cost: 35
    Components: Material, Verbal, Somatic
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; AoE (aoe similar to flamestrike)
    Saving Throw: Reflex
    Duration: Yes
    Spell Resistance: No
    Cooldown: 12 seconds (7 seconds, sorcerer)
    Description:
    A shower of frost erupts from the space above your enemies, inflicting 4d8 cold damage per 4 caster levels (to a maximum of 20d8 at level 20). Enemies hit have their movement speed reduced by 50% and their reflex saves are reduced by 4 for 5 seconds. A successful reflex save halves the damage and negates the slowing effect.

    Purifying Light
    Spell Level: Druid 6
    Spell Point Cost: 25
    Components: Verbal, Somatic
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to fireball)
    Saving Throw: Willpower
    Duration: No
    Spell Resistance: No
    Cooldown: 6 seconds
    Description:
    A small ball of light flies from your hand towards your foes, inflicting 1d6 light damage per caster level (max 15d6 at caster level 15) to foes struck. Aberrations, oozes, and undead take triple damage. This spell requires line-of-sight. A successful will save halves the damage.

    Great Thunderclap
    Spell Level: Bard 5, Druid 7, Wizard/Sorcerer 7
    Spell Point Cost: 30
    Components: Verbal, Somatic
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: Willpower, Reflex, Fortitude
    Duration: Yes
    Spell Resistance: No
    Cooldown: 12 seconds (8 seconds, sorcerer)
    Description:
    A large bolt of lightning strikes the ground at your opponent's feet. The target and all foes nearby take 10d6 sonic and 10d6 electric damage, with a reflex save for half damage. All enemies hit must make a will save or be stunned for 3 seconds and a fortitude save or be deafened and silenced for 8 seconds.


    *****ILLUSION*****
    Phantasmal Missile
    Spell Level: Bard 1, Wizard/Sorcerer 1
    Spell Point Cost: 6
    Components: Verbal
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: Willpower
    Duration: No
    Spell Resistance: No
    Cooldown: 3 seconds, (1.5 seconds, sorcerer)
    Description:
    You fire an illusory missile of magic towards an opponent, inflicting 1d4 untyped damage per caster level (max 8d4). A will save completely negates the damage. Opponents that are immune to mind effects are also immune to this spell.

    Phantasmal Missile Storm
    Spell Level: Bard 4, Wizard/Sorcerer 6
    Spell Point Cost: 20
    Components: Verbal
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; Area-of-Effect (aoe similar to chain missiles)
    Saving Throw: Willpower
    Duration: No
    Spell Resistance: No
    Cooldown: 5 seconds, (3 seconds, sorcerer)
    Description:
    You fire a barrage illusory missiles of magic towards a group of enemies, inflicting 1d4 untyped damage per caster level (max 15d4) to all targets in the area. A will save completely negates the damage. Opponents that are immune to mind effects are also immune to this spell.

    Dream
    Spell Level: Bard 3, Wizard/Sorcerer 5
    Spell Point Cost: 15
    Components: Verbal
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: Willpower
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 9 seconds (5 seconds, sorcerer)
    Description:
    Cause the target to perceive a calming phantasm in their mind. On a failed will save, the target falls asleep for up to 10 seconds. There is a 40% chance to wake the target upon taking damage. Upon waking up, the target takes 2d4 untyped damage per 2 caster levels (max 20d4 at level 20).

    Haunting
    Spell Level: Bard 6, Wizard/Sorcerer 9
    Spell Point Cost: 25
    Components: Verbal, Somatic
    Metamagic: Empower, Maximize, Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: Willpower
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 20 seconds (14 seconds, sorcerer)
    Description:
    You induce horrific visions in an opponent's mind, inflicting 1d4 untyped damage and 1d4 force damage per caster level every 2 seconds for 20 seconds. The target must make a will save or take a -1 stacking penalty to will saves every 2 seconds. Opponents that are immune to fear and mind effects are also immune to this spell.

    Summon Phantom
    Spell Level: Bard 5, Wizard/Sorcerer 7
    Spell Point Cost: 40
    Components: Material, Verbal, Somatic
    Metamagic: Quicken
    Range: Short
    Target: Ground
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 90 seconds (60 seconds, sorcerer)
    Description:
    You summon an illusory phantasm that attacks nearby foes for 15 seconds. The illusion deals no damage but is immune to all damage and effects, including healing and buffs.

    Lesser Shadow Conjuration
    Spell Level: Bard 2, Sorcerer/Wizard 4
    Spell Point Cost: 20
    Components: Verbal
    Metamagic: Empower, Enlarge, Heighten, Maximize, Quicken
    Range: Varies
    Target: Varies
    Saving Throw: Varies
    Duration: Varies
    Spell Resistance: Varies
    Cooldown: 25 seconds (15 seconds, sorcerer)
    Description:
    The caster casts a selected spell as if the spell was in their spell book. The spell's difficulty check becomes illusion instead of the original spell school (all other effects and definitions of the spell apply as normal). Available spells: Fireball, Lightning Bolt, Acid Blast, Frost Lance, Hold Person, Charm Person, Blindness, and Fear.

    Greater Shadow Conjuration
    Spell Level: Bard 6, Sorcerer/Wizard 8
    Spell Point Cost: 40
    Components: Verbal
    Metamagic: Empower, Enlarge, Heighten, Maximize, Quicken
    Range: Varies
    Target: Varies
    Saving Throw: Varies
    Duration: Varies
    Spell Resistance: Varies
    Cooldown: 40 seconds (25 seconds, sorcerer)
    Description:
    The caster casts a selected spell as if the spell was in their spell book. The spell's difficulty check becomes illusion instead of the original spell school (all other effects and definitions of the spell apply as normal). Available spells: Otiluke's Freezing Sphere, Delayed Caster Fireball, Chain Lightning, Acid Rain, Hold Monster, Charm Monster, Necrotic Ray, and Finger of Death.

    Weird
    Spell Level: Wizard/Sorcerer 9
    Spell Point Cost: 50
    Components: Verbal, Somatic
    Metamagic: Heighten, Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: Willpower, Fortitude
    Duration: No
    Spell Resistance: Yes
    Cooldown: 30 seconds (20 seconds, sorcerer)
    Description:
    A horrific phantasm arises before a group of enemies. Enemies within the area must make a will save to disbelieve the illusion. If they fail this save, they must make a fortitude save or be instantly slain from fear. Targets that make the fortitude save still take 1d4+1 untyped damage per caster level. Enemies that are immune to death effects, mind effects, and fear are also immune to this spell.


    *****NECROMANCY*****
    Plague
    Spell Level: Cleric/Favored Soul 8, Druid 8, Warlock 5, Wizard/Sorcerer 8
    Spell Point Cost: 50
    Components: Verbal, Somatic
    Metamagic: Enlarge, Heighten, Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: Fortitude
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 20 seconds (10 seconds, sorcerer)
    Description:
    Infect a living creature with a potent and deadly disease, causing them to take a 2d20 penalty to all attributes for up to 60 seconds. A successful fortitude save negates the effect.

    Greater Chill Touch
    Spell Level: Wizard/Sorcerer 6
    Spell Point Cost: 30
    Components: Verbal, Somatic
    Metamagic: Empower, Enlarge, Heighten, Maximize, Quicken
    Range: Touch
    Target: Foe; single
    Saving Throw: Willpower, Fortitude
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 10 seconds (5 seconds, sorcerer)
    Description:
    Your hand glows bright blue with necrotic energy as you touch an enemy. The target takes 1d6+3 negative energy damage per two caster levels (up to 10d6+30 at caster level 20), takes 1d6 negative levels, and has their movement and attack speed reduced by 40% for 10 seconds. A successful fortitude save halves the damage and a successful will save negates the speed penalty.


    *****TRANSMUTATION*****
    Blackstaff
    Spell Level: Wizard/Sorcerer 8
    Spell Point Cost: 50
    Components: Somatic
    Metamagic: Extend, Quicken
    Range: Self
    Target: Self
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 1 minute (40 seconds, sorcerer)
    Description:
    You enchant your quarterstaff with necrotic energy, providing a +4 enhancement bonus, giving you True Seeing, and dispelling 1 positive buff on enemies you strike with it. Only works on staves and quarterstaves. Lasts 20 seconds.

    Sanctuary
    Spell Level: Cleric/Favored Soul 6, Wizard/Sorcerer 8
    Spell Point Cost: 30
    Components: Somatic
    Metamagic: Quicken
    Range: Self
    Target: Self
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 2 minutes (90 seconds, sorcerer)
    Description:
    The caster becomes ethereal and cannot be harmed for 6 seconds. Taking any action other than moving removes the effect.


    *****EPIC SPELLS*****
    Balefire
    Requirements: Level 27
    Spell Point Cost: 100
    Components: Somatic, Verbal
    Metamagic: Quicken
    Range: Double Range
    Target: Foe; single
    Saving Throw: Fortitude
    Duration: No
    Spell Resistance: Yes
    Cooldown: 2 minutes
    Description:
    A ray of pure energy shoots forth from your palm towards an enemy. The target must make a will save or be erased from existence. DC = 20 + highest of caster's wis/cha/int modifier + transmutation bonuses. This spell ignores the death ward spell (but not champion immunities) and does not work on red or purple named opponents. Passively adds 140 maximum spell points.

    Time Stop
    Requirements: Level 30
    Spell Point Cost: 120
    Components: Verbal
    Metamagic: Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: No
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 90 seconds
    Description:
    Caster defies time and space, causing all opponents in an area to cease to function. Targets that are stopped cannot be damaged, healed, or affected by any other effect for 10 seconds. Does not affect red or purple named opponents. Passively adds 140 maximum spell points.

    Isaac's Magic Missile Storm
    Spell Level: 27
    Spell Point Cost: 70
    Components: Verbal
    Metamagic: Empower, Maximize, Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: No
    Duration: No
    Spell Resistance: No
    Cooldown: 30 seconds
    Description:
    You fire a barrage of magic missiles towards a group of enemies (1 per character level). Each missile does 2d15 force damage and hits a random enemy in the area. Enemies immune to magic missiles are immune to this spell. Passively adds 140 maximum spell points.

    Sacred Ashes
    Spell Level: 30
    Spell Point Cost: 150
    Components: Somatic
    Metamagic: Quicken
    Range: Standard
    Target: Area; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: No
    Duration: No
    Spell Resistance: No
    Cooldown: 5 minutes
    Description:
    You spread ancient phoenix ashes in an area. Slain allies within the area are affected by a True Resurrection spell and do not incur a death penalty effect. Living allies in the area are healed for 2,000 points of positive energy (not affected by spellpower). Passively adds 140 maximum spell points.
    I am always up for new spells. With that said, If there were to be new spell's I would like to see EPIC spell creation or crafting. That is where I would like to see the resources spent.
    Kahzadoom~Nexus~Irondoom~Doomlord~XvKing DoomHammer~
    Xoriat Born~Doompriest~Doom~Xzr~Legion of Doom~Fear leads to anger, anger leads to hate, hate leads to suffering.

  3. #3
    Community Member Powerhungry's Avatar
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    Quote Originally Posted by HastyPudding View Post
    People have been asking for new spells for a while, now (especially new illusion spells). While several of our current spells should be redone to scale better, I thought I'd give a crack at a few spells that could be added. All of them are replicas or based on real D&D spells (formatted to suit DDO, of course).


    *****ABJURATION*****
    Spell Mantle
    Spell Level: Bard 6, Warlock 4, Sorcerer/Wizard 5
    Spell Point Cost: 20
    Components: Verbal, Somatic
    Metamagic: Quicken
    Range: Self
    Target: Self
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 120 seconds (90 seconds, sorcerer)
    Description:
    Create a barrier around the caster for 20 seconds that absorbs harmful magic sent its way. The barrier absorbs 1 harmful spell per 5 caster levels, up to 4 spells at caster level 20.

    Spell Breach
    Spell Level: Warlock 5, Sorcerer/Wizard 7
    Spell Point Cost: 20
    Components: Verbal, Somatic
    Metamagic: Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 20 seconds (10 seconds, sorcerer)
    Description:
    Strip an enemy of their magical defenses, reducing their magical resistance rating and spell resistance by 1 per 2 caster levels. Lasts 20 seconds.

    Rune of Armor
    Spell Level: Cleric/Favored Soul 5
    Spell Point Cost: 20
    Components: Verbal, Somatic
    Metamagic: Quicken
    Range: Standard
    Target: Allied; Area-Of-Effect (aoe similar to symbol spells)
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 90 seconds
    Description:
    You inscribe a magical rune over an area for 30 seconds. Allies within the area gain 1 physical resistance rating per caster level (max 20 at level 20). Only one rune can be active at a time.

    Rune of Shielding
    Spell Level: Cleric/Favored Soul 5
    Spell Point Cost: 20
    Components: Verbal, Somatic
    Metamagic: Quicken
    Range: Standard
    Target: Allied; Area-Of-Effect (aoe similar to symbol spells)
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 90 seconds
    Description:
    You inscribe a magical rune over an area for 30 seconds. Allies within the area gain 1 magical resistance rating per caster level (max 20 at level 20). Only one rune can be active at a time.


    *****EVOCATION*****
    Arctic Tempest
    Spell Level: Druid 7, Sorcerer/Wizard 8
    Spell Point Cost: 35
    Components: Material, Verbal, Somatic
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; AoE (aoe similar to flamestrike)
    Saving Throw: Reflex
    Duration: Yes
    Spell Resistance: No
    Cooldown: 12 seconds (7 seconds, sorcerer)
    Description:
    A shower of frost erupts from the space above your enemies, inflicting 4d8 cold damage per 4 caster levels (to a maximum of 20d8 at level 20). Enemies hit have their movement speed reduced by 50% and their reflex saves are reduced by 4 for 5 seconds. A successful reflex save halves the damage and negates the slowing effect.

    Purifying Light
    Spell Level: Druid 6
    Spell Point Cost: 25
    Components: Verbal, Somatic
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to fireball)
    Saving Throw: Willpower
    Duration: No
    Spell Resistance: No
    Cooldown: 6 seconds
    Description:
    A small ball of light flies from your hand towards your foes, inflicting 1d6 light damage per caster level (max 15d6 at caster level 15) to foes struck. Aberrations, oozes, and undead take triple damage. This spell requires line-of-sight. A successful will save halves the damage.

    Great Thunderclap
    Spell Level: Bard 5, Druid 7, Wizard/Sorcerer 7
    Spell Point Cost: 30
    Components: Verbal, Somatic
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: Willpower, Reflex, Fortitude
    Duration: Yes
    Spell Resistance: No
    Cooldown: 12 seconds (8 seconds, sorcerer)
    Description:
    A large bolt of lightning strikes the ground at your opponent's feet. The target and all foes nearby take 10d6 sonic and 10d6 electric damage, with a reflex save for half damage. All enemies hit must make a will save or be stunned for 3 seconds and a fortitude save or be deafened and silenced for 8 seconds.


    *****ILLUSION*****
    Phantasmal Missile
    Spell Level: Bard 1, Wizard/Sorcerer 1
    Spell Point Cost: 6
    Components: Verbal
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: Willpower
    Duration: No
    Spell Resistance: No
    Cooldown: 3 seconds, (1.5 seconds, sorcerer)
    Description:
    You fire an illusory missile of magic towards an opponent, inflicting 1d4 untyped damage per caster level (max 8d4). A will save completely negates the damage. Opponents that are immune to mind effects are also immune to this spell.

    Phantasmal Missile Storm
    Spell Level: Bard 4, Wizard/Sorcerer 6
    Spell Point Cost: 20
    Components: Verbal
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; Area-of-Effect (aoe similar to chain missiles)
    Saving Throw: Willpower
    Duration: No
    Spell Resistance: No
    Cooldown: 5 seconds, (3 seconds, sorcerer)
    Description:
    You fire a barrage illusory missiles of magic towards a group of enemies, inflicting 1d4 untyped damage per caster level (max 15d4) to all targets in the area. A will save completely negates the damage. Opponents that are immune to mind effects are also immune to this spell.

    Dream
    Spell Level: Bard 3, Wizard/Sorcerer 5
    Spell Point Cost: 15
    Components: Verbal
    Metamagic: Empower, Heighten, Maximize, Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: Willpower
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 9 seconds (5 seconds, sorcerer)
    Description:
    Cause the target to perceive a calming phantasm in their mind. On a failed will save, the target falls asleep for up to 10 seconds. There is a 40% chance to wake the target upon taking damage. Upon waking up, the target takes 2d4 untyped damage per 2 caster levels (max 20d4 at level 20).

    Haunting
    Spell Level: Bard 6, Wizard/Sorcerer 9
    Spell Point Cost: 25
    Components: Verbal, Somatic
    Metamagic: Empower, Maximize, Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: Willpower
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 20 seconds (14 seconds, sorcerer)
    Description:
    You induce horrific visions in an opponent's mind, inflicting 1d4 untyped damage and 1d4 force damage per caster level every 2 seconds for 20 seconds. The target must make a will save or take a -1 stacking penalty to will saves every 2 seconds. Opponents that are immune to fear and mind effects are also immune to this spell.

    Summon Phantom
    Spell Level: Bard 5, Wizard/Sorcerer 7
    Spell Point Cost: 40
    Components: Material, Verbal, Somatic
    Metamagic: Quicken
    Range: Short
    Target: Ground
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 90 seconds (60 seconds, sorcerer)
    Description:
    You summon an illusory phantasm that attacks nearby foes for 15 seconds. The illusion deals no damage but is immune to all damage and effects, including healing and buffs.

    Lesser Shadow Conjuration
    Spell Level: Bard 2, Sorcerer/Wizard 4
    Spell Point Cost: 20
    Components: Verbal
    Metamagic: Empower, Enlarge, Heighten, Maximize, Quicken
    Range: Varies
    Target: Varies
    Saving Throw: Varies
    Duration: Varies
    Spell Resistance: Varies
    Cooldown: 25 seconds (15 seconds, sorcerer)
    Description:
    The caster casts a selected spell as if the spell was in their spell book. The spell's difficulty check becomes illusion instead of the original spell school (all other effects and definitions of the spell apply as normal). Available spells: Fireball, Lightning Bolt, Acid Blast, Frost Lance, Hold Person, Charm Person, Blindness, and Fear.

    Greater Shadow Conjuration
    Spell Level: Bard 6, Sorcerer/Wizard 8
    Spell Point Cost: 40
    Components: Verbal
    Metamagic: Empower, Enlarge, Heighten, Maximize, Quicken
    Range: Varies
    Target: Varies
    Saving Throw: Varies
    Duration: Varies
    Spell Resistance: Varies
    Cooldown: 40 seconds (25 seconds, sorcerer)
    Description:
    The caster casts a selected spell as if the spell was in their spell book. The spell's difficulty check becomes illusion instead of the original spell school (all other effects and definitions of the spell apply as normal). Available spells: Otiluke's Freezing Sphere, Delayed Caster Fireball, Chain Lightning, Acid Rain, Hold Monster, Charm Monster, Necrotic Ray, and Finger of Death.

    Weird
    Spell Level: Wizard/Sorcerer 9
    Spell Point Cost: 50
    Components: Verbal, Somatic
    Metamagic: Heighten, Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: Willpower, Fortitude
    Duration: No
    Spell Resistance: Yes
    Cooldown: 30 seconds (20 seconds, sorcerer)
    Description:
    A horrific phantasm arises before a group of enemies. Enemies within the area must make a will save to disbelieve the illusion. If they fail this save, they must make a fortitude save or be instantly slain from fear. Targets that make the fortitude save still take 1d4+1 untyped damage per caster level. Enemies that are immune to death effects, mind effects, and fear are also immune to this spell.


    *****NECROMANCY*****
    Plague
    Spell Level: Cleric/Favored Soul 8, Druid 8, Warlock 5, Wizard/Sorcerer 8
    Spell Point Cost: 50
    Components: Verbal, Somatic
    Metamagic: Enlarge, Heighten, Quicken
    Range: Standard
    Target: Foe; single
    Saving Throw: Fortitude
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 20 seconds (10 seconds, sorcerer)
    Description:
    Infect a living creature with a potent and deadly disease, causing them to take a 2d20 penalty to all attributes for up to 60 seconds. A successful fortitude save negates the effect.

    Greater Chill Touch
    Spell Level: Wizard/Sorcerer 6
    Spell Point Cost: 30
    Components: Verbal, Somatic
    Metamagic: Empower, Enlarge, Heighten, Maximize, Quicken
    Range: Touch
    Target: Foe; single
    Saving Throw: Willpower, Fortitude
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 10 seconds (5 seconds, sorcerer)
    Description:
    Your hand glows bright blue with necrotic energy as you touch an enemy. The target takes 1d6+3 negative energy damage per two caster levels (up to 10d6+30 at caster level 20), takes 1d6 negative levels, and has their movement and attack speed reduced by 40% for 10 seconds. A successful fortitude save halves the damage and a successful will save negates the speed penalty.


    *****TRANSMUTATION*****
    Blackstaff
    Spell Level: Wizard/Sorcerer 8
    Spell Point Cost: 50
    Components: Somatic
    Metamagic: Extend, Quicken
    Range: Self
    Target: Self
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 1 minute (40 seconds, sorcerer)
    Description:
    You enchant your quarterstaff with necrotic energy, providing a +4 enhancement bonus, giving you True Seeing, and dispelling 1 positive buff on enemies you strike with it. Only works on staves and quarterstaves. Lasts 20 seconds.

    Sanctuary
    Spell Level: Cleric/Favored Soul 6, Wizard/Sorcerer 8
    Spell Point Cost: 30
    Components: Somatic
    Metamagic: Quicken
    Range: Self
    Target: Self
    Saving Throw: No
    Duration: Yes
    Spell Resistance: No
    Cooldown: 2 minutes (90 seconds, sorcerer)
    Description:
    The caster becomes ethereal and cannot be harmed for 6 seconds. Taking any action other than moving removes the effect.


    *****EPIC SPELLS*****
    Balefire
    Requirements: Level 27
    Spell Point Cost: 100
    Components: Somatic, Verbal
    Metamagic: Quicken
    Range: Double Range
    Target: Foe; single
    Saving Throw: Fortitude
    Duration: No
    Spell Resistance: Yes
    Cooldown: 2 minutes
    Description:
    A ray of pure energy shoots forth from your palm towards an enemy. The target must make a will save or be erased from existence. DC = 20 + highest of caster's wis/cha/int modifier + transmutation bonuses. This spell ignores the death ward spell (but not champion immunities) and does not work on red or purple named opponents. Passively adds 140 maximum spell points.

    Time Stop
    Requirements: Level 30
    Spell Point Cost: 120
    Components: Verbal
    Metamagic: Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: No
    Duration: Yes
    Spell Resistance: Yes
    Cooldown: 90 seconds
    Description:
    Caster defies time and space, causing all opponents in an area to cease to function. Targets that are stopped cannot be damaged, healed, or affected by any other effect for 10 seconds. Does not affect red or purple named opponents. Passively adds 140 maximum spell points.

    Isaac's Magic Missile Storm
    Spell Level: 27
    Spell Point Cost: 70
    Components: Verbal
    Metamagic: Empower, Maximize, Quicken
    Range: Standard
    Target: Foe; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: No
    Duration: No
    Spell Resistance: No
    Cooldown: 30 seconds
    Description:
    You fire a barrage of magic missiles towards a group of enemies (1 per character level). Each missile does 2d15 force damage and hits a random enemy in the area. Enemies immune to magic missiles are immune to this spell. Passively adds 140 maximum spell points.

    Sacred Ashes
    Spell Level: 30
    Spell Point Cost: 150
    Components: Somatic
    Metamagic: Quicken
    Range: Standard
    Target: Area; Area-Of-Effect (aoe similar to flamestrike)
    Saving Throw: No
    Duration: No
    Spell Resistance: No
    Cooldown: 5 minutes
    Description:
    You spread ancient phoenix ashes in an area. Slain allies within the area are affected by a True Resurrection spell and do not incur a death penalty effect. Living allies in the area are healed for 2,000 points of positive energy (not affected by spellpower). Passively adds 140 maximum spell points.
    Time stop is already in DDO. Mobs cast it all the time. We see it as lag on our end....
    (Combat): You are hit by your knockdown.

  4. #4
    Hero JOTMON's Avatar
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    Would like to see an epic feat that turns singular buff spells into mass effect spells.

    .. mass blurr. mass jump.. mass etc....
    Argo: Degenerate Matter - 200
    Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
    Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
    Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)

  5. #5
    Community Member HastyPudding's Avatar
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    Quote Originally Posted by JOTMON View Post
    Would like to see an epic feat that turns singular buff spells into mass effect spells.

    .. mass blurr. mass jump.. mass etc....
    Hmmmmm

    What about Mass Metamagic? Turn single target buffs into a mass buff for +25 spell point cost. Only certain spells, though. I'd think mass stoneskin, ablative armor, and a few others would be cheating.

  6. #6
    Hero JOTMON's Avatar
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    Quote Originally Posted by HastyPudding View Post
    Hmmmmm

    What about Mass Metamagic? Turn single target buffs into a mass buff for +25 spell point cost. Only certain spells, though. I'd think mass stoneskin, ablative armor, and a few others would be cheating.
    I would think something more like 4x the SP cost of the singular spell. makes it efficient for full groups and raids, and less so for smaller groups.
    I would apply it to any buff that is castable on others.

    Basically it just saves time singular casting and asking who wants/who doesn't..
    at higher levels we should have options to be more efficient..
    Argo: Degenerate Matter - 200
    Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
    Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
    Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)

  7. #7
    Community Member AzB's Avatar
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    Quote Originally Posted by JOTMON View Post
    I would think something more like 4x the SP cost of the singular spell. makes it efficient for full groups and raids, and less so for smaller groups.
    I would apply it to any buff that is castable on others.

    Basically it just saves time singular casting and asking who wants/who doesn't..
    at higher levels we should have options to be more efficient..
    This.

    And lasting inspiration should allow for all bard song benefits to played as one song.

  8. #8
    The Hatchery Enoach's Avatar
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    I really think the illusion spells list needs expanding. I would include Mirror Image type spells to the list.

    Time Stop I'm not so sure about, for me it falls into the Wish and Fly type spells where it has more potential of breaking the game then enhancing it.

    But I agree that the more spell choices all around the better because there will be less homogenized casters (all taking the same spells) and this makes the advantage of being able to switch even more a consideration.

  9. #9
    Community Member majikpaul's Avatar
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    I'll never understand how DDO created 2 races, and now new gear, that focus on illusion spells when there are only 7 illusion spells available... and 3 of those are mostly useless
    Argonnessen-S y n e r g i a-Fleetlex, Wilamber, Ifallalot, Lorimeyers, Particleman

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