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HastyPudding
11-01-2017, 12:49 PM
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.

die
11-01-2017, 01:49 PM
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.

Powerhungry
11-01-2017, 06:30 PM
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....

JOTMON
11-01-2017, 06:41 PM
Would like to see an epic feat that turns singular buff spells into mass effect spells.

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

HastyPudding
11-01-2017, 07:07 PM
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.

JOTMON
11-01-2017, 07:13 PM
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..

AzB
11-03-2017, 01:04 PM
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.

Enoach
11-03-2017, 03:24 PM
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.

majikpaul
11-18-2017, 08:14 PM
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