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    Default Complete Druid spell list

    Notes: Durations are based on a 20 Druid/5 Epic character with no epic destiny abilities purchased (but Shiradi Champion is active). Yes, there are some errors like Eschew Materials listed for spells without a Material component, or Spell Resistance present where it doesn't make sense. I transcribed them as-is from the game, bugs and all. Spells without any information already exist on live.


    LEVEL 1

    Charm Animal (Save: Will; Duration: 3 minutes, School: Enchantment, Metamagic: Quicken, Heighten, Enlarge, Components: Somatic, Verbal, SR: Yes) Charms a hostile Animal, Magical Beast or Vermin which will fight as a trusted friend and ally. Charmed animals get an additional save every 15 to 30 seconds. A successful Will save negates this effect. Mindless targets cannot save, but the duration is halved.

    Entangle (Save: Reflex, Strength; Duration: 30 seconds, School Transmutation, Metamagic: Quicken, Heighten, Enlarge; Components: Somatic, Verbal; SR: No) Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% pentalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC and Reflex. A successful Reflex save negates this effect. Entangled creatures may leave the affected area to escape it's effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are natually immune. Fire elementals and other fire creatures are immune because they burn through the plants.

    Faerie Fire (Save: Reflex; Duration 30 seconds; School Evocation; Metamagic: Quicken, Heighten, Enlarge; Components: Somatic, Verbal; SR: Yes) Arcs a flare of fairy fire through the air, bursting outward to affect all enemies near it. Targets are dazzles and take -1 penalty to attack, spot and search. Targets that fail a Reflex check are illuminated by faerie fire, dispelling stealth, invisibility, blue and displacement for 30 seconds and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.

    Jump

    Lesser Vigor (Duration: 10 seconds; School: Conjuration; Metamagic: Empower, Empower Heal, Maximize, Quicken, Enlarge; Components: Somatic, Verbal; SR: No) A positive energy conjuration that heads 1d2, +1 per 3 caster levels (max +2 at caster level 6), every 2 seconds for 8 seconds. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

    Longstrider

    Magic Fang (Duration: 20 minutes; School: Transmutation; Metamagic: Material, Somatic, Verbal; SR: No) Increases the Enhancement Bonus of the target's natural weapon by 1, plus 1 per five caster levels. An item can have only one temporary item enhancement at a time. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons or Fey.

    Maul (Cooldown: 12 seconds; Valid Forms: Bear, Dire Bear; Duration: 30 seconds; School: Innate Attack; Components: Somatic; SR: No) this attack deals an extra 2[W] to the target, and applies a bleeding effect that deals 1d4 slash damage every 2 seconds for 8 seconds. Striking the target successfully may also intimidate the target based on the player's intimidate skill.

    Merfolk's Blessing

    Pass Without Trace (Target: Friend, Self; Duration: 15 minutes; School: Transmutation; Metamagic: Extend, Quicken; Components: Material, Somatic, Verbal; SR: No) Your feet touch the ground, but leave no trace. Gives an ally +5 enhancement bonus on Move Silently checks, plus 1 per 2 caster levels to a maximum of 20.

    Produce Flame (School: Evocation; Metamagic: Empower, Maximize, Quicken, Enlarge; Components: Somatic, Verbal; SR: No) Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d2+2 fire damage per caster level, up to 15d2+30 at caster level 15.

    Ram's Might

    Shillelaugh (Target: Self; Duration: 20 min; School: Transmutation; Metamagic: Quicken, Eschew Materials; Components: Material, Somatic, Verbal; SR: Yes) Enchants your wooden melee weapons to do additional base weapon damage, and converts their damage type to bludgeoning. Weapons with this enchantment deal an additional 0.5[W] damage. Quarterstaves with this enchantment deal an additional 1.0[W] damage. A weapon can only have one item enhancement at a time.

    Summon Nature's Ally I () Gray Wolf or Brown Rat

    Takedown (Cooldown: 6 seconds; Valid Forms: Wolf, Winter Wolf; Duration: 30 seconds; School: Innate Attack; Components: Somatic; SR: No) This attack deals an extra 2[W] damage, and you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 11 + WIS mod. Any effects that improve the DC for the Trip feat also improve Takedown.)


    LEVEL 2

    Align Fang (Target: Friend, Self; Duration: 25 minutesl School: Transmutation; Metamagic: Quicken, Eschew Materials; Components: Material, Somatic, Verbal; SR: Yes) Your target's natural weapons gain the ability to bypass alignment based damage reduction of your choose. Lasts 1 minute per caster level. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. An time can have only one temporary item enchantment at a time.

    Animal Trance (Save: Will; School: Enchantment; Metamagic: Quicken, Heightne, Enlarge; Components: Somatic, Verbal; SR: Yes) Fascinates nearby Animals, Magical Beasts, and Vermin, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Creatures targeted by this effect have their will save momentarily weakened (-3 to will). Mindless targets cannot save, but the duration is halved.

    Barkskin

    Bear's Endurance

    Bull's Strength

    Cat's Grace

    Creeping Cold (Duration: 12 seconds; School: Evocation; Metamagic: Empower, Maximize, Quicken, Enlarge; Components: Somatic, Verbal; SR: Yes) Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phase lasts 4 seconds. First phase: 1d4 damage +2 per 3 caster levels (max +12 at caster level 18). Second phase: 2d4 damage +4 per 3 caster levels (max +24 at caster level 18). Third Phase: 3d4 damage +6 per 3 caster levels (max +36 at caster level 18).

    Cure Light Wounds

    Eagle's Splendor

    Fire Trap

    Flame Blade (Target: Self; School: Evocation; Metamagic: Quicken, Eschew Materials; Components: Material, Somatic, Verbal; SR: No) Summons a scimitar of fire that does fire damage, instead of slashing damage, and uses the wielder's Wisdom instead of Strength for determining attack and damage bonuses. The user can choose to summon one-handed or two-handed versions, and the swords are automatically equipped when created. At caster level 1, it has a +1 enhancement bonus and the flaming effect. Every five caster levels the summoned swords improve. Because they are an extension of the caster's will, monks may use these weapons without becoming uncentered. The flame blade is not a physical weapon, but rather pure flame shaped by the caster's will; because of this, it is snuffed out if unequipped.

    Flaming Sphere

    Fog Cloud

    Fox's Cunning

    Gust of Wind

    Hold Animal

    Lesser Restoration

    Owl's Wisdom

    Pack Presence (Target: Self; Duration: 25 minutes; School: Transmutation; Metamagic: Extend, Quicken, Eschew Materials; Components: Material, Somatic, Verbal; SR: No) Forms a link between a leader and his or her pack. The caster chooses to reduce or increase his or her minions' hate generation by 75%.The spell affects all of the target's hirelings, pets, summoned creatures, and charmed creatures. The more hate a creature generates, the more likely that its enemies will choose to attack it. If the caster chooses to increase hate generation, then casting the spell causes the caster's hirelings and pets to do an intimidate check with a +20 circumstance bonus to creatures around them.

    Resist Energy

    Roar (Valid Forms: Bear, Dire Bear; Duration: 25 minutes; School: Enchantment; Metamagic: Extend, Quicken; Components: Verbal; SR: No) You let out a menacing roar, drawing the attention of you foes. You generate 50% more hate for the duration of the spell.

    Splinterbolt (School: Conjuration; Metamagic: Empower, Maximize, Quicken, Enlarge; Components: Somatic, Verbal; SR: No) Fires a jagged bolt of wood at your enemies. Deals 4d6 piercing damage, plus 4d6 per 6 caster levels, to a maximum of 12d6 at caster level 12.

    Summon Nature's Ally II () Hyena or Black Widow.


    LEVEL 3

    Baiting Bite (Cooldown: 12 seconds; Valid Forms: Wolf, Winter Wolf; Duration: 30 seconds; School: Innate Attack; Components: Somatic; SR: No) Your jaws seems to come from every duration. This attack deals an extra 4[W] damage to the target, and also performs a bluff check, which may leave your opponent open to sneak attacks and flanking, and temporarily reduces your threat generation by 25%.

    Call Lighting (Save: Reflex; School: Evocation; Metamagic: Empower, Maximize, Quicken, Heigthen, Enlarge; Components: Somatic, Verbal; SR: No) Calls forth a bolt of lightning, which strikes your chosen target for 1d10 damage for every caster level up to 15. A successful reflex save reduces damage by half. D&D Dice: Deals 1d5+5 electricity damage per caster level.

    Contagion

    Cure Moderate Wounds

    Dehydrate (Save: Fortitude; School: Necromancy; Metamagic: Empower, Maximize, Quicken, Heighten, Enlarge; Components: Somatic, Verbal; SR: Yes) Deals 1 to 4 Con damage, +1 per four caster levels to a maximum of 3. Save negates. Against plants, ooes, and water-based creatures, it does an additional +1 per four caster levels, and save halves. Some creatures, such as construct or fire elementals, are immune. D&D Dice: Deals 1d4 Con damage, plus 1 per 4 caster levels (Max +3). Against water creatures, deals an additional plus 1 per 4 caster levels.

    Dominate Animal (Save: Will; Duration: 3 minutes 30 seconds; School: Enchantment; Metamagic: Quicken, Heighten, Enlarge; Components: Somatic, Verbal; SR: Yes) Telepathically controls the actions of an Animal, Magical Beast, or Vermin, causing it to change sides. Dominate acts like Charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon. Mindless targets cannot save, but the duration is halved.

    Neutralize Poison

    Poison

    Protection from Energy

    Quench (Save: Fortitude; Duration 1 minute; School: Transmutation; Metamagic: Empower, Maximize, Quicken, Heighten, Enlarge; Components: Somatic, Verbal; SR: Yes) A burst of water quenches flames. Lingering fire spells, such as Wall of Fire, are dispelled. Your allies are cured of any lingering fire damage effects, and receive a +15 enhancement bonus to fire resistance. Your enemies receive a -20 penalty to cold and electricity resistance. The resistance bonuses and penalties increase to 25 at caster level 8, and 35 and caster level 12. They last one minutes. Fiery enemies, such as fire elementals, take 27 to 33 cold dame pr 4 caster levels, to a maximum of 108 to 132. A successful fortitude save halves the damage, and negates the resistance penalties. D&D Dice: Deals 2d4+25 cold damage per 4 caster levels.

    Remove Disease

    Salt Ray (Cooldown: 2 seconds; Save: Fortitude; School: Evocation; Metamagic: Empower, Maximize, Quicken, Heighten, Enlarge; Components: Somatic, Verbal; SR: No) A thin shaft of whirling salt crystals lances out from your crooked finger to strike and shred your foe. Your target takes 1d6 force damage per 2 caster levels, for a maximum of 5d6 at caster level 10. Targets are also stunned. Fortitude save negates the stun.

    Shred (Cooldown: 6 seconds; Valid Forms: Bear, Dire Bear; Duration: 30 seconds; School: Innate Attack; Components: Somatic; Spell Resistance: No) This attack deals an extra 3[W] damage to the target, and you may reduce the target's Armor Class by 4 for a short time. Some creates may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 13 + WIS mod) Any effects that improve the DC for the Sunder feat also improve Shred)

    Sleet Storm

    Snare (Save: Strength; Duration: 1 minute; School: Transmutation; Metamagic: Quicken, Heighten, Enlarge; Components: Somatic, DivineFocus, Verbal; SR: No) Creates a snare that, when triggered, entangles a single enemy. An entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures and oozes cannot be caught in the snare.

    Spiderskin (Target: Friend, Self; Duration: 25 minutes; School: Transmutation; Metamagic: Extend, Quicken, Eschew Materials; Components: Material, Somatic, Verbal; SR: No) Your target gains a +2 enhancement bonus to saves against poison, a bonus to the hide skill equal to your caster level, and a +2 Natural Armor bonus to AC, with an additional +1 for every six of your caster levels.

    Spike Growth

    Summon Nature's Ally III Lioness or Winter Wolf

    Vigor (Duration: 10 seconds; School: Conjuration; Metamagic: Empower, Empower Heal, Maximize, Quicken, Enlarge; Components: Somatic, Verbal; SR: No) A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max +3 at caster level 9), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is apple. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

    Water Breathing

    LEVEL 4

    Cure Serious Wounds

    Dispel Magic

    Enveloping Swarm (Target: Self; Duration: 25 minutes; School: Conjuration; Metamagic: Extend, Empower, Maximize, Quicken; Components: Somatic, Verbal; SR: No) A swarm of voracious insects to envelop your body. Enemies that strike you in battle attract their ire, and have a 50% change of being swarmed in turn. Enemeies with this effect take 3 untyped damage, and an additional 3 every 2 seconds for 6 seconds.

    Flame Strike

    Freedom of Movement

    Harrowing Pack (Valid Forms: Wolf, Winter Wolf; Duration: 25 minutes; School: Transmutation; Metamagic: Extend, Quicken; SR: No) The wolf pack hounds their prey, attacking from all sides. Grants the caster and all of his or her hirelings, pets, summoned creatures, and charmed creatures a +2 enhancement bonus to flanking attacks, and granting them a knockdown effect when they roll a 20 on attack roles.

    Ice Storm

    Lesser Vigor, Mass (Duration: 10 seconds; School: COnjuration; SR: No) Casts Lesser Vigor on multiple targets. A positive energy conjuration that heals 1d2, +1 per 3 caster levels (max +8 at caster level 24), every 2 seconds for 8 seconds. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

    Longstrider, Mass (Duration: 30 minutes)

    Rising Fury (Cooldown: 2 minutes; Valid Forms: Bear, Dire Bear; Duration: 30 seconds; School: Transmutation; Metamagic: Quicken; Compoinents: Somatic, Verbal; SR: No) With each blow, your fury rises. For the duration of this spell, every time an emery hits you, you gin a +2 morale bonus to Strength and Constitution. This stacks up to 5 times.

    Summon Nature's Ally IV Young Razor Cat or Glass Spider

    LEVEL 5

    Animal Growth (Duration: 3 minutes, 45 seconds; School: Transmutation; Metamagic: Extend, Quicken, Eschew Materials; Components: Material, Somatic, Verbal; SR: No) Grants an Animal, Magical Beast, or Vermin a +4 size Bonus to Strength, a +4 Size Bonus to Constitution, and a -2 penalty to Dexterity.

    Call Lightning Storm (Save: Reflex; Duration: 1 minutes School: Evocation; Metamagic: Empower, Maximize, Quicken, Eschew Materials, Heighten, Enlarge; SR: No) Creates a stormcloud that persists for some time and randomly strikes nearby enemies with bolts of lightning of 5 to 50 electrical damage. A successful Reflex save reduces the damage by half.

    Cold Breath (Valid Forms: Winter Wolf; School: Breath Weapon; Metamagic: Empower, Maximize, Quicken, Heighten, Enlarge; Components: Somatic; SR: No) Creates an area of extreme cold, originating in front of you and spreaing outward in a cone. It drains heat, dealing 4 to 6 points of cold damage per caster level (up to a maximum of 60 to 90 adage at caster level 15). A successful Reflex save reduces the damage by half. D&D Dice: Deals 1d3+3 cold damage per caster level (max 15d3+45).

    Cure Critical Wounds

    Death Ward

    Greater Vigor (Duration: 10 seconds; School: Conjuration; Metamagic: Empower, Empower Heal, Maximize, Quicken, Enlarge; Components: Somatic, Verbal; SR: No) A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +4 at caster level 12), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

    Pack Aptitude (Target: Self; Duration: 9 minutes; School: Transmutation; Metamagic: Extend, Quicken, Eschew Materials; Components: Material, Somatic, Verbal; SR: No) Forms a link between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures a circumstance bonus to an ability score. It grants a +2 bonus per 3 caster levels, with a maximum of +6. The caster chooses which ability score to increase. Only one may be active at a time.

    Panacea

    Reincarnate (School: Transmutation; Metamagic: Quicken, Enlarge; Components: Material, Somatic, Verbal; SR: No) Resurrects the target, restores 10% of the target's hit points, and preserves current spell points. It also randomly applies a set of ability score bonuses and penalties to the target.

    Stoneskin

    Summon Nature's Ally IV Bear or Medium Earth Elemental

    Wall of Fire

    LEVEL 6

    Bear's Endurance, Mass

    Bull's Strength, Mass

    Cat's Grace, Mass

    Eagle's Speldor, Mass

    Fire Seeds (Save: Reflex; School: Conjuration; Metamagic: Empower, Maximize, Quicken, Enlarge; Components: Somatic, Verbal; SR: No) Flings three burning acorns at your target, where they explode into flames. Each acorn does 1d4 fire damage, plus 1d4 per three caster levels (maximum 8d4 per missile at cast level 21). Reflex save halves. You can also place the acorns on the ground to act as a trap, for reduced Spell Point cost.

    Fire Shield

    Fox's Cunning, Mass

    Frostbite (Valid Forms: Winter Wolf; Duration: 30 seconds; School: Evocation; Metamagic: Quicken; Components: Verbal; SR: No) Your frigid breath and freezing jaws drain the warmth from your enemies. Your melee attacks deal an extra 1d6 cold damage each hit. Critical hits deal an additional 1d10 cold damage if you have a x2 critical multiplier, 2d10 for a x3 critical multiplier and 3d10 for a x4 multiplier.

    Greater Creeping Cold (Duration: 12 seconds; School: Evocation; Metamagic: Empower, Maximize, Quicken, Enlarge; Components: Somatic, Verbal; SR: Yes) Deals ongoing cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phase lasts 4 seconds. First phase: 2d4 damage +4 per 2 caster levels (max +40 at caster level 20). Second phase: 4d4 damage + 6 per 2 caster levels (max +60 at caster level 20). Third Phase: 6d4 damage +8 per 2 caster levels (max +80 at caster level 20).

    Greater Dispel Magic

    Owl's Wisdom, Mass

    Summon Nature's Ally VI Mudman or Large Water Elemental.

    Tenacious Pack (Duration: 25 minutes; School: Transmutation; Metamagic: Extend, Quicken, Eschew Materials; Components: Material, Somatic, Verbal; SR: No) Forms a link between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures an enhancement bonus to fortification and positive healing amplification. The bonus begins at 15%, with an additional 3% per caster level beyond caster level 11, to a maximum of 39% at level 20.

    Tremor (Cooldown: 20 seconds; Valid Forms: Bear, Dire Bear; Duration: 3 seconds; School: Innate Attack; COmponents: Somatic; SR: No) The ground trembles beneath your feet. Enemies around fall prone. Fortitude save negates. Save DC is 10 + half Druid level + WIS bonus.

    Vigor, Mass (Duration: 10 seconds; School: Conjuration; Metamagic: Empower, Empower Heal, Maximize, Quicken, Enlarge; Components: Somatic, Verbal; SR: No) Casts Vigor on multiple targets. A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max +11 at level 33), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is apple. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

    Word of Balance (School: Evocation; Metamagic: Empower, Maximize, Quicken, Heighten, Enlarge; Components: Verbal; SR: Yes). You utter elder words of balance, judging those who stray too far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 5 to 8 bane damage for every two caster levels up to level 20. Targets who are two steps away, such as Chaotic Evil, take that damage again. True Neutral targets are immune to the effects of this spell.

    LEVEL 7

    Body of the Sun (Cooldown: 2 seconds; Target: Self; Valid Forms: Fire Elemental; Duration: 30 seconds; School: Evocation; Metamagic: Extend, Quicken, Eschew Materials; Components: Somatic, Verbal; SR: No) Your body draws on the power of the sun and emanates intense heat, burning nearby enemies. Nearby enemies take 1d6 fire damage per caster level (to a maximum of 20d6 at level 20) every 3 seconds. Fortitude save halves.

    Creeping Doom (Save: Reflex; Duration: 16 seconds; School: Conjuration; Metamagic: Empower, Maximize, Quicken, Heighten, Enlarge; Components: Somatic, Verbal; SR: No) Summons a cloud of voracious insects and unleashes them on your enemies. The insect cloud will slowly home on the target, and when it strikes insects will burst outward, affecting every enemy within the area of effect. Enemies hit by the insects take 2 to 20 poison damage, plus 1 to 10 per 3 caster levels, every 2 seconds for 16 scones. A successful reflex save halves the damage.

    Elemental Toughness (Target: Self; Valid Forms: Fire Elemental, Water Elemental; Duration: 20 minutes; School: Evocation; Metamagic: Extend, Quicken, Eschew Materials; Components: Somatic, Verbal; SR: No) Draw elemental matter into your form, toughening your body and gaining 5/- DR.

    Fire Storm

    Freezing Spray (Valid Forms: Water Elemental; Duration: 30 seconds; School: Evocation; Metamagic: Quicken, Emlarge; SR: No) Douses an opponent in freezing spray, giving the target 25% cold vulnerability. Targets with this vulnerability will take 25% extra damage from all sources of cold damage. Once this effect wears off, it cannot be reapplied for 30 seconds.

    Greater Vigor, Mass (Duration: 10 seconds; School: Conjuration; Metamagic: Empower, Empower Heal, Maximize, Quicken, Enlarge; Components: Somatic, Verbal; SR: No) Casts Greater Vigor on multiple targets. A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +13 at caster level 39), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied. Only one vigor spell can be active at a time, with the most ebenficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

    Jaws of Winter (Valid Forms: Winter Wolf; Duration: 30 seconds; School: Evocation; Metamagic: Quicken, Heighten; Components: Somatic: SR: Yes). As your jaws close over your enemies, they feel the deep cold of winter's heart close around them. This attack deals and extra 6[W], and if it counts as a sneak attack, your foe is frozen solid for 30 seconds. Frozen creatures gain DR 5/Adamantine, but are considered helpless. Fortitude save negates, and the creature gets an additional save attempt every two seconds. (DC 17 + WIS mod).

    Regenerate (Duration: 10 seconds; School: Conjuration; Metamagic: Empower Heal, Quicken, Enlarge; Components: Somatic, Verbal; SR: Yes) A positive energy conjuration that heals hitpoints, ability point damage, and level drain, and cures bleed effects. It heals 1d6, +1 per cast levels (max +17), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds 1 drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one heal-over-time spell can be active at a time, with the most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended.

    Relentless Onslaught (Valid Forms: Dire Bear; Duration: 30 seconds; School: Innate Attack; Components: Somatic; SR: No) Perform a melee attack that deals an extra 5[W] and knocks your target down for 4 seconds. For up to 20 seconds afterwards, as long as the target stays down, every successful hit against the target has a 30% chance of knocking it down again.

    Summon Nature's Ally VII Djinni or Huge Earth Elemental.

    Sunbeam (Save: Reflex; School: Evocation; Metamagic: Empower, Maximize, Quicken, Heighten, Enlarge; Components: Somatic, Verbal; SR: Yes) Deals 4 to 6 light damage per caster level with a mighty beam of sunlight, and temporarily blinds the target. Against Undead or Oozies, it does double damage. A successful Reflex save halves the damage and negates the blind effect. This spell has double range. D&D Dice: Deals 1d3+3 light damage per caster level.

    True Sight

    LEVEL 8

    Earthquake (Duration: 30 seconds; School: Evocation; Metamagic: Empower, Maximize, Quicken, Heighten, Enlarge; Components: Somatic, Verbal; SR: No) Summons an earthquake beneath your enemies' feet. Enemies within the area of effect have an additional 30% spell failure chance, and every three seconds they are knocked down and take 2 to 16 points of damage. A successful reflex save vs. the damage halves the damage, and a reflex save vs. the knockdown negates it. Flying enemies are immune. D&D Dice: Deals 2d8 level bludgeoning damage.

    Finger of Death

    Fires of Purity (Cooldown: 5 seconds; Target: Friend, Self; Valid Forms: Fire Elemental; Duration: 20 minutes; School: Evocation; Metamagic: Quicken, Eschew Materials; Components: Somatic, Verbal; SR: No) Enchants your target's weapons with fires of purity. They deal an extra 2d4 fire damage, and enemies that strike them take a -10 penalty to their fire resistance. An item can have only one temporary item enchantment at a time.

    Heal

    Howl of Terror (Cooldown: 2 seconds; Valid Forms: Wolf, Winter Wolf; Save: Will; Duration: 8 to 24 seconds; School: Enchantment; Metamagic: Quicken, Heighten, Enlarge; Components: Verbal; SR: Yes) You utter a terrifying howl, filling your foes with a paralyzing fear. Foes around you are paralyzed for 6 to 24 seconds. Will save negates.

    Ice Flowers (Cooldown: 2 seconds; Valid Forms: Water Elemental; Save: Reflex; Duration: 8 seconds; School: Transmutation; Metamagic: Empower, Maximize, Quicken; Components: Somatic, Verbal; SR: No) Lances of ice burst from the ground where you point, dealing 1d3 piercing and 1d3 cold damage per caster level, to a maximum of 15d3 cold and 15d3 piercing.

    SummonNature's Ally VIII Greater Air Elemental or Dire Bear

    Sunburst

    Unstoppable (Cooldown: 5 minutes; Target: Self; Duration: 15 seconds; Valid Forms: Dire Bear; School: Transmutation; Components: Somatic; SR: No) You expend your body's ability to heal to fuel a burst of determination. You gain 15 temporary hit points per caster level, and +5 damage, but your positive damage vulnerability becomes 0%, preventing healing. You are also immune to fear, enchantment, sleep, energy drain, paralysis, exhaustion and death effects, though any effects already active remain unchanged. Lasts 15 seconds.

    LEVEL 9

    Anger of the Noonday Sun (Target: Self; Valid Forms: Fire Elemental; Duration 20 minutes; School: Evocation; Metamagic: Extend, Quicken, Eschew Materials; Components: Somatic, Verbal; SR: No) You are enveloped in the anger of the noonday sun. The targets of your fire spells suffer a 2% fortification penalty, and a -5 penalty to fire resistance.

    Mantle of the Icy Soul (Target: Self; Valid Forms: Water Elemental; Duration: 20 minutes; School: Evocation; Metamagic: Extend, quicken, Eschew Materials; SR: No) You are shrouded in the mantle of the icy soul. The targets of your cold spells take a 25% penalty to movement speed, a 10% penalty to attack speed, and a -4 penalty to reflex and fortitude saves.

    Regenerate, Mass (Target: Friend, Self; Duration: 10 seconds; School: Conjuration; Metamagic: Empower Heal; Quicken, Enlarge; Components: Somatic, Verbal; SR: No) Casts Regenerate on multiple targets. A positive energy conjuration that heals hit points, ability point damage, and level drain, and cures bleed effects. It heals 1d6 hit points, +1 per caster levels (max +25), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds one drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one heal-over-time spell can be active at a time, with the most beneficial taking priority. If multiple Regenerate sells are cast on the same target, then the duration is extended.

    Snowslide (Cooldown: 15 seconds; Valid Forms: Winter Wolf; Duration: 30 seconds; School: Evocation; Metamagic: Quicken, Heighten; Components: Somatic; SR: No) You leap forward with the speed and ferocity of a sudden avalanche. You attack enemies in your path, dealing an extra 2[W], and targets caught in your wake are frozen solid for 20 seconds. A successful reflex save negates the effect, and creatures caught in the ice can attempt fortitude saves to escape every 3 seconds. Creatures frozen are considered helpless, but they also gain DR/Adamantine 5. (DC 19 + WIS mod)

    Storm of Vengeance (Duration: 1 minutes; School: Conjuration; Metamagic: Empower, Maximize, Quicken, Enlarge; Components: Somatic, Verbal; SR: No) Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for 3 seconds per caster level. Enemies within the storm take 4d6 acid damage every two seconds. Every 4 seconds, a random enemy within the storm takes 5d10 electricity damage (a successful reflex save halves). The storm lasts 3 seconds per caster level.

    Summon Nature's Ally IX Dryad or Elder Fire Elemental
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    Wolf form spells

    Level 1 Takedown (Cooldown: 6 seconds; Valid Forms: Wolf, Winter Wolf; Duration: 30 seconds; School: Innate Attack; Components: Somatic; SR: No) This attack deals an extra 2[W] damage, and you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 11 + WIS mod. Any effects that improve the DC for the Trip feat also improve Takedown.)

    Level 3 Baiting Bite (Cooldown: 12 seconds; Valid Forms: Wolf, Winter Wolf; Duration: 30 seconds; School: Innate Attack; Components: Somatic; SR: No) Your jaws seems to come from every duration. This attack deals an extra 4[W] damage to the target, and also performs a bluff check, which may leave your opponent open to sneak attacks and flanking, and temporarily reduces your threat generation by 25%.

    Level 4 Harrowing Pack (Valid Forms: Wolf, Winter Wolf; Duration: 25 minutes; School: Transmutation; Metamagic: Extend, Quicken; SR: No) The wolf pack hounds their prey, attacking from all sides. Grants the caster and all of his or her hirelings, pets, summoned creatures, and charmed creatures a +2 enhancement bonus to flanking attacks, and granting them a knockdown effect when they roll a 20 on attack roles.

    Level 5 Cold Breath (Valid Forms: Winter Wolf; School: Breath Weapon; Metamagic: Empower, Maximize, Quicken, Heighten, Enlarge; Components: Somatic; SR: No) Creates an area of extreme cold, originating in front of you and spreaing outward in a cone. It drains heat, dealing 4 to 6 points of cold damage per caster level (up to a maximum of 60 to 90 adage at caster level 15). A successful Reflex save reduces the damage by half. D&D Dice: Deals 1d3+3 cold damage per caster level (max 15d3+45).

    Level 6 Frostbite (Valid Forms: Winter Wolf; Duration: 30 seconds; School: Evocation; Metamagic: Quicken; Components: Verbal; SR: No) Your frigid breath and freezing jaws drain the warmth from your enemies. Your melee attacks deal an extra 1d6 cold damage each hit. Critical hits deal an additional 1d10 cold damage if you have a x2 critical multiplier, 2d10 for a x3 critical multiplier and 3d10 for a x4 multiplier.

    Level 7 Jaws of Winter (Valid Forms: Winter Wolf; Duration: 30 seconds; School: Evocation; Metamagic: Quicken, Heighten; Components: Somatic: SR: Yes). As your jaws close over your enemies, they feel the deep cold of winter's heart close around them. This attack deals and extra 6[W], and if it counts as a sneak attack, your foe is frozen solid for 30 seconds. Frozen creatures gain DR 5/Adamantine, but are considered helpless. Fortitude save negates, and the creature gets an additional save attempt every two seconds. (DC 17 + WIS mod).

    Level 8 Howl of Terror (Cooldown: 2 seconds; Valid Forms: Wolf, Winter Wolf; Save: Will; Duration: 8 to 24 seconds; School: Enchantment; Metamagic: Quicken, Heighten, Enlarge; Components: Verbal; SR: Yes) You utter a terrifying howl, filling your foes with a paralyzing fear. Foes around you are paralyzed for 6 to 24 seconds. Will save negates.

    Level 9 Snowslide (Cooldown: 15 seconds; Valid Forms: Winter Wolf; Duration: 30 seconds; School: Evocation; Metamagic: Quicken, Heighten; Components: Somatic; SR: No) You leap forward with the speed and ferocity of a sudden avalanche. You attack enemies in your path, dealing an extra 2[W], and targets caught in your wake are frozen solid for 20 seconds. A successful reflex save negates the effect, and creatures caught in the ice can attempt fortitude saves to escape every 3 seconds. Creatures frozen are considered helpless, but they also gain DR/Adamantine 5. (DC 19 + WIS mod)

    Bear form spells

    Level 1 Maul (Cooldown: 12 seconds; Valid Forms: Bear, Dire Bear; Duration: 30 seconds; School: Innate Attack; Components: Somatic; SR: No) this attack deals an extra 2[W] to the target, and applies a bleeding effect that deals 1d4 slash damage every 2 seconds for 8 seconds. Striking the target successfully may also intimidate the target based on the player's intimidate skill.

    Level 2 Roar (Valid Forms: Bear, Dire Bear; Duration: 25 minutes; School: Enchantment; Metamagic: Extend, Quicken; Components: Verbal; SR: No) You let out a menacing roar, drawing the attention of you foes. You generate 50% more hate for the duration of the spell.

    Level 3 Shred (Cooldown: 6 seconds; Valid Forms: Bear, Dire Bear; Duration: 30 seconds; School: Innate Attack; Components: Somatic; Spell Resistance: No) This attack deals an extra 3[W] damage to the target, and you may reduce the target's Armor Class by 4 for a short time. Some creates may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 13 + WIS mod) Any effects that improve the DC for the Sunder feat also improve Shred)

    Level 4 Rising Fury (Cooldown: 2 minutes; Valid Forms: Bear, Dire Bear; Duration: 30 seconds; School: Transmutation; Metamagic: Quicken; Compoinents: Somatic, Verbal; SR: No) With each blow, your fury rises. For the duration of this spell, every time an emery hits you, you gin a +2 morale bonus to Strength and Constitution. This stacks up to 5 times.

    Level 6 Tremor (Cooldown: 20 seconds; Valid Forms: Bear, Dire Bear; Duration: 3 seconds; School: Innate Attack; COmponents: Somatic; SR: No) The ground trembles beneath your feet. Enemies around fall prone. Fortitude save negates. Save DC is 10 + half Druid level + WIS bonus.

    Level 7 Relentless Onslaught (Valid Forms: Dire Bear; Duration: 30 seconds; School: Innate Attack; Components: Somatic; SR: No) Perform a melee attack that deals an extra 5[W] and knocks your target down for 4 seconds. For up to 20 seconds afterwards, as long as the target stays down, every successful hit against the target has a 30% chance of knocking it down again.

    Level 8 Unstoppable (Cooldown: 5 minutes; Target: Self; Duration: 15 seconds; Valid Forms: Dire Bear; School: Transmutation; Components: Somatic; SR: No) You expend your body's ability to heal to fuel a burst of determination. You gain 15 temporary hit points per caster level, and +5 damage, but your positive damage vulnerability becomes 0%, preventing healing. You are also immune to fear, enchantment, sleep, energy drain, paralysis, exhaustion and death effects, though any effects already active remain unchanged. Lasts 15 seconds.

    Fire elemental form spells

    Level 7 Body of the Sun (Cooldown: 2 seconds; Target: Self; Valid Forms: Fire Elemental; Duration: 30 seconds; School: Evocation; Metamagic: Extend, Quicken, Eschew Materials; Components: Somatic, Verbal; SR: No) Your body draws on the power of the sun and emanates intense heat, burning nearby enemies. Nearby enemies take 1d6 fire damage per caster level (to a maximum of 20d6 at level 20) every 3 seconds. Fortitude save halves.

    Level 7 Elemental Toughness (Target: Self; Valid Forms: Fire Elemental, Water Elemental; Duration: 20 minutes; School: Evocation; Metamagic: Extend, Quicken, Eschew Materials; Components: Somatic, Verbal; SR: No) Draw elemental matter into your form, toughening your body and gaining 5/- DR.

    Level 8 Fires of Purity (Cooldown: 5 seconds; Target: Friend, Self; Valid Forms: Fire Elemental; Duration: 20 minutes; School: Evocation; Metamagic: Quicken, Eschew Materials; Components: Somatic, Verbal; SR: No) Enchants your target's weapons with fires of purity. They deal an extra 2d4 fire damage, and enemies that strike them take a -10 penalty to their fire resistance. An item can have only one temporary item enchantment at a time.

    Level 9 Anger of the Noonday Sun (Target: Self; Valid Forms: Fire Elemental; Duration 20 minutes; School: Evocation; Metamagic: Extend, Quicken, Eschew Materials; Components: Somatic, Verbal; SR: No) You are enveloped in the anger of the noonday sun. The targets of your fire spells suffer a 2% fortification penalty, and a -5 penalty to fire resistance.

    Water elemental form spells

    Level 7 Elemental Toughness (Target: Self; Valid Forms: Fire Elemental, Water Elemental; Duration: 20 minutes; School: Evocation; Metamagic: Extend, Quicken, Eschew Materials; Components: Somatic, Verbal; SR: No) Draw elemental matter into your form, toughening your body and gaining 5/- DR.

    Level 7 Freezing Spray (Valid Forms: Water Elemental; Duration: 30 seconds; School: Evocation; Metamagic: Quicken, Emlarge; SR: No) Douses an opponent in freezing spray, giving the target 25% cold vulnerability. Targets with this vulnerability will take 25% extra damage from all sources of cold damage. Once this effect wears off, it cannot be reapplied for 30 seconds.

    Level 8 Ice Flowers (Cooldown: 2 seconds; Valid Forms: Water Elemental; Save: Reflex; Duration: 8 seconds; School: Transmutation; Metamagic: Empower, Maximize, Quicken; Components: Somatic, Verbal; SR: No) Lances of ice burst from the ground where you point, dealing 1d3 piercing and 1d3 cold damage per caster level, to a maximum of 15d3 cold and 15d3 piercing.

    Level 9 Mantle of the Icy Soul (Target: Self; Valid Forms: Water Elemental; Duration: 20 minutes; School: Evocation; Metamagic: Extend, quicken, Eschew Materials; SR: No) You are shrouded in the mantle of the icy soul. The targets of your cold spells take a 25% penalty to movement speed, a 10% penalty to attack speed, and a -4 penalty to reflex and fortitude saves.
    U19 Kensei: Centered Cleaver | TR Junkie Leveling Framework

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    Are any of these new spells counted as Wiz/Sorc or Divine Spells?

    AKA Is call lightning storm going to be an arcane spell as well, and is storm of vengeance going to be fvs/cleric?
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    I don't know about Storm of Vengeance (it is on the Cleric/FvS spell list in PnP, so i would be surprised if they didn't add it to them eventually... same for Earthquake), but Call Lighting never was an arcane spell - it was always reserved for Druids (and maybe some Clerics with the right domain), so no chance for Wizards and Sorcerers to get it.

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    Booo - wheres mah Creeping Doom?

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    Creeping Doom is there! Look at level 7.

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    Great info, thx. While you are at it, could you also check some stuff considering transformations please? For example, what are the inherent properties of being in elemental/advanced animal forms? Do the form specific buffs carry over if you leave the form? Also, what do your flame blades look like? Do the ones cast at caster level 25 differ from those on 20?

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    Question

    Quote Originally Posted by Vesuvium View Post
    Creeping Doom is there! Look at level 7.
    Will any of these that in PnP also belong in the cleric/fvs list make it over to the other divines? Pretty, pretty, please?

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    Quote Originally Posted by Vesuvium View Post
    Creeping Doom is there! Look at level 7.
    He probably meant "where's my Creeping doom that does 1-1000 damage"... ah, good ol' times.

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    The reincarnation spell (lv 5) looks quite intresting. Does it give like +2 to one random and -2 to another? or +/-1?
    Also, would it be worth adding another higher lv form of it in here (maybe rez to 50%hp and twice the stat benifit)
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    It was stated on beta that one of the new mobs (dragoth? I cant spell it) had reverse gravity to hold its foes.

    I WANT!

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    Quote Originally Posted by LeoLionxxx View Post
    The reincarnation spell (lv 5) looks quite intresting. Does it give like +2 to one random and -2 to another? or +/-1?
    Also, would it be worth adding another higher lv form of it in here (maybe rez to 50%hp and twice the stat benifit)

    Use on minions a few times. Once it got essence of ogre with str and I think con bloats but other time it got kobold with spot sneak and minus str. I heard there was a bug that killed people but I assumed they got a -con form.

    Also the spell is mind numbingly slow when cast by a wolf.

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    Quote Originally Posted by angelamm View Post
    Will any of these that in PnP also belong in the cleric/fvs list make it over to the other divines? Pretty, pretty, please?
    This dev's, this..

    I'd rather hear the intention, and not-wonder, or at least only wonder if it'll happen.

    Take the Dhooom out of beta 'eh?
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    Quote Originally Posted by Vesuvium View Post
    Creeping Doom is there! Look at level 7.
    Great!

    Now let's add Insect Plague at level 5, to the druid and cleric spell list.

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    Quote Originally Posted by Vesuvium View Post
    Creeping Doom is there! Look at level 7.
    It's all over the forums too

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    Quote Originally Posted by Vesuvium View Post
    Creeping Doom is there! Look at level 7.
    Yes, but the duration seems a little vague.

    If I eat real slow, can the spell keep doing damage until done with all 16 scones? What happens if I'm particularly hungry that night?
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    While its not going to be a popular spell they missed obscuring mist off of the druid 1st level spell list (though as others have said creeping doom is acually there).

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    Quote Originally Posted by Osharan_Tregarth View Post
    Yes, but the duration seems a little vague.

    If I eat real slow, can the spell keep doing damage until done with all 16 scones? What happens if I'm particularly hungry that night?
    It can take a huge amount of time, taking in consideration that I can't eat 16 scones in less than a couple of hours!! Great spell XD

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    Excellent. Thanks for compiling this, Carpone. Much appreciated.

    Quote Originally Posted by Osharan_Tregarth View Post
    Yes, but the duration seems a little vague.

    If I eat real slow, can the spell keep doing damage until done with all 16 scones? What happens if I'm particularly hungry that night?
    Ahaha. Nice catch. I laughed.
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