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Certon
09-19-2014, 04:46 PM
7th Level:

Project Image: Caster becomes an illusory replica of him/herself. Must maintain LoS or spell ends. The copy has the same stats as the wizard, and any spells or objects they use are used by the caster but are projected from the image. While this spell is active, the caster's regular body is immobile and vulnerable. (A great zerg into combat spell.) Make the cooldown 1 or more minutes.

8th Level:

Iron Body: You gain damage reduction 15, 150% Fortification, and gain warforged immunities, but you become susceptible to rust and suffer a 50% Arcane Spell Failure (this can be reduced by effects which reduce penalties for armor.)

Binding (Chains): A single target within touch range is locked in place by chains. It cannot move by any means, even teleport, and automatically fails any Reflex save. It may take any other action it normally can.

9th Level:

Weird: All creatures within 30ft of the target must make a Will save. Those failing the Will save must make a Fortitude save or die. If they succeed on their Fortitude save, they are stunned for 6 seconds.

Gate: This spell may not be cast in public areas. It creates a gateway to one of the realms listed below:

Eberron (Marketplace)
Toril (Eveningstar)
Shavarath (Amrath)
The Portable Hole
The Demonweb (Underdark Entrance)

People not flagged for entrance into these locations will be denied access, and they are prompted to accept transport when they click on the gate.

Prismatic Sphere: Creates a damage shield around the caster of rainbow hue. Creatures striking the caster are subject to an effect from the Prismatic Ray spell. (quite possibly the most powerful 9th level spell in the game, considering its duration is 1 min/level and can be extended and heightened.)

Imprisonment: Removes a creature from combat permanently. This is not a death spell, and does not trap the soul. It places the body in a timeless state and buries it deep underground, effectively removing it from the game. It is only effective on things within touch range, and generates significant aggro if it fails.

moo_cow
09-19-2014, 04:56 PM
Would love to see new spells added to this game. A few of these would be a nice start.

LeoLionxxx
09-20-2014, 03:46 PM
7th Level:

Project Image: Caster becomes an illusory replica of him/herself. Must maintain LoS or spell ends. The copy has the same stats as the wizard, and any spells or objects they use are used by the caster but are projected from the image. While this spell is active, the caster's regular body is immobile and vulnerable. (A great zerg into combat spell.) Make the cooldown 1 or more minutes.


Not sure what this spell does exactly; what does LoS stand for in this case?

What I'd make it do in this case is create a double of your character with abilities and gear, and for 10s/caster level you act though this double. Your regular body is vulnerable and you can end the spell prematurely by clicking on your regular (vulnerable) body.

Effectively (from a design point of view), this spell would create an immobile copy of the user where you stand. Should this copy (which is in fact you, rp wise) take damage the spell automatically ends. The illusionary version of you, which you are now controlling, is free to do anything you can do for the spell duration. When either the spell ends or you drop to 0 hp, you snap back to your "real" body will the same # of HP you had when the spell was cast.



8th Level:

Iron Body: You gain damage reduction 15, 150% Fortification, and gain warforged immunities, but you become susceptible to rust and suffer a 50% Arcane Spell Failure (this can be reduced by effects which reduce penalties for armor.)



Looks like a fun spell. Warforged in general should be immune to its effects.



Binding (Chains): A single target within touch range is locked in place by chains. It cannot move by any means, even teleport, and automatically fails any Reflex save. It may take any other action it normally can.


Looks like a pretty solid CC spell.



9th Level:

Weird: All creatures within 30ft of the target must make a Will save. Those failing the Will save must make a Fortitude save or die. If they succeed on their Fortitude save, they are stunned for 6 seconds.


Decent. I can see it being used.



Gate: This spell may not be cast in public areas. It creates a gateway to one of the realms listed below:

Eberron (Marketplace)
Toril (Eveningstar)
Shavarath (Amrath)
The Portable Hole
The Demonweb (Underdark Entrance)

People not flagged for entrance into these locations will be denied access, and they are prompted to accept transport when they click on the gate.


A good spell, but with it being 9th level, I don't see it being slotted much. As well, perhaps teh last one could lead instead to the ES cavern - that way it could double as an airship shortcut :D



Prismatic Sphere: Creates a damage shield around the caster of rainbow hue. Creatures striking the caster are subject to an effect from the Prismatic Ray spell. (quite possibly the most powerful 9th level spell in the game, considering its duration is 1 min/level and can be extended and heightened.)


Looks like a good one.



Imprisonment: Removes a creature from combat permanently. This is not a death spell, and does not trap the soul. It places the body in a timeless state and buries it deep underground, effectively removing it from the game. It is only effective on things within touch range, and generates significant aggro if it fails.

How does this function differently from Power word kill, other than the requirement to be in touch range?

General_Gronker
09-21-2014, 03:27 AM
Not sure what this spell does exactly; what does LoS stand for in this case? I'd imagine it stands for Line of Sight.

How does this function differently from Power word kill, other than the requirement to be in touch range?

This is PW:K as per DDO:


Name: Power Word: Kill
School: Conjuration (Compulsion spells) (Mind-affecting spells) (Death spells)
Level: Sor/Wiz 9
Spell Point Cost: 50
Components: Verbal
Metamagic: Enlarge, Quicken
Range: Standard
Target: 1 living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Cooldown: 210 seconds (Wiz), 180 seconds (Sor)
Description:
You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not.
This is a death effect, and as such a Deathblock effect, or Deathward spell will provide immunity.
In PvP, players will get a Fortitude save, and only face death if under 100 hit points.

This is Imprisonment as per 3.5 D&D:


Imprisonment
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target’s name and some facts about its life, the target takes a -4 penalty on its save.

It's a different spell school, but more importantly, it wouldn't be a Death effect, so would not be blocked by Deathblock/Deathward. Also, I have no idea why PW:K is a Conjuration spell in DDO. It's supposed to be an Enchantment spell IIRC.

mezzorco
09-21-2014, 04:22 AM
Arcane classes already have good spells.

Now that paladin spells have been reworked, it's ranger's turn.

Current 3rd level ranger spells:
- Cure Moderate Wounds: useless when you gain Cure Serious
- Neutralize Poison: you can drink/scroll when you need it
- Remove Disease: potion/scroll
- Summon Nature's ally III: summons a CR3 when you're at least level 11
- Wild Instincts: +10 insight bonus to spot, actually the only useful spell

The same for 4th level spells: CSW and FoM are useful, other spells are worthless.
A pure ranger really doesn't know what to pick, there are no spells worth slotting really.

Certon
09-22-2014, 11:16 AM
Arcane classes already have good spells.

Now that paladin spells have been reworked, it's ranger's turn.

Current 3rd level ranger spells:
- Cure Moderate Wounds: useless when you gain Cure Serious
- Neutralize Poison: you can drink/scroll when you need it
- Remove Disease: potion/scroll
- Summon Nature's ally III: summons a CR3 when you're at least level 11
- Wild Instincts: +10 insight bonus to spot, actually the only useful spell

The same for 4th level spells: CSW and FoM are useful, other spells are worthless.
A pure ranger really doesn't know what to pick, there are no spells worth slotting really.

I could not agree with you more. Rangers need work--a lot of it. I see them wandering further from PnP in DDO, and I'm fine with that. They should get better spells and there should at least be a prestige class where Rangers get a pet that levels up with them similar to a druid pet, but perhaps with a bear.

HatsuharuZ
09-22-2014, 11:28 AM
Arcane classes already have good spells.

Now that paladin spells have been reworked, it's ranger's turn.

Current 3rd level ranger spells:
- Cure Moderate Wounds: useless when you gain Cure Serious
- Neutralize Poison: you can drink/scroll when you need it
- Remove Disease: potion/scroll
- Summon Nature's ally III: summons a CR3 when you're at least level 11
- Wild Instincts: +10 insight bonus to spot, actually the only useful spell

The same for 4th level spells: CSW and FoM are useful, other spells are worthless.
A pure ranger really doesn't know what to pick, there are no spells worth slotting really.

Agreed! Rangers need: Vigor spells, like druids have, and conjure ammunition spells that summon arrows with additional effects on them.

harry-pancreas
09-22-2014, 11:32 AM
i wantz maze, the 8th lvl spell

good suggestions though

moo_cow
09-22-2014, 01:46 PM
Arcane classes already have good spells.

Now that paladin spells have been reworked, it's ranger's turn.

Current 3rd level ranger spells:
- Cure Moderate Wounds: useless when you gain Cure Serious
- Neutralize Poison: you can drink/scroll when you need it
- Remove Disease: potion/scroll
- Summon Nature's ally III: summons a CR3 when you're at least level 11
- Wild Instincts: +10 insight bonus to spot, actually the only useful spell

The same for 4th level spells: CSW and FoM are useful, other spells are worthless.
A pure ranger really doesn't know what to pick, there are no spells worth slotting really.

These things need improvements, but just because arcanes have good spells doesn't mean they shouldn't be improved upon once in a while. A lot of their spells are still useless and a lot of them are really meh. IMO these systems should be continuously worked on, not worked on then forgotten about like they usually are.

General_Gronker
09-23-2014, 08:19 AM
there should at least be a prestige class where Rangers get a pet that levels up with them similar to a druid pet, but perhaps with a bear.
No, there should not be. Why? Because Rangers aren't supposed to need a PrC to get an animal companion.



Animal Companion (Ex)
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

And I agree that the Ranger spell list needs some work. It should look like this:


1st-Level Ranger Spells
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls animal to fight for you.

2nd-Level Ranger Spells
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II: Calls animal to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.

3rd-Level Ranger Spells
Command Plants: Sway the actions of one or more plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III: Calls animal to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.

4th-Level Ranger Spells
Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Freedom of Movement: Subject moves normally despite impediments.
Nondetection M: Hides subject from divination, scrying.
Summon Nature’s Ally IV: Calls animal to fight for you.
Tree Stride: Step from one tree to another far away.

bsquishwizzy
09-23-2014, 12:00 PM
7th Level:

Project Image: Caster becomes an illusory replica of him/herself. Must maintain LoS or spell ends. The copy has the same stats as the wizard, and any spells or objects they use are used by the caster but are projected from the image. While this spell is active, the caster's regular body is immobile and vulnerable. (A great zerg into combat spell.) Make the cooldown 1 or more minutes.

8th Level:

Iron Body: You gain damage reduction 15, 150% Fortification, and gain warforged immunities, but you become susceptible to rust and suffer a 50% Arcane Spell Failure (this can be reduced by effects which reduce penalties for armor.)

Binding (Chains): A single target within touch range is locked in place by chains. It cannot move by any means, even teleport, and automatically fails any Reflex save. It may take any other action it normally can.

9th Level:

Weird: All creatures within 30ft of the target must make a Will save. Those failing the Will save must make a Fortitude save or die. If they succeed on their Fortitude save, they are stunned for 6 seconds.

Gate: This spell may not be cast in public areas. It creates a gateway to one of the realms listed below:

Eberron (Marketplace)
Toril (Eveningstar)
Shavarath (Amrath)
The Portable Hole
The Demonweb (Underdark Entrance)

People not flagged for entrance into these locations will be denied access, and they are prompted to accept transport when they click on the gate.

Prismatic Sphere: Creates a damage shield around the caster of rainbow hue. Creatures striking the caster are subject to an effect from the Prismatic Ray spell. (quite possibly the most powerful 9th level spell in the game, considering its duration is 1 min/level and can be extended and heightened.)

Imprisonment: Removes a creature from combat permanently. This is not a death spell, and does not trap the soul. It places the body in a timeless state and buries it deep underground, effectively removing it from the game. It is only effective on things within touch range, and generates significant aggro if it fails.

You know, I did a suggestion for an Illusionist PrE that incorporates some of these ideas:

https://www.ddo.com/forums/showthread.php/447531-Tyhe-Illusionist-a-rough-sketch

With Weird, Project Image you're now starting to flesh-out a viable Illusion spec for casters.

I'm all for these suggestions. I also think we should include more illusion spells to make that spell line something viable and worthy of investment aside from PK.