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MysticTheurge
04-06-2007, 05:40 PM
I mentioned at one point that I might try to repost my old "Spells to Implement Next" list in a more organized format. Since Risia's down tonight [or at least, it was when I started], I thought I'd take some time to do it. Spells are sorted by class and level. Spells that might not be obvious/easy to implement have some suggestions. If some straightforward changes were made to port the spell to DDO, I'm including the D&D description as a note. Feel free to "vote" for your favorites, or suggest further additions (but provide a third-edition source if you do.)

1st-level Bard Spells.
Accelerated Movement: Sneak at full speed. [D&D: Balance Climb or Move Silently at normal speed with no penalty on skill check.]
Appraising Touch: +10 bonus on Haggle checks [D&D: +10 bonus on Appraise checks.]
Beastland Ferocity: Subject fights without penalty while disabled or dying.
Confusion, Lesser: One creature is confused for 1 round.
Critical Strike: For one round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Healthful Rest: Subjects gain double healing at the next shrine they use. [D&D: Subject heal at twice the normal rate.]
Herald's Call: Creatures of 5 HD or less within 20 ft are slowed.
Inhibit: Target cannot act for six seconds [D&D: Subject delays until next round.]
Insidious Rhythm: Subject takes -4 penalty on concentration checks and must make concentration checks in order to cast a spell. [D&D: Subject has -4 penalty on Intelligence-based skill checks and Concentration checks, and must make Concentration checks in order to cast spells.]
Inspirational Boost: The bonus granted by your inspire courage ability increases by 1.
Ironguts: Subject gains +5 alchemical bonus on saving throws vs. poison.
Ironthunder Horn: Intense vibrations trip those in area.
Serene Visage: Gain insight bonus on bluff checks equal to half your level.
Share Talents: You and your target gain +2 bonus to all skills that the other of you has ranks in.
Targeting Ray: You and allies are +1 to hit/3 levels (insight bonus) against subject.
Undersong: Make perform checks instead of concentration checks.

2nd-level Bard Spells
Bladeweave: Your melee attacks daze your opponent [Duration, 1 round per level]
Bonefiddle: Spectral fiddle bow deals 3d6 damage per round [Duration, Concentration up to 1 round per leve]
Calm Emotions: Calms creatures, negating emotion effects.
Cloud of Bewilderment: Generates a nauseating 10-ft cube cloud.
Curse of Impending Blades: Subject takes -2 penalty to AC.
Dissonant Chant: Concentration checks are more difficult with the area of the spell.
Distracting Ray: Ray forces spellcaster to make concentration checks.
Grace: Silvery light grants +2 dex, +10' to land speed, melee attacks are treated as good aligned; subject takes -20 to hide checks.
Harmonic Chorus: Give another caster +2 to caster level and +2 to save DCs as long as you concentrate.
Heartfire: Subject outlined by fire negating concealment, take 1d4 damage per round. [Duration, 1 round per level]
Iron Silence: Subject takes no armor check penalty on Hide and Move Silently checks. [D&D: Armor touched has no armor check penalty on Hide and Move Silently checks for 1 hour/level.]
Lively Step: You and allies gain +10 increase to speed.
Mesmerizing Glare: Your gaze fascinates creatures.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Nightmare Lullaby: Subject is confused.
Silence: Negates sound in 20-ft. radius.
Sting Ray: Subject of ray can take only standard or move action, has -2 AC and must make Concentration checks to cast spells.
Tactical Precision: You gain +2 bonus on attack rolls and +1d6 additional damage against flanked foes.
Vertigo: Target must succeed on a balance check each round in order to move.
Wave of Grief: Cone Imposes -3 penalty on attacks, checks and saves.

3rd-level Bard Spells
Allegro: You and your allies gain +30 ft speed for 1 minute/level.
Blink: You randomly vanish and reappear for 1 round/level.
Confusion: Subjects behave oddly for 1 round/level.
Creaking Cacophony: Sound distracts and makes enemies vulnerable to sonic damage.
Mass Curse of the Impending Blades: Enemies take -2 penalty to AC.
Daylight: 60-ft. radius of bright light.
Dirge of Discord: All within 20 ft take -4 penalty on attack rolls and Dexterity, and reduce speed by 50%.
Dissonant Chord: Deal 1d8/2 levels sonic damage in a 10-ft burst.
G'elsewhere chant: Target is transported somewhere safe. [Essentially a single-target Dimension Door.]
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Halt: Subject's feet becomes stuck to the ground.
Hesitate: Target cannot act for up to 6 seconds per level.
Haunting Tune: 1 subject/level becomes shaken.
Hymn of Praise: Add +2 to caster level to all good divine casters within range.
Love's Lament: Cone deals 1d6 Wisdom damage and causes nausea.
Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage to targets that hit you in melee.
Suppress Breath Weapon: Target can't use breath weapon.
Wounding Whispers: Sonic aura damages foes that strike you.

4th-level Bard Spells
Baleful Blink: Target has 50% miss chance for any spells or attacks it tries to make.
Healing Spirit: Ball of light heals 1d8/round for 1 round/2 levels.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Ray Deflection: Ray attacks are reflected away.
Greater Resistance: Subject gains +3 resistance bonus on saving throws.
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
Sirine's Grace: You cgain bonuses to Charisma and Dexterity, AC and Perform checks and can breathe water.
Stone Shatter: Shatter a stone object or creature.
Thunder Field: Creatures in area take 1d8 sonic damage/round, may be knocked prone.
Voice of the Dragon: +10 bluff, diplomacy and intimidate checks; can use one suggestion.

5th-level Bard Spells
Body Harmonic: Piercing tone deals 1d10 damage to one ability/round.
Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area.
Magic Convalescence: Any spell cast within range heals you 1 hit point per level of the spell cast.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Renewed Vigor: Removes fatigue and grants a +2 [unnamed] bonus to Constitution for 1 round/level.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Song of Discord: Forces targets to attack each other
Wail of Doom: Deal 1d4 damage/level in 30-ft cone, plus subjects panicked or shaken.

6th-level Bard Spells
Dirge: Enemies take 2 points of Str and Dex damage/round.
Glimpse of the Prophecy: Gain +1 insight bonus to AC and saves. [Self only.]
Nixie's Grace: You gain a swim speed, water breathing, low-light vision, DR 5/cold iron, and enhancements to Dexterity and Wisdom.
Revenance: Restores dead creatures to life for 1 minute/level.
Superior Resistance: Subject gains +6 on saving throws.

1st-level Cleric Spells
Blessed Aim: +2 bonus for allies' ranged attacks.
Conviction: Subject gains +2 morale bonus on saving throws, with an additional +1 bonus per 6 caster levels (max +5).
Devastating Smite: Subject's next smite attack deals double damage.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attempts.
Grave Strike: You can sneak attack undead for 1 round.
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Healthful Rest: Subjects gain double healing at the next shrine they use. [D&D: Subject heal at twice the normal rate.]
Inhibit: Target cannot act for six seconds [D&D: Subject delays until next round.]
Invest Light Protection: Heals 1d4 damage +1/2 levels, grants DR 1/evil.
Ironguts: Subject gains +5 alchemical bonus on saving throws vs. poison.
Protective Interposition: You and an ally trade locations. The ally gains a +2 sacred bonus to AC while you gain a +2 sacred bonus to melee attack rolls.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Snowshoes: Subject walks easily on ice and snow.
Summon Undead I: Summons Human Warrior Skeleton to fight for you.
Lesser Vigor: Subject heals 1 hp/round for 10 rounds plus 1 round per level (max 15 rounds).
Vision of Glory: Subject gains morale bonus equal to your charisma modifier on next saving throw.
Unity Wine: Creates a magical wine that grants +1 morale bonus to skill checks when drunk.
Wings of the Sea: +30 feet to subject's swim speed.

2nd-level Cleric Spells
Consecrate: Fills area with positive energy, making undead weaker.
Curse of Ill Fortune: Subject takes -3 penalty on attacks, checks and saves.
Divine Insight: You gain insight bonus of 5+caster level on next skill check. [Self Only.]
Divine Protection: Allies gain +1 morale bonus to AC, saves.
Healing Lorecall: For 1 minute per level, if you have 5 or more ranks of the Heal skill, any conjuration (healing) spell you cast also removes one of the following conditions: dazed, dazzled, fatigued. If you have 10 or more ranks in the Heal skills, spells may also remove the following conditions: exhausted, nauseated, sickened. Conjuration (Healing) spells also use your Heal skill in place of your Caster level for determining the amount of damage healed (if this is beneficial).
Holy Fire: Your next turn attempt deals damage equal to your turning damage roll to all undead within range. [This is in addition to normal effects of the turning attempt.]
Iron Silence: Subject takes no armor check penalty on Hide and Move Silently checks. [D&D: Armor touched has no armor check penalty on Hide and Move Silently checks for 1 hour/level.]
Living Undeath: Subject becomes immune to extra damage from critical hits and sneak attacks.
Mark of Judgement: Creatures that attack the target heal 2 points of damage on each successful hit.
Protection from Negative Energy: Ignore 10 points of negative energy per attack. [Protection does not increase with caster level.]
Share Talents: You and your target gain +2 bonus to all skills that the other of you has ranks in.
Shield Other: You take half of subject’s damage. [Cause I still don't understand how it's broken.]
Silence: Negates sound in 20-ft. radius.
Summon Undead II: Summons Bugbear Zombie to fight for you.
Veil of Shadow: Darkness grants you concealment for 1 minute/level. [Self only]
Wave of Grief: Cone Imposes -3 penalty on attacks, checks and saves.

3rd-level Cleric Spells
Anarchic Storm: Chaotic-aligned rain falls in 20-ft radius for 1 round/level, deals 2d6 points of damage to lawful aligned creatures each round (lawful outsiders take double damage). One additional lawful creature per round is hit with lightning for 5d6 points of damage.
Animate Dead: Creates undead skeletons and zombies.
Antidragon Aura: One ally per two levels gainst +2 luck bonus to AC and saves against attacks, spells and special attacks of dragons. Bonus increase by 1 for every four caster levels above 5th (max +5). [Expensive material component.]
Axiomatic Storm: As Anarchic Storm, but damages chaotic creatures.
(Remove) Blindness/Deafness: Makes subject blinded or deafened. [Implement the Deafness half.]
Cloak of Bravery: Allies within range gain morale bonus on saves vs. fear equal to your caster level (max +10).
Clutch of the Keeper: Deals 1d12 damage/round and paralyzes foe.
Curse of Arrow Attraction: Target takes -5 penalty to AC against ranged attacks.
Mass Conviction: As Conviction, but multiple targets.
Corona of Cold: Aura of cold protects you, damages others.
Daylight: 60-ft. radius of bright light.
Demon Dirge: Demons (and other chaotic evil outsiders) are stunned and take 3d6 damage/round for 1d4 rounds.
Devil Blight: Devils (and other lawful evil outsiders) are stunned and take 3d6 damage/round for 1d4 rounds.
Energy Vortex: Burst of Energy centered on you damages nearby creatures.
Energy Vulnerability: Subjects gain vulnerability (+50% damage) to a chosen type of energy.
Favorable Sacrifice: Expend gems to provide increasing benefits to the target. 250 gp worth: DR 5/magic, resistance to acid, cold, electricity, fire, sonic 10; and spell resistance equal to your caster level. 1,000 gp: DR 10/magic, energy resistance 15 and SR equal to caster level +5. 10,000 gp: DR 20/magic; resistance to energy 20; and SR equal to caster level +10.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Grace: Silvery light grants +2 dex, +10' to land speed, melee attacks are treated as good aligned; subject takes -20 to hide checks.
Hamatula Barbs: Subjects grow barbs, which damage foes that attack them in melee.
Hesitate: Target cannot act for up to 6 seconds per level.
Holy Storm: As Anarchic Storm, except damages evil creatures.
Invest Moderate Protection: Heals 3d4 damage +1/2 levels and grants DR 3/Evil.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Knight's Move: You instantly move to flank an enemy. [Personal only.]
Nauseating Breath: Exhale a cone of nauseating gas.
Mark of Doom: Subject takes 1d6 damage for each hostile action.
Mass Resist Energy: As resist energy, but multiple targets.
Slashing Darkness: Ray deals 1d8/2 levels damage or heals undead the same amount.
Mass Snowshoes: As snowshoes, affects one creature/level.
Soldier's of Sanctity: You gain a +1 bonus to turning checks and turning damage rolls for each ally within range (to a maximum of +6). Allies within range gain +2 [unnamed] bonus to AC vs. the attacks of undead.
Spark of Life: Undead creature loses most immunities.
Stand Firm: You and allies gain a +4 morale bonus to AC and checks to resist bull rush, overrun and trip attempts so long as you don't move.
Summon Undead III: Summons Ghoul to fight for you.
Suppress Glyph: You notice but do not trigger magical writing traps.
Tremor: Subject is knocked prone.
Vigor: As lesser vigor, but 2 hit points/round (max 25 rounds).
Mass Lesser Vigor: As lesser vigor, but multiple subjects (max 25 rounds).
Lesser Visage of the Deity: You gain +4 enhancement bonus to Charisma and resistance 10 to acid, cold and electricity.
Weapon of the Deity: Generates a magical weapon based on chosen deity's favored weapon.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-level Cleric Spells
Bleakness: Living creatures take 1d6 damage/round, undead gain turn resistance and fast healing.
Blessing of the Righteous: You and your allies weapons deal an additional 1d6 points of holy damage and are considered good aligned.
Castigate: Verbal rebuke damages those whose alignment differs from yours.
Contingent Energy Resistance: Gain energy resistance 10 to the first energy type that damages you.
Delay Death: For 1 round per level, hit point damage cannot kill the subject of this spell.
Dimensional Anchor: Bars extradimensional movement. [Would prevent creature's porting in, like second mephits and maybe respawns in invaders.]
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. [Essentially, this would be "Summon Giant Spiders and Scorpions"]
Healing Spirit: Ball of light heals 1d8/round for 1 round/2 levels.
Hypothermia: Causes 1d6 cold damage/level, fatigue.
Moon Bolt: 1d4 strength damage/3 levels, undead made helpless.
Negative Energy Aura: 10-ft radius surrounding you deals 1 hp/3 levels for 1 round/level. [Heck, Arcane Skeletons already have this one!]
Panacea: Removes most afflictions, including: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned, as well as sleep effects and the effects of the feeblemind spell, ends any poison effects and cures 1d8 points of damage +1 point per caster level (max +20).
Positive Energy Aura: 10-ft radius surrounding you heals 1 hp/3 levels for 1 round per level.
Greater Resistance: Subject gains +3 resistance bonus on saving throws.
Sheltered Vitality: Subject gains immunity to fatigue, exhausted, ability damage and ability drain.
Sound Lance: Sonic Energy deals 1d8/level damage.
Spell Vulnerability: Reduce creature's spell resistance by 1/caster level (max 15).
Summon Hound Archon: Summons a hound archon (http://www.d20srd.org/srd/monsters/archon.htm#houndArchon) to fight for you.
Summon Undead IV: Summons Ghast to fight for you.
Wrack: Renders creature helpless with pain.

5th-level Cleric Spells
Aura of Evasion: All within 10-ft gain evasion against breath weapons.
Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft radius spread.
Call Zelekhut: Summons a zelekhut (http://www.d20srd.org/srd/monsters/inevitable.htm#zelekhut) to fight for you.
Mass Contagion: As contagion, but 20-ft radius.
Mass Curse of Ill Fortune: Enemies take -2 penalty on attack rolls and saves.
Death Throes: Your body explodes when you die.
Divine Agility: Subject gains +10 enhancement bonus to Dexterity for 1 round per level.
Dragon Breath: You choose a dragon type and mimic its breath weapon.
Earth Reaver: Eruption deals 7d6 damage to all in area.
Fracturing Weapon: For 1 round/level the target's attacks bestow a -5 penalty to AC and DR for 6 seconds. [Multiple strikes don't stack.]
Incorporeal Nova: Destroy incorporeal undead.
Insect Plague: Locust swarms attack creatures.
Invest Heavy Protection: Heal 5d4 damage +1/2 levels, grants DR 5/evil.
Life's Grace: Grants immunity to many undead attacks and protection against incorporeal attacks.
Magic Convalescence: Any spell cast within range heals you 1 hit point per level of the spell cast.
Mana Flux: Magic in the area has a 20% failure chance.
Manifest Death: Your touch attack draws a ball of negative energy out of the undead target dealing 1d6 damage/2 levels. The ball is then either used to harm nearby living creatures or released as a Rebuke Undead attempt, resulting in other nearby undead either cowering or being commanded.
Manifest Life: Your touch attack draws a ball of positive energy out of the living target dealing 1d6 points of damage/2 levels. The ball is then either used to harm nearby undead, used to heal nearby living allies or released as a Turn Undead attempt, resulting in nearby undead either fleeing or being destroyed.
Orb of Dancing Death: Orb you control bestows 1 negative level each round for 1 round/3 levels.
Radiance: Creates daylight that dazzles undead.
Renewed Vigor: Removes fatigue and grants a +2 [unnamed] bonus to Constitution for 1 round/level.
Revivify: Restore recently dead to life with no level loss.
Righteous Might: Your size increases, and you gain combat bonuses.
Righteous Wrath of the Faithful: Allies gain +3 morale bonus on attack rolls and damage rolls and increased attack speed.
Stalwart Pact: Subject gains combat bonuses (5 temporary HP per 2 caster level (max 35), DR 5/magic, +2 luck bonus on saves) automatically when reduced to half hit points or lower.
Subvert Planar Essence: Outsiders in range have their DR and SR each reduces by 10.
Summon Bearded Devil: Summons a bearded devil (http://www.d20srd.org/srd/monsters/devil.htm#beardedDevilBarbazu) to fight for you.
Summon Bralani Eladrin: Summons a bralani eladrin (http://www.d20srd.org/srd/monsters/bralani.htm) to fight for you.
Summon Undead V: Summons Mummy, Shadow or Wight to fight for you.
Greater Vigor: As lesser vigor, but 4hp/round (max 35 rounds).
Vulnerability: Reduces target's DR by 5 (to a minimum of 5). Reduction increase by 5 for everyone four levels beyond 9th.

6th-level Cleric Spells
Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
Chasing Perfection: Subject gains +4 [enhancement] bonus to all abilities.
Energy Immunity: Subject and equipment gain immunity to damage of the specified energy type.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Ghost Trap: Incorporeal creatures turn corporeal.
Glimpse of the Prophecy: Gain +1 insight bonus to AC and saves. [Self only.]
Ice Flowers: Ice and earth deal 1d6 damage/level.
Lucent Lance: Ambient light forms lance, blinds for one round, dazzled for 1 round per level and deals 1d6 points of damage per caster level.
Mantle of the Icy Soul: Touched creature gains the cold subtype (http://www.d20srd.org/srd/typesSubtypes.htm#coldSubtype).
Opalescent Glare: Kill creatures with less than 5 HD. Creatures with more than 5 HD are affected as though by a fear spell for 2d10 rounds.
Planar Exchange: A avoral guardinal (http://www.d20srd.org/srd/monsters/avoral.htm), bone devil (http://www.d20srd.org/srd/monsters/devil.htm#boneDevilOsyluth) or babau demon (http://www.d20srd.org/srd/monsters/demon.htm#babau) takes your place for 1 round/level.
Rejection: Creatures within cone are blasted away from you.
Sarcophagus of Stone: Sarcophagus entombs subject.
Semblance of Life: Undead take 3d6 damage per round for 1 round/3 levels. Intelligent undead are dazed.
Spider Plage: Summons 5 celestial or fiendish large monstrous spiders to fight for you.
Stone Body: Your body becomes living stone granting DR 10/adamantine, immunity to blindness, extra damage from critical hits, ability score damage, deafness, disease, drowning, poison, stunning and all spells or attacks that affect your physiology of respiration. Gain a +4 enhancement bonus to strength but a -4 penalty to dexterity. Speed is reduced.
Summon Babau Demon: Summons a babau demon (http://www.d20srd.org/srd/monsters/demon.htm#babau) to fight for you.
Superior Resistance: Subject gainst +6 resistance bonus to saving throws.
Vigorous Circle: As mass lesser vigor except 3 hp/round (max 40 rounds).
Visage of the Deity: As lesser visage of the deity, but you also become celestial or fiendish.
Zealot Pact: Subject gains combat bonuses (+4 bonus to hit and deal double damage) while attacking targets of opposite alignment from the caster.

7th-level Cleric Spells
Greater Bestow Curse: As bestow curse, but more severe penalties such as one ability score reduced to 1, or 2 ability scores take -6 penalties, -8 penalty on attack rolls, saving throws, ability checks and skill checks, subject has 75% chance of being unable to take action.
Blood to Water: 2d6 constitution damage to subjects.
Call Kolyarut: Summons a kolyarut (http://www.d20srd.org/srd/monsters/inevitable.htm#kolyarut) to fight for you.
Death Dragon: You gain +4 natural armor, +4 deflection bonus and natural attacks.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Energy Ebb: Give subject one negative level/round for 1 round/level.
Evil Glare: Paralyze creatures with your glare.
Fortunate Fate: Subject immediately recieves a [I]heal if it would be killed by damage.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Leech Undeath: Harm undead 5 hp/level to gain temporary hit points.
Pulse of Hate: Nearby enemies take 2d6 damage per round.
Radiant Assault: 1d6 damage/level, victims dazed or dazzled.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Renewal Pact: Creature is automatically healed if adverse condition affects it.
Righteous Burst: Allies healed, enemies damaged 1d8 damage +1/level.
Slime Wave: Creates 15-ft spread of green slime. [Green slime causes 1d6 constitution damage per round.]
Withering Palm: Touch attack deals 1 point of strength damage and 1 point of con damage per 2 levels.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.

8th-level Cleric Spells
Antimagic Field: Negates magic within 10 ft.
Bodak's Glare: You slay a creature, which turns into a bodak 24 hours later.
Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Chain Dispel: Dispel multiple magical effects on multiple creatures.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Death Pact: Deity bring subject back from the dead automatically.
Earthquake: Intense tremor shakes 80-ft.-radius.
Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
Heat Drain: Subject takes 1d6 cold damage/level, you gain equal amount hp.
Lion's Roar: Deal 1d8 points of damage/2 levels to enemies; allies get +1 on attacks and saves against fear, plus temporary HPs.
Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells.
Veil of Undeath: You gain undead traits.
Visions of the Future: +2 sacred bonus on saves, +2 dodge bonus to AC; discharge spell to gain bonus equal to half caster level that lasts for six seconds. [Self only.]

1st-level Paladin Spells
Blessed Aim: +2 bonus for allies' ranged attacks.
Clear Mind: +4 on saves against mind-affecting spells and abilities.
Devastating Smite: Subject's next smite attack deals double damage.
Divine Sacrifice: You sacrifice hit points to deal extra damage.
Grave Strike: You can sneak attack undead for 1 round.
Lionheart: Subject gains immunity to fear.
Protective Interposition: You and an ally trade locations. The ally gains a +2 sacred bonus to AC while you gain a +2 sacred bonus to melee attack rolls.
Second Wind: Dispels fatigue, grants bonus on Constitution checks.
Silverbeard: You grow a hard silver beard that gives +2 sacred bonus to armor.
Vision of Glory: Subject gains morale bonus equal to your charisma modifier on next saving throw.

2nd-level Paladin Spells
Aura of Glory: Remove any fear effect from allies.
Cloak of Bravery: Allies within range gain morale bonus on saves vs. fear equal to your caster level (max +10).
Divine Insight: You gain insight bonus of 5+caster level on next skill check. [Self Only.]
Divine Protection: Allies gain +1 morale bonus to AC, saves.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Knight's Move: You instantly move to flank an enemy. [Personal only.]
Mark of Doom: Subject takes 1d6 damage for each hostile act. [No save. Must be evil or chaotic.]
Shield Other: You take half of subject’s damage.
Smite of Sacred Fire: Your next smite attempt deals an additional 2d6 fire damage. Whether you succeed or not, your melee attacks following the smite attempt deal an additional 2d6 fire damage for six seconds per level.
Strength of Stone: +8 strength bonus that ends if you lose contact with the ground.
Zeal: You move through foes to attack the enemy you want.

3rd-level Paladin Spells
Axiomatic Storm: As Anarchic Storm, but damages chaotic creatures.
Blessing of Bahamut: You gain DR 10/magic. [Self only]
Daylight: 60-ft. radius of bright light.
Diamondsteel: Metal armor grants DR/adamantine equal to half the armor's armor bonus (including enhancement bonus). [Expensive Material Component]
Find the Gap: Your attacks ignore armor and natural armor.
Healing Spirit: Ball of light heals 1d8/round for 1 round/2 levels.
Holy Fire: Your next turn attempt deals damage equal to your turning damage roll to all undead within range. [This is in addition to normal effects of the turning attempt.]
Holy Storm: As Anarchic Storm, but damages evil creatures.
Righteous Fury: Gain 5 temporary HP/level, +4 sacred bonus to Strength.
Soldier's of Sanctity: You gain a +1 bonus to turning checks and turning damage rolls for each ally within range (to a maximum of +6). Allies within range gain +2 [unnamed] bonus to AC vs. the attacks of undead.
Stand Firm: You and allies gain a +4 morale bonus to AC and checks to resist bull rush, overrun and trip attempts so long as you don't move.
Weapon of the Deity: Generates a magical weapon based on chosen deity's favored weapon.
Word of Binding: Magical manacles restrain foe.

4th-level Paladin Spells
Blessing of the Righteous: You and your allies weapons deal an additional 1d6 points of holy damage and are considered good aligned.
Castigate: Verbal rebuke damages those whose alignment differs from yours.
Draconic Might: Gain +4 enhancement bonus to strength, constitution and charisma, +4 enhancement bonus to natural armor and immunity to sleep and paralysis.
Fracturing Weapon: For 1 round/level the target's attacks bestow a -5 penalty to AC and DR for 6 seconds. [Multiple strikes don't stack.]
Manifest Life: Your touch attack draws a ball of positive energy out of the living target dealing 1d6 points of damage/2 levels. The ball is then either used to harm nearby undead, used to heal nearby living allies or released as a Turn Undead attempt, resulting in nearby undead either fleeing or being destroyed.
Righteous Aura: You detonate on death, healing good creatures and damaging others (2d6/level damage).
Lesser Visage of the Deity: You gain +4 enhancement bonus to Charisma and resistance 10 to acid, cold and electricity.

1st-level Ranger Spells
Accelerated Movement: Sneak at full speed. [D&D: Balance Climb or Move Silently at normal speed with no penalty on skill check.]
Arrow Mind: You don't take -2 AC penalty while wielding a ranged weapon. [D&D: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.]
Enrage Animal: Animal rages like a barbarian, not fatigued.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Healing Lorecall: For 1 minute per level, if you have 5 or more ranks of the Heal skill, any conjuration (healing) spell you cast also removes one of the following conditions: dazed, dazzled, fatigued. If you have 10 or more ranks in the Heal skills, spells may also remove the following conditions: exhausted, nauseated, sickened. Conjuration (Healing) spells also use your Heal skill in place of your Caster level for determining the amount of damage healed (if this is beneficial).
Instant Search: Make search checks as a free action with a +2 insight bonus.
Linked Perception: Allies gain +2 bonus per ally in range on Listen and Spot checks.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Skunk Scent: Touched target is sickened for 1 round/level.
Smell of Fear: Subjects aroma attracts animal attacks.
Snowshoes: Subject walks easily on ice and snow.
Surefoot: +10 competence bonus to balance, jump and tumble checks.
Towering Oak: +10 competence bonus to intimidate checks.

2nd-level Ranger Spells:
Align Fang: Natural weapon becomes good, evil, lawful or chaotic.
Curse of Arrow Attraction: Subject takes -5 penalty to AC against ranged attacks.
Curse of Impending Blades: Subject takes -2 penalty to AC.
Exacting Shot: Your ranged weapon automatically confirms critical hits against favored enemies.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Jagged Tooth: Doubles the critical threat range of natural weapons.
Nature's Favor: Animal touched gains luck bonus on attack rolls and damage rolls of +1/3 levels.
Predator's Cry: Emit a terrifying bellow that panics animals.
Share Talents: You and your target gain +2 bonus to all skills that the other of you has ranks in.
Wind Wall: Deflects arrows, smaller creatures, and gases.

3rd-level Ranger Spells
Arrow Storm: You make 1 ranged attack against each foe within range.
Blade Storm: You make a melee attack against every foe you threaten.
Mass Curse of Impending Blades: Enemies take -2 penalty to AC.
Find the Gap: Your attacks ignore armor and natural armor.
Forestfold: You gain +10 competence bonus on hide and move silently checks.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Mark of the Hunter: Favored enemy bonuses against the target are 4 higher than they would be; ignore miss chance from concealment against target.
Mass Snowshoes: As snowshoes, affects one creature/level.

4th-level Ranger Spells
Foebane: Your weapon becomes +5 and deals +2d6 damage against a favored enemy.
Mass Longstrider: As longstrider, but multiple targets.
Superior Magic Fang: Natural weapons gain +1 enhancement bonus/4 levels.

1st-level Wizard/Sorcerer Spells
Ironguts: Subject gains +5 alchemical bonus on saving throws vs. poison.
Buzzing Bee: Bee gives subject -10 penalty on Move Silently and hinders Concentration checks. Spellcasters must make concentration checks in order to cast spells.
True Strike: +20 on your next attack roll.
Hail of Stone: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).
Lesser Orb of <Energy Type>: Ranged touch attack deals 1d8 <energy type> damage +1d8/2 levels beyond 1st (max 5d8). [Available in Acid, Cold, Electricity, Fire and Sonic varieties.]
Summon Undead I: Summons Human Warrior Skeleton to fight for you.
Appraising Touch: +10 bonus on Haggle checks [D&D: +10 bonus on Appraise checks.]
Arrow Mind: You don't take -2 AC penalty while wielding a ranged weapon. [D&D: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.]
Golem Strike: You can sneak attack constructs for 1 round.
Instant Locksmith: Make a disable device or open lock check at +2 as a free action.
Instant Search: Make search checks as a free action with a +2 insight bonus.
Targeting Ray: You and allies are +1 to hit/3 levels (insight bonus) against subject.
Distract Assailant: One creature is flat-footed for one round. [Loses Dexterity bonus to AC, can be sneak-attacked.]
Inhibit: Target cannot act for six seconds [D&D: Subject delays until next round.]
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Luminous Gaze: Your eyes emit light, dazzle creatures.
Persistent Blade: Blade of Force attacks subject, automatically flanks.
Ray of Flame: Ray deals 1d6/2 levels of fire damage.
Sonic Blast: Subject takes 1d4/2 levels of sonic damage, is deafened.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Net of Shadows: Ordinary shadows that provide concealment to all in the area.
Serene Visage: Gain insight bonus on bluff checks equal to half your level.
Spirit Worm: Subject takes 1 point of Con damage every round for 1 round/level.
Accelerated Movement: Sneak at full speed. [D&D: Balance Climb or Move Silently at normal speed with no penalty on skill check.]
Burning Rage: Target takes 4 points of fire damage per round, gains +1 to hit and +2 to damage and gains 2/magic.
Babau Slime: Secret a body-covering acid that damages attacking foes.
Ray of Clumsiness: Victim takes 1d6 dexterity penalty +1 per 2 levels.
Wings of the Sea: +30 feet to subject's swim speed.

[B]2nd-level Wizard/Sorcerer Spells
Daggerspell Stance: You gain +2 insight bonus on attack rolls and damage rolls if you make a full attack, SR 5+caster level if you fight defensively and DR 5/magic if you take total defense. [The DDO equivalents are Fighting, Fighting Defensively (that stance no spellcasters use much) and shield-blocking.]
Protection from Arrows: Subject immune to most ranged attacks.
Dissonant Chant: Concentration checks are more difficult with the area of the spell.
Distracting Ray: Ray forces spellcaster to make concentration checks.
Ectoplasmic Feedback: Incorporeal attackers take 1d6+1/level damage.
Baleful Transposition: Two subjects switch places. [This one would be pretty cool, but I'm not sure how you'd implement it, since it has two distinct targets.]
Cloud of Bewilderment: Generates a nauseating 10-ft cube cloud.
Cloud of Knives: Caster is surrounded by a cloud of magical knives, releases one per round to deal 1d6+1/3 levels damage.
Create Magic Tattoo: Subject gains a magical tattoo which confers certain combat benefits which vary based on caster level.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 dex damage or 1d8 cold damage in 10-ft radius burst.
Summon Undead II: Summons Bugbear Zombie to fight for you.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Sentinel's Watch: Grants the target +5 to spot checks and Will saves to resist enchantment or illusions.
Daanvi Mind: Reformat the subjects mind to be coldly calculating, granting +4 resistance bonus to will saves, +2 competence bonus to intelligence-based checks, but -2 penalty to charisma-based checks.
Mindburn: Target can't cast spells and loses spell points each round.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Ray of Stupidity: Victim takes 1d4+1 intelligence damage.
Rebuke: Subject is dazed for one round, then shaken.
Sting Ray: Subject of ray can take only standard or move action, has -2 AC and must make Concentration checks to cast spells.
Battering Ram: Deals 1d6 damage plus bullrush.
Blast of Force: Attack Deals 1d6 damage/2 levels (max 5d6).
Combust: Subject takes 1d8/level fire damage and might catch fire.
Electric Loop: Deals 1d6/2 levels electricity damage plus stunning to a single creature.
Electric Vengeance: 2d8+1/level damage to opponents who damage you in melee.
Fireburst: Creatures within 10 ft. take 1d8/level fire damage.
Flame Dagger: Beam of Fire deals 1d4+1 damage +1/level.
Frost Breath: Icy breath deals 1d4/2 levels.
Gust of Wind: Blows away or knocks down smaller creatures.
Rainbow Beam: Ray dazzles and deals 1d12 damage/3 levels of random type.
Scorch: Jet of Flame deals 1d8/2 levels (max 5d8).
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
Bladeweave: Your melee attacks daze your opponent [Duration, 1 round per level]
Blinding Color Surge: You strip the color from your body and fire at the target in ray form. The target is blinded and you become invisible.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Phantasmal Assailants: Nightmare creatures strike subject for 8 wis damage, 8 dex damage.
Shadow Spray: Deals 4 points strength damage and dazes.
Vertigo: Subject must succeed on a balance check each round to move.
Bonefiddle: Spectral fiddle bow deals 3d6 damage per round [Duration, Concentration up to 1 round per leve]
Curse of Impending Blades: Subject takes -2 penalty to AC.
Death Armor: Black aura damages creatures attacking you.
Desiccating Bubble: Globe of air damages by evaporating moisture from subject, 2d4 points of damage (2d6 vs. oozes, aquatic creatures). [Same format as Flaming Sphere, lasting sphere does damage over time.]
Ghoul Glyph: Glyph wards area, paralyzes victims.
Life Bolt: Draws 1 hp from you to deal 1d12 damage to undead.
Ray of Sickness: Target becomes sickened.
Ray of Weakness: Subject takes -2 on attacks, -10 ft to speed.
Stolen Breath: Subject has wind knocked out of it, considered sickened for 1 minute.
Wracking Touch: Deal 1d6 +1/level damage, you also deal sneak attack damage if you have any.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Lesser Construct Essence: Target warforged gains moderate fortification and immunity to stunning.
Heroics: Fighter gains one fighter bonus feat.
Ironthunder Horn: Intense vibrations trip those in area.
Lively Step: You and allies gain +10 increase to speed.
Scale Weakening: Subject's natural armor bonus decreases.
Share Talents: You and your target gain +2 bonus to all skills that the other of you has ranks in.
Suffer the Flesh: Take voluntary constitution damage to increase caster level.

[B]3rd-level Wizard/Sorcerer Spells
Antidragon Aura: One ally per two levels gainst +2 luck bonus to AC and saves against attacks, spells and special attacks of dragons. Bonus increase by 1 for every four caster levels above 5th (max +5). [Expensive material component.]
Explosive Runes: Deals 6d6 damage when read.
Eradicate Earth: Deals 1d8 points of damage/level to earth creatures (max 10d8).
Energy Vulnerability: Subjects gain vulnerability (+50% damage) to a chosen type of energy.
Khyber Trap: Trap extraplanar creature within a Khyber dragonshard.
Acid Breath: Cone of acid deals 1d6 damage/level (max 10d6).
Bands of Steel: Metallic bands immobilize or entangle subject for 1 round/level.
Contagious Fog: 20-ft radius cloud of fog inflicts disease.
Corpse Candle: Ghostly candle illuminates nearby area eliminating miss chance vs. incorporeal creatures and revealing ethereal creatures.
Dream Spirit: Create a manifestation of dreamspace to attack your enemies.
Icelance: Change ice into lance which attacks for 6d6 damage and stuns for 1d4 rounds.
Lesser Luminous Assassin: Summons an assassin made of light to attack the target.
Greater Mage Armor: Gives subject +6 armor bonus
Nauseating Breath: Exhale a cone of nausteating gas.
Regroup: Teleports nearby allies to your side.
Scattering Trap: Imbue area with a teleporting trap that scatters enemies.
Summon Undead III: Summons Ghoul to fight for you.
Vipergout: You spit forth celestial or fiendish vipers which attack your foes.
Hesitate: Target cannot act for up to 6 seconds per level.
Mesmerizing Glare: Your gaze fascinates creatures.
Ray of Dizziness: Subject can take only move or standard actions.
Suppress Breath Weapon: Subject can't use its breath weapon.
Arcane Maul: Creates either a powerful field of force that can either be wielded as a weapon or hurled as an area of effect.
Capricious Zephyr: Gale force winds push creatures.
Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Daylight: 60-ft. radius of bright light.
Flashburst: Flash of light dazzles and blinds creatures in the area.
Great Thunderclap: Loud noise causes stunning, deafness and knocks prone in large area.
Hailstones: Frigid globes deal 5d6 cold damage.
Manyjaws: One set of jaws/level attacks enemies for 1d6 damage.
Prismatic Mist: Multicolored mist has random effects.
Rainbow Bolt: Line deals 1d6 damage of each energy type.
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4)
Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level.
Shatterfloor: Deals 1d4 sonic/level plus damages floor.
Sound Lance: Sonic Energy deals 1d8 damage/level.
Legion of Sentinels: Ghostly swordsmen threaten the area dealing 1d8 +1/3 levels.
Shadow Binding: Ribbonlike shadows entangle creatures in 10-ft.-radius burst.
Vertigo Field: Creatures have 20% miss chance and may become nauseated.
Curse of Arrow Attraction: Subject takes -5 penalty to AC against ranged attacks.
Mass Curse of Impending Blades: Enemies take -2 penalty to AC.
Greater Disrupt Undead: As disrupt undead, but 1d8 damage/level.
Healing Touch: Healing target for up to 1d6/2 levels (max 10, you decide how many dice), but tke damage equal to half amount healed.
Junglerazer: Fey, vermin, plants and animals take 1d10 damage/level.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Bite of the Wererat: Gain +6 bonus to dex, +2 bonus to con, +3 bonus to natural armor [all enhancement bonuses], gain bite attack [add on to attack chain, a la gnolls], and the benefit of the Weapon Finesse feat.
Demon Dirge: Demons (and other chaotic evil outsiders) are stunned and take 3d6 damage/round for 1d4 rounds.
Blink: You randomly vanish and reappear for 1 round/level.
Devil Blight: Devils (and other lawful evil outsiders) are stunned and take 3d6 damage/round for 1d4 rounds.
Diamondsteel: Metal armor grants DR/adamantine equal to half the armor's armor bonus (including enhancement bonus). [Expensive Material Component]
Dragonskin: You gain natural armor bonus (+1/2 levels, max +5), plus energy resistance 10 (increases to 20 at 10th level).
Evard's Menacing Tentacles: Grow 2 tentacles that deal 1d8 damage each.
Giant's Wrath: Pebbles you throw become boulders.
Halt: Subject's feet becomes stuck to the ground.
Hamatula Barbs: Subjects grow barbs, which damage foes that attack them in melee.
Rust Ray: Metal objects take 2d6 damage +1/2 levels.
Shadow Phase: Subject becomes partially incorporeal.
Spell Vulnerability: Reduce creature's spell resistance by 1/caster level (max reduction 15).
Spiderskin: Subject gains increasing bonus to natural armor, saves against poison and hide checks.
Steeldance: Two bladed weapons hover near you, attacking nearby enemies.

4th-level Wizard/Sorcerer Spells
Condemnation: Lowers subject outsider's SR and stuns.
Dimensional Anchor: Bars extradimensional movement.
Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
Ray Deflection: Ray attacks are reflected away.
Ray of Deanimation: Ray deals 1d6 damage/level to constructs.
Greater Resistance: Subject gains +3 resistance bonus on saving throws.
Mass Resist Energy: As resist energy, but multiple targets.
Spell Snare: Eberron Dragonshard absorbs a spell of up to 3rd level.
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Bright Worms: Fiery worms damage enemies with 20-ft spread.
Doom Scarabs: Scarab swarm deals 1d6/2 levels gives you temporary hit points.
Raptor Cloud: A swarm of bird-like shadows grants you concealment and soft cover (20% miss chance, +4 to AC) and deals damage to those who attack you in melee.
Confusion: Subjects behave oddly for 1 round/level.
Blast of Flame: 60-ft/ cone of fire deals 1d6 damage/level.
Bleakness: Living creatures take 1d6 damage/round, undead gain turn resistance and fast healing.
Bloodstar: Hovering construct deals an extra 1 point of Con damage each time a foe is damaged.
Crushing Grip: Subject takes -2 penalty on attacks, checks, saves and AC, is slowed and may be paralyzed.
Orb of <Energy Type>: Ranged touch deals 1d6/level <energy type> damage, with possible additional effects. [Acid: sickened, Cold: blinded, Electricity: entangled, Fire: dazed, Force: no additional effect, Sound: deafened]
Summon Undead IV: Summons Ghast to fight for you.
Greater Rebuke: Subject cowers for 1d4 rounds.
Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft. radius spread.
Defenstrating Sphere: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
Dragon Breath: You choose a dragon type and mimic its breath weapon.
Energy Spheres: Five colored spheres attack with or negate acid, cold, electricity, fire and sonic energy.
Explosive Cascade: Bouncing flame ball deals 1d6/level fire damage.
Forcewave: Bull rush all creatures within 10 ft.
Resilient Sphere: Force globe protects but traps one subject.
Stone Sphere: 3-ft diameter stone sphere rolls over your enemies.
Thunderlance: Lance of force deals 3d6 damage and might dispel force effects.
Vortex of Teeth: Creatures in the area take 3d8 points of damage per round. [Force effect, affects incorporeal creatures.]
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Well: Subject enters gloomy pocket plane and emerges frightened.
Animate Dead: Creates undead skeletons and zombies.
Backlash: Subject takes damage if it uses spells against another creature.
Baleful Blink: Target has 50% miss chance for any spells or attacks it tries to make.
Bite of the Werewolf: You gain +2 strength, +4 dex, con and natural armor [all enhancement], bite attack, and the Blind-fight feat.
Corporeal Instability: Target loses shape and becomes an amorphous blob incapable of attacking, and takes 1 point of wisdom drain per round.
Spell Enhancer: The next spell you cast is at +2 caster level.
Voice of the Dragon: +10 bluff, diplomacy and intimidate checks; can use one suggestion.
Mystic Surge: Ally's spell gains +2 DC and +1 caster level.

5th-level Wizard/Sorcerer Spells
Anticold Sphere: Sphere hedges out cold creatures and protects you from the cold.
Contingent Energy Resistance: Gain energy resistance 10 to the first energy type that damages you.
Field of Resistance: Zone provides SR 11+caster level.
Lesser Ironguard: Subject becomes immune to nonmagical metal.
Indomitability: Subject cannot be reduced below 1 HP. [Protects only against the first attack which would reduce you below 1 HP.]
Mana Flux: Magic in the area has a 20% failure chance.
Reciprocal Gyre: Creature or object takes 1d12 damage/level of spell affecting it (max 25d12). [Though this one would end up being used to disastrous effect against us.]
Acid Sheath: Sheath of acid damages those who attack you, enhances acid spells
Call Zelekhut: Summons a zelekhut (http://www.d20srd.org/srd/monsters/inevitable.htm#zelekhut) to fight for you.
Lesser Dragon Ally: Exchange services with a 9 HD dragon.
Mage’s Faithful Hound: Phantom dog can guard, attack.
Luminous Assassin: As lesser luminous assassin, but assassin is more powerful.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Summon Undead V: Summons Mummy, Shadow or Wight to fight for you.
Toxic Weapon: Coats weapon with poison.
Viscous Glob: Ranged touch attack hurls 5-ft diameter glob of glue at subject.
Vitriolic Sphere: Potent acid deals 6d6 acid damage plus possible damage in the following two rounds.
Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area.
Cyclonic Blast: Deals 1d6 damage/level, knocks down creatures.
Greater Electric Vengeance: As electric vengeance but 5d8 +1/level and daze subject.
Mass Fire Shield: Creatures attacking allies take damage; allies are protected from fire or cold.
Firebrand: One 5-ft burst/level deals 1d6 fire damage/level plus burning.
Greater Fireburst: Subjects within 15-ft take 1d10/level fire damage.
Interposing Hand: Hand provides cover against one opponent.
Moonbow: Three motes of electricity each deal 1d6/2 levels damage to subjects.
Prismatic Ray: Ray of light blinds subject, deals random effect.
Radiance: Creates daylight that dazzles undead.
Shard Storm: Blast deals 3d6 damage to creatures in area.
Sonic Rumble: Cone of sound deals damage.
Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage to targets that hit you in melee.
Shroud of Flame: Subject bursts into flames, taking 2d6 fire damage per round.
Storm Touch: Touch deals 9d6 electricity damage and stuns target for 6 seconds.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Death Throes: Your body explodes when you die.
Graymantle: Inhibit creature's ability to heal and regenerate for 1 round/level.
Night's Caress: Touched foe takes 1d6 points of damage/level plus 1d6+2 con damage.
Orb of Dancing Death: Orb you control bestows 1 negative level each round for 1 round/3 levels.
Spiritwall: Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.
Wrack: Renders creature helpless with pain.
Baleful Polymorph: Transforms subject into harmless animal.
Bite of the Wereboar: You gain +4 enhancement bonus to strength, +6 enhancement bonus to con, +8 enhancement bonus to natural armor, bite attack, Blind-Fight feat.
Draconic Might: Gain +4 enhancement bonus to strength, constitution and charisma, +4 enhancement bonus to natural armor and immunity to sleep and paralysis.
Earth Reaver: Eruption deals 7d6 damage to all in area.
Lucent Lance: Ambient light forms lance, blinds for one round, dazzled for 1 round per level and deals 1d6 points of damage per caster level.
Nightstalker's Transformation: Gain +4 enhancement bonus to dex, +3 luck bonus to AC, +5 luck bonus to reflex saves, +3d6 sneak attack, +5 competence bonus to Spot, Listen, Hide and Move Silently checks, proficiency with all simple weapons plus the rapier, short sword and shortbow, the Weapon Finesse feat and Evasion. Cannot cast spells for the duration of this spell.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Vulnerability: Reduces target's DR by 5 (to a minimum of 5). Reduction increase by 5 for everyone four levels beyond 9th.

6th-level Wizard Sorcerer Spells
Antimagic Field: Negates magic within 10 ft.
Aura of Evasion: All within 10-ft gain evasion against breath weapons.
Planar Binding: As lesser planar binding, but up to 12 HD.
Superior Resistance: Subject gains +6 resistance bonus on saving throws.
Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
Fire Spiders: Swarm of fine fire elementals deals fire damage in an area.
Freezing Fog: Fog slows creatures, obscures vision, hinders movement.
Glimpse of the Prophecy: Gain +1 insight bonus to AC and saves. [Self only.]
Contingency: Sets trigger condition for another spell.
Control Elemental: Gain control of an elemental creature.
Fires of Purity: Subject bursts into magical flame and deals 1 extra damage per caster level on successful melee attacks.
Forceful Hand: Hand pushes creatures away.
Howling Chain: Chain of force trips and attacks opponents.
Overwhelming Revelations: Complexity of the Draconic Prophecy deals 2d6 wisdom damage and confuses the target.
Ray of Light: Ray blinds subject.
Thunder Field: Creatures in area take 1d8 sonic damage/round, may be knocked prone.
Illusory Pit: Creatures in the area are knocked prone while they believe they're falling.
Aura of Terror: You gain an aura of fear.
Mass Contagion: As contagion, but 20-ft radius.
Eyebite: Target becomes panicked, sickened, and comatose.
Fleshshiver: Subject is stunned for 1 round, takes 1d6 damage/level, and is nauseated for 1d4+2 rounds.
Ghoul Gauntlet: Subject takes 3d6 points of damage per round until it reaches 0 hit points when it becomes a ghoul under your control.
Imperious Glare: You cause subject to cower in fear.
Incorporeal Nova: Destroy incorporeal undead.
Opalescent Glare: Kill creatures with less than 5 HD. Creatures with more than 5 HD are affected as though by a fear spell for 2d10 rounds.
Ray of Entropy: Subject takes -4 strength, dexterity, constitution.
Spectral Touch: Your touch bestows one negative level per round for up to one round per level.
Bite of the Weretiger: You gain +12 bonus to strength, +4 bonus to dex, +6 bonus to con, +5 bonus to natural armor [all enhancement bonuses], bite and claw attacks, and the Blind-fight and Power Attack feats.
Chasing Perfection: Subject gains +4 [enhancement] bonus to all abilities.
Mass Lesser Construct Essence: As lesser construct essence but multiple targets.
Extract Water Elemental: Pulls water from the victim, potentially forming a water elemental.
Stone Body: Your body becomes living stone granting DR 10/adamantine, immunity to blindness, extra damage from critical hits, ability score damage, deafness, disease, drowning, poison, stunning and all spells or attacks that affect your physiology of respiration. Gain a +4 enhancement bonus to strength but a -4 penalty to dexterity. Speed is reduced.
Subvert Planar Essence: Outsiders in range have their DR and SR each reduces by 10.

7th-level Wizard/Sorcerer Spells
Antimagic Ray: Subject loses all magical powers.
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
Ghost Trap: Incorporeal creatures turn corporeal.
Ironguard: Subject becomes immune to all metal.
Greater Spell Snare: Dragonshard absorbs spell of up to 6th level.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Call Kolyarut: Summons a kolyarut (http://www.d20srd.org/srd/monsters/inevitable.htm#kolyarut) to fight for you.
Dragon Ally: As lesser dragon ally, but up to 15 HD.
Greater Luminous Assassin: As luminous assassin, but assassin is more powerful.
Stun Ray: Subject stunned for 1d4+1 rounds.
Hiss of Sleep: You induce comatose slumber in subjects.
Insanity: Subject suffers continuous confusion.
Final Rebuke: As rebuke, except subject must save or die.
Transfix: Humanoids freeze in place until condition you specify is met.
Forcecage: Cube or cage of force imprisons all inside.
Prismatic Eye: Orb produces individual prismatic rays as touch attacks.
Prismatic Spray: Rays hit subjects with variety of effects.
Scalding Touch: Touch deals 13d6 fire damage and dazes victim.
Stored Lightning Bolt: More powerful lightning bolt with both cast and trap versions.
Radiant Assault: 1d6 damage/level, victims dazed or dazzled.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Avasculate: Reduce foe to half hp and stun.
Energy Ebb: Give subject one negative level/round for 1 round per level.
Evil Glare: Paralyze creatures with your glare.
Pulse of Hate: Nearby enemies take 2d6 damage per round.
As The Frost: Transform into a creature of cold gaining immunity to cold, DR 10/magic and piercing and emanating a field of cold that deals damage and slows enemies.
Bite of the Werebear: You gain +16 bonus to strength, +2 bonus to dexterity, +8 bonus to constitution, +7 bonus to natural armor [all enhancement bonuses], gain bite and claw attacks, and the Blind-fight and Power Attack feats.
Brilliant Aura: Allies weapons become brilliant, ignoring armor.
Elemental Body: You gain some of the immunities and powers of the chosen type of elemental.
Synostodweomer: Channel a spell into positive energy to cure 1d8/spell level.

8th-level Wizard/Sorcerer Spells
Chain Dispel: Dispel multiple magical effects on multiple creatures.
Protection from Spells: Confers +8 resistance bonus.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
Wrathful Castigation: Subject dies or is dazed and -4 saves for 1 round/level.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Field of Icy Razors: Creatures in area take normal and cold damage, might be slowed.
Lightning Ring: Ring of lightning gives you resistance to electricity 20, damages adjacent creatures and emits 2 lightning bolts per round.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Avascular Mass: Reduce foe to half HP and stun, entangle in 20-ft radius from victim.
Greater Bestow Curse: As bestow curse, but more severe penalties.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Blackfire: Subject is engulfed in black flame, takes 1d4 con damage and becomes nauseated; flames and effects can spread to adjacent living creatures.
Flensing: Pain and trauma deal 2d6 damage, 1d6 con damage, 1d6 cha damage per round for up to 4 rounds.
Leech Undeath: Harm undead 5 hp/level to gain temporary hit points.
Skeletal Guard: Create one skeleton/level with turn resistance.
Symbol of Death: Triggered rune slays nearby creatures.
Veil of Undeath: You gain undead traits.
Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.
Heart of Stone: Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year.
Iron Body: Your body becomes living iron.

Implemented Spells from the List

1st-level Bard Spells.
4.2 Focusing Chant: Gain +1 circumstance bonus on attack rolls, skill checks and ability checks. [Self only, duration 1 minute]

1st-level Cleric Spells
4.2 Nightshield: You gain resistance bonus on saves and spell absorbs magic missile damage.

2nd-level Cleric Spells
4.2 Spawn Screen: Subject resists being transformed into undead spawn if slain.

8th-level Cleric Spells
6.0 Mass Death Ward: As death ward, but more subjects.
6.0 Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells. [Needs to be fixed.]
6.0 Symbol of Death: Triggered rune slays nearby creatures. [Needs to be fixed.]

1st-level Paladin Spells
6.0 Seek Eternal Rest: Turn undead as a cleric of your level.

2nd-level Paladin Spells
4.2 Angelskin: Lawful Good creature gains DR 5/evil.

1st-level Ranger Spells:
6.0 Ram's Might: Gain +2 enhancement bonus to strength. [D&D: Gain +2 to strength and unarmed attacks deal normal damage.]
6.0 Wings of the Sea: +30 feet to subject's swim speed. [Added a variation called "Blessing of the Merfolk"]

2nd-level Ranger Spells:
4.0 (?) Mass Camouflage: As Camouflage, but multiple subjects.

1st-level Wizard/Sorcerer Spells
4.2 Nightshield: You gain resistance bonus on saves and spell absorbs magic missile damage.

2nd-level Wizard/Sorcerer Spells
4.2 Spawn Screen: Subject resists being transformed into an undead spawn if slain.

8th-level Wizard/Sorcerer Spells
6.0 Power Word Stun: Stuns creature with 150 hp or less.

Hurin
04-06-2007, 05:52 PM
As far as the Paladin spells go, I'd like to see at least one unique Paladin spell, seeing as we haven't had any since the game launched. There are actually a few more than the ones noted above; for example, from Player's Handbook (3.5), Magic Weapon and Holy Sword would be good.

As far as the ones you mentioned, I think many of the ones you noted could be implemented, especially:



1st-level Paladin Spells
Blessed Aim: +2 bonus for allies' ranged attacks.
Lionheart: Subject gains immunity to fear.
Silverbeard: You grow a hard silver beard that gives +2 sacred bonus to armor.
Vision of Glory: Subject gains morale bonus equal to your charisma modifier on next saving throw.

2nd-level Paladin Spells
Angelskin: Lawful Good creature gains DR 5/evil.
Divine Insight: You gain insight bonus of 5+caster level on next skill check. [Self Only.]
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Strength of Stone: +8 strength bonus that ends if you lose contact with the ground.
Zeal: You move through foes to attack the enemy you want.

3rd-level Paladin Spells
Axiomatic Storm: As Anarchic Storm, but damages chaotic creatures.
Blessing of Bahamut: You gain DR 10/magic. [Self only]
Diamondsteel: Metal armor grants DR/adamantine equal to half the armor's armor bonus (including enhancement bonus). [Expensive Material Component]
Find the Gap: Your attacks ignore armor and natural armor.
Holy Storm: As Anarchic Storm, but damages evil creatures.
Righteous Fury: Gain 5 temporary HP/level, +4 sacred bonus to Strength.
Seek Eternal Rest: Turn undead as a cleric of your level.
Word of Binding: Magical manacles restrain foe.

4th-level Paladin Spells
Castigate: Verbal rebuke damages those whose alignment differs from yours.
Draconic Might: Gain +4 enhancement bonus to strength, constitution and charisma, +4 enhancement bonus to natural armor and immunity to sleep and paralysis.
Righteous Aura: You detonate on death, healing good creatures and damaging others (2d6/level damage).


Righteous Aura seems like it would be a lot of fun :)

MysticTheurge
04-06-2007, 05:59 PM
for example, from Player's Handbook (3.5), Magic Weapon and Holy Sword would be good.

I've left off spells that target items because DDO doesn't currently have the ability to implement those, it seems.

That said, I was going to add a note at the end of my post that said, essentially, "In more general terms, focus on figuring out how to implement spells that are cast on items, because there's a lot of them and not being able to do that is fairly restrictive."

Hurin
04-06-2007, 07:30 PM
I've left off spells that target items because DDO doesn't currently have the ability to implement those, it seems.

That said, I was going to add a note at the end of my post that said, essentially, "In more general terms, focus on figuring out how to implement spells that are cast on items, because there's a lot of them and not being able to do that is fairly restrictive."

Yes, you're right, though perhaps if they do start to look at crafting they'll have to make the same changes anyway :)

whysper
04-06-2007, 07:51 PM
Good work.

Bohemond
04-07-2007, 12:47 AM
One of the best 4 level wizard/sorceror spells in D&D (and third for bards!).

Confusion

MysticTheurge
04-07-2007, 12:59 AM
One of the best 4 level wizard/sorceror spells in D&D (and third for bards!).

Confusion

Ah yes. I haven't actually gone through the PHB to check for spells they missed. I'll try to do that this weekend, and add this one (and others) in too.

All of the above are from the Spell Compendium.

Rhun
04-07-2007, 02:31 PM
if even half of the bard spells were implemented, i would be a happy man.
(is there a thread like this somewhere for feats? because i would like to see "leadership" feats implemented.)

Symar-FangofLloth
04-07-2007, 02:58 PM
It seems like targetting ray would be easier to implement as an armor class decrease on that target, instead of an attack bonus on allies versus the target.

MysticTheurge
04-07-2007, 03:13 PM
It seems like targetting ray would be easier to implement as an armor class decrease on that target, instead of an attack bonus on allies versus the target.

That's probably how it would work in the code, but I just copied the D&D descriptions unless they needed particular alterations.

Xyfiel
04-07-2007, 03:24 PM
Mirror Image
Prot. from arrows
Blink
for all of us battlemages...

MysticTheurge
04-07-2007, 04:08 PM
One of the best 4 level wizard/sorceror spells in D&D (and third for bards!).

Confusion


Mirror Image
Prot. from arrows
Blink
for all of us battlemages...

Updated with these (and other) spells from the Core Rules.

skeptrick
04-07-2007, 04:17 PM
If there is one spell that I would like to see, it would be Gust Of Wind, to get rid of those annoying Obscuring Clouds, etc. that mobs cast.

Gennerik
04-07-2007, 06:29 PM
I've left off spells that target items because DDO doesn't currently have the ability to implement those, it seems.

That said, I was going to add a note at the end of my post that said, essentially, "In more general terms, focus on figuring out how to implement spells that are cast on items, because there's a lot of them and not being able to do that is fairly restrictive."

Maybe target the player and whichever item being worn that fits the description of the spell gets the effect? Might be a problem for two-weapon fighters, but you could just have the primary hand be the one that gets the effect.

GeneralDiomedes
04-07-2007, 06:40 PM
If there is one spell that I would like to see, it would be Gust Of Wind, to get rid of those annoying Obscuring Clouds, etc. that mobs cast.

I think they are thinking the same thing about those annoying Cloudkills that PCs cast.

Borror0
04-08-2007, 10:10 PM
As far as the Paladin spells go, I'd like to see at least one unique Paladin spell, seeing as we haven't had any since the game launched. There are actually a few more than the ones noted above; for example, from Player's Handbook (3.5), Magic Weapon and Holy Sword would be good.


As a level 12 paladin there is one spell I'd love is : Holy Sword! I know that you can't currently enhance weapons but you could enhance the player, it's not like the effect was permanent. The player could just have +5 to-hit/damages and holy weapon added to his character sheet for time the spells last.

And they could stop this to stack with other weapons' effect by giving it the same of "bonus type" (like deflection or armor when we talk about AC). Players wouldn't see the difference and it wouldn't change the flavor. And I'd be happy! :)

I was so disapointed not to see Holy Sword not being added to the Paladin's 4th level spells.



Righteous Aura: You detonate on death, healing good creatures and damaging others (2d6/level damage).

Like Hurin said, this seems like a ton of fun. I'd love to hit /death and same the day. :D

BunBun
04-09-2007, 12:35 AM
I applaud your effort, MT. Couple of suggestions.

First, could you bold the spell names, for readability-sake (is that a word?)

Second, I saw above that you hadn't gone through the PHB yet. Maybe the first spells they add should be from the PHB. I seem to recall (no, i would never be able to find where) that it was stated the devs would primarily stick to the core books and Ebberon setting, none of the suplementals...

Otherwise, very cool ideas!

MysticTheurge
04-09-2007, 08:15 AM
First, could you bold the spell names, for readability-sake (is that a word?)

Updated the OP for increased readability.


Second, I saw above that you hadn't gone through the PHB yet. Maybe the first spells they add should be from the PHB. I seem to recall (no, i would never be able to find where) that it was stated the devs would primarily stick to the core books and Ebberon setting, none of the suplementals...

I did go back and add the PHB spells that might still make good additions. As for the rest, they've already added a fair number of spells from the spell compendium, which is the source for all the non-PHB spells above, so I think they're fair game.

You do remind me that I should flip through my Eberron books and see if there are any good spells with potential for addition in there.

Aspenor
04-09-2007, 12:37 PM
Mirror Image please. And ghostly visage.

GeneralDiomedes
04-09-2007, 12:40 PM
One thing I would say is that this list seems to imply that the Devs don't have copies of the Compendium laying around that they scour for new spells to implement. I think they do, they are just limited by development time.

MysticTheurge
04-09-2007, 01:13 PM
One thing I would say is that this list seems to imply that the Devs don't have copies of the Compendium laying around that they scour for new spells to implement. I think they do, they are just limited by development time.

Of course they do. But they have copies of the PHB too, and we still suggest all kinds of things out of there to them. ;)

These are the ones I think would be more easily implemented in DDO (well, and maybe a few trickier ones).

And it's also fun for people who don't have copies of the Spell Compendium, be they devs or not, to see what's potentially out there.

The_Cataclysm
06-26-2007, 08:58 PM
With new spells announced, don't you think it is time to dust this thread off and update it?

MysticTheurge
06-26-2007, 09:14 PM
With new spells announced, don't you think it is time to dust this thread off and update it?

Updated to move the newly implemented spells to the end of the list. 4 down... just a few more to go. ;)

As always, if people have suggestions for things to add, just mention them here. I might try to go through some other resources (namely Eberron books) and see if there's anything else worth adding.

The_Cataclysm
06-26-2007, 09:27 PM
I will check some other books. Only thing I was looking at tonight was the spell compendium.

jkm
06-27-2007, 10:03 AM
they implemented mass camouflage


mmm, contingency...

joracie
06-27-2007, 11:49 AM
All I can say is....I prepared explosive runes this morning.....PLEASE!!!!!!!!!

katanaflame
06-27-2007, 12:11 PM
especialy for pallys.
I have been tell people the ddo version was under powered as per pnp but I did not have my books to show them so thanks

Silverblade-T-E
06-27-2007, 12:34 PM
You missed oen AWESOME lvl 7 wizard one from the Spell Compendium:
BODY OF WAR

Turns you into a Warforged Titan for 1/round level...
Tenser's Transformation doesn't have nothing on that baby! BOO YAH!
the gorgeous painting in the spell compendium, of a warforged titan slaughtering goblin worg riders, is soooooooo sweeet! :D

MysticTheurge
06-27-2007, 04:01 PM
You missed oen AWESOME lvl 7 wizard one from the Spell Compendium:
BODY OF WAR

I tried to initially stick to spells that would be relatively easy to implement.

Since they're already struggling with the ramifications of adding Enlarge Person due to size changes, a spell like Body of War is probably out of the question.

You'll also notice I've left off pretty much all spells which target items, as they don't seem to have that capability yet either.

nabrendel
06-27-2007, 04:11 PM
I personally would love love love.. to see them do something with the summon line.. either upgrade the monsters' or at least give us a list of 2-4 to chooose from like in PnP... I mean an Earth Elemental is fine for some things but in all things it is not.. and the spider is useless... so show some summoning love please :-)

not to mention whatever plane they come from must be running low because our summons die so fast.. eeep

binnsr
06-27-2007, 04:32 PM
Shield Other: You take half of subject’s damage. [Cause I still don't understand how it's broken.]

As I understand it, here's how Shield Other works in PnP, and how it's broken.

Char A casts Shield Other on Char B.
Char B casts Shield Other on Char A.

Combat ensues
Char A takes 16 points of damage; this is split into 8 for A and 8 for B
Because Char A cast Shield Other on Char B, that 8 assigned to him is split again, into 4 for each character. Then that 4 is split back into 2 for each character, and again into 1.
I think there are two ways of assigning the split damage, either at the end of the splitting, or each time it gets split.
With the first way, by the time the splitting is complete, each of them takes 1 point of damage, no matter how large the initial strike was.
The second way, by the time it's through splitting out, each of them has taken more damage than the original strike.

for example:


total A B
16 8 8
8(B) 4 4
4(A) 2 2
4(B) 2 2
2(A) 1 1
2(B) 1 1
2(A) 1 1
2(B) 1 1
19 19

I'm sure that's not the entirety of how it's broken and that I've missed some earth-shattering violation of the rules of the multiverse here.


Otherwise, great thread (as per norm), MT.

Aesop
06-27-2007, 04:38 PM
As I understand it, here's how Shield Other works in PnP, and how it's broken.

Char A casts Shield Other on Char B.
Char B casts Shield Other on Char A.

Combat ensues
Char A takes 16 points of damage; this is split into 8 for A and 8 for B
Because Char A cast Shield Other on Char B, that 8 assigned to him is split again, into 4 for each character. Then that 4 is split back into 2 for each character, and again into 1.
I think there are two ways of assigning the split damage, either at the end of the splitting, or each time it gets split.
With the first way, by the time the splitting is complete, each of them takes 1 point of damage, no matter how large the initial strike was.
The second way, by the time it's through splitting out, each of them has taken more damage than the original strike.

for example:


total A B
16 8 8
8(B) 4 4
4(A) 2 2
4(B) 2 2
2(A) 1 1
2(B) 1 1
2(A) 1 1
2(B) 1 1
19 19

I'm sure that's not the entirety of how it's broken and that I've missed some earth-shattering violation of the rules of the multiverse here.


Otherwise, great thread (as per norm), MT.



See and how I'd always thought of this spell is that the shield holds a tap line between the two siphoning off some of the damage from outside sources. However since the shield bypasses DR or the caster I'd assume it also would bypass any other form of protection... ie

A casts on b
b casts on A

A gets hit for 16

each take 8. No bouncing the lines back and forth. At least that's how I'd rule it... otherwise its silly

Aesop

binnsr
06-27-2007, 04:56 PM
As a live DM, you're free to say no bouncing around (and I agree that it's kind of silly - which is why it's broken), but since the spell description doesn't specify anything of the sort, it would be very easy to interpret it the opposite way (especially in a translation to an online game) and to have the server say 'wow, B just took 16 points of damage, let me transfer half of that to A.' followed by 'wow, A just took 8 points of damage, let me transfer 4 of those to B'.

Without a clear rule either way, it's easy to break.

MysticTheurge
06-27-2007, 05:14 PM
As a live DM, you're free to say no bouncing around (and I agree that it's kind of silly - which is why it's broken), but since the spell description doesn't specify anything of the sort, it would be very easy to interpret it the opposite way (especially in a translation to an online game) and to have the server say 'wow, B just took 16 points of damage, let me transfer half of that to A.' followed by 'wow, A just took 8 points of damage, let me transfer 4 of those to B'.

Without a clear rule either way, it's easy to break.

Uh, so they implement it without the bouncing.

Damage from Shield Other becomes unblockable, unresistable and in all other ways unreduceable. It's really that simple.

And the spell's not broken. It would essentially take a particularly obnoxious rules lawyer and a DM with their head up ... well you know where, for this spell to be "broken."

But realistically. Even if you did let them bounce it back and forth, all it takes is a rule that says all the damage goes somewhere (i.e. odd numbers give the extra point to the originator of the damage) and you can't subdivide 1 point of damage, and the spell still isn't broken. One person (the person to originally get damaged) gets more of the damage, but all the damage is still there. To use your example:

Split 1
Person A: 8
Person B: 8

Split 2
Person A: 8 (original) + 4 (new split)
Person B: 4

Split 3
Person A: 8 + 2
Person B: 4 + 2

Split 4
Person A: 8 + 2 + 1
Person B: 4 + 1

Final Tally
Person A: 11
Person B: 5
Total damage: 16 just like when you started.

Silverblade-T-E
06-27-2007, 05:15 PM
DM can just say "NO WAY, YOU CHEATING GITS!", like he should, and have them tear open a paradox rift in the Planes and dump 'em someplace nasty ;)


Body of War
http://www.wizards.com/dnd/images/spellcomp_gallery/92194.jpg
you know you want it, you know you do! ;)

Gimpster
06-27-2007, 05:48 PM
And the spell's not broken. It would essentially take a particularly obnoxious rules lawyer and a DM with their head up ... well you know where, for this spell to be "broken."
It's still broken, even if working as intended, because the concept of redirecting damage from one player character to another character is bad for gameplay.

That's what it comes down to. The spell leads you to making nonfun tactical desicions.

Look at a fantasy book or movie: when the knight, paladin, or other burly hero is protecting his weaker allies from harm, how does he do it? He certainly doesn't cast a spell and redirect hitpoints from one person to another.

MysticTheurge
06-27-2007, 06:10 PM
Look at a fantasy book or movie: when the knight, paladin, or other burly hero is protecting his weaker allies from harm, how does he do it? He certainly doesn't cast a spell and redirect hitpoints from one person to another.

Neither does he do it by summoning his extraplanar mount.

But this isn't really an argument for the spell being broken, it's an argument for the spell not being in keeping with the general philosophy of the game. And that I don't really agree with. There's something very noble (i.e. paladin-istic) about taking someone else's damage upon yourself.

You certainly can break it down to unfun tactical decisions, a la I'm going to cast it on X so that we both have less of a chance to die before we can be healed. But you can break the whole game down to those kinds of unfun tactical decisions if you really want to. It's all just numbers on paper (or in the computer) in the end; the rest is up to you to create. And there are plenty of genre- and character-appropriate ways to cast Shield Other.

The_Cataclysm
07-01-2007, 08:42 AM
A spell from The Forge of War (http://www.wizards.com/default.asp?x=products/eberron/957287200)

Predator's Cry (Ranger 2) - Fears 1 animal/level who fail will save

Couldn't really find any other spells that would work.

MysticTheurge
07-01-2007, 09:13 AM
Predator's Cry (Ranger 2) - Fears 1 animal/level who fail will save

I don't have my copy of Forge of War yet, but I went ahead and added this one. It seems, from the excerpt (http://www.wizards.com/default.asp?x=dnd/ex/20070618a&page=3) like some of the other ones would work as well. I'll look a bit more once my copy comes in the mail.

Symar-FangofLloth
07-01-2007, 12:03 PM
I'm just going to go through some of my books and see what I think could work, if any are already listed, I apologize.

Armor Lock: Bard 1, Sorcerer/Wizard 1; 1 round/level, Fort negates; movement speed reduced to 10 ft, lose dex bonus to AC. Only works on armored opponents (but doesn't really affect the armor per say, so they'd just need an armor flag on enemies with armor).
Fatal Flame: Sorcerer/Wizard 2; 1 minute/level, Will negates; when the target dies, they explode in a ball of flame dealing fire damage equal to twice their HD or twice your caster level, whichever is less.
Healer's Vision: Cleric 1; personal range; 1 round/level; +5 on heal checks, +1 point extra healed per level of cure spell cast, +2 attack and damage on sneak attacks (only if you have them).
Spore Field: Druid 1, Ranger 2; Fort partial; 1 minute/level; 10ft radius spread; traveling through the area halves your land speed, and there's a DC to avoid being sickened for 1 round.
Allegro: Bard 3; 1 minute/level; basically a mass expeditious retreat.
Critical Strike: Sorcerer/wizard 1; 1 round; +1d6 damage, double threat range, and +4 to confirm crits against a flanked or dex-denied foe.

That's about all I have time for right now (plus the rest of my books aren't immediately nearby).

MysticTheurge
07-01-2007, 01:57 PM
I'm just going to go through some of my books and see what I think could work, if any are already listed, I apologize.

What's the source of these?

MysticTheurge
10-16-2007, 10:30 PM
Updated with 6th level bard spells and 8th level Wizard/Sorcerer and Clerics spells.

MysticTheurge
11-19-2007, 08:06 PM
Updated to reflect newest announced spells for Mod 6.

Yaga_Nub
11-20-2007, 07:41 AM
Nice work MT.

MysticTheurge
11-23-2007, 02:09 PM
Added some spells from Player's Handbook II

Ikuryo
11-24-2007, 04:54 AM
#1 on the spells I really want as a ranger is Arrowstorm. With improved precise shot and a crowd of mobs you hit the front rank, then you shoot at the second rank with your arrow hitting the front rank again (if they are in a line) then the next row and so on. With secondary effects like bursting and pure good you could clear rooms of half the mobs really quickly if you got them in a group.

I've been wanting that spell since the first time I saw it several months ago. Of course it might seem overpowered..

Of course the down side is you just ****ed off all the ones you did not manage to kill and as we are fairly squishy it might get ugly. But it would make you feel like a GOD the few times it worked right.

GlassCannon
11-24-2007, 05:00 AM
#1 on the spells I really want as a ranger is Arrowstorm. With improved precise shot and a crowd of mobs you hit the front rank, then you shoot at the second rank with your arrow hitting the front rank again (if they are in a line) then the next row and so on. With secondary effects like bursting and pure good you could clear rooms of half the mobs really quickly if you got them in a group.

I've been wanting that spell since the first time I saw it several months ago. Of course it might seem overpowered..

Of course the down side is you just ****ed off all the ones you did not manage to kill and as we are fairly squishy it might get ugly. But it would make you feel like a GOD the few times it worked right.

Kind of like being a sorcerer pure... ok a LOT like being a sorc.

Ikuryo
11-24-2007, 11:17 AM
Well my current favored bow does 5d6+1d8+8 or so per arrow. For 20 mana it would be a lot of damage. Of course rangers have fairly small mana pools. Would be fun if it worked with manyshot.

MysticTheurge
11-24-2007, 11:19 AM
Well my current favored bow does 5d6+1d8+8 or so per arrow. For 20 mana it would be a lot of damage. Of course rangers have fairly small mana pools. Would be fun if it worked with manyshot.

I suspect the spell wouldn't (or shouldn't) work with anything else (manyshot, improved precise shot, etc.), it would just make a single attack against each target in range. Still though, with the right bow/arrow combination that could be pretty awesome. (Slaying arrows, anyone?)

MysticTheurge
11-25-2007, 03:28 PM
Added spells from Eberron sources including Forge of War, Player's Guide to Eberron, Secrets of Sarlona, Faiths of Eberron, and Magic of Eberron.

SteeleTrueheart
02-12-2009, 09:11 PM
Some info that I don't want purged in the forum clean up next week.

M_T just disappear one day or did he give a good bye post? I don't remember seeing it.

Borror0
02-12-2009, 09:15 PM
M_T just disappear one day or did he give a good bye post
He didn't. I kind of understand why, though. It's sad though. He was a great poster.

brommondi
03-06-2009, 08:33 AM
use this site as a guide http://imarvintpa.com/DnDLive/index.php but also understand that hardware limitations and game ballance is a big thing to consider when wanting new spells. See my thread http://forums.ddo.com/showthread.php?p=2082279&posted=1#post2082279 for a more manageable list just for the spells and feats of arcane casters.