# Spell absorption

I think that, all ED abilities should have right to bypass the spell absorption in items like pale lavender.
I had a problem with some players 'showing off' their ED's and how the grand master of flowers, can bypass it.
a# New spell suggestions

Maze
Conjuration (Teleportation)
Level: Sor/Wiz 8
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: DC 20 (save = escape) (fail = roll the dice next round)
Saving Throw: None
Spell Resistance: Yes

You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn’t escape, the maze disappears after 10 minutes, forcing the subject to leave.

I think that this should be implemented, because it's quite a nice spell which will make DDO quite unique.
(Animation - 4 prison bars moving towards the targeted creature)

#Sequence+
Transmutation
Level: Sor/Wiz 7
Effect: Matrix that holds two of your spells

You can store up to two spells of up to 3rd level, and you take 2d6 points of damage instead of 1d6 upon casting.
S closes after 2 rounds and no more spells can be added.

# Contingency
Evocation
Level: Sor/Wiz 6
Casting Time:10 seconds
Range: Personal
Duration: Until rest
You can place another spell up to level 5, upon your person so that it comes into effect under some condition you dictate when casting contingency.
Condition:
Helpless,See an enemy,Poisoned,50% of hp.

#Chain Contingency
Evocation
Level: Sor/Wiz 9
As the contingency spell, except that you can place up to three other spells upon your person so that they come into effect under some condition you dictate when casting chain contingency.
The spells can come into effect simultaneously or one at a time, one per round.


As the contingency spell, except that you can place up to three other spells up to level 8 upon your person so that they come into effect under some condition you dictate when casting chain contingency.
The spells can come into effect simultaneously or one at a time, one per round.
Condition:
Helpless,See an enemy,Poisoned,50% of hp.

#Gate

Conjuration/Summoning
Level: Sor/Wiz 9

Range: 15 yards
Duration: Until killed
Casting Time: 8 seconds


The casting of a Gate spell has two effects. First, it causes an inter-dimensional connection between the plane of existence the wizard is on and the plane on which dwells a specific being of great power; thus, the being is able to merely step through the gate or portal from its plane to that of the caster. Second, the utterance of the spell attracts the attention of the sought-after dweller on the other plane. When casting the spell, the wizard must name the entity he desires to use the gate and come to the wizard's aid. There is a 100% certainty that something steps through the gate.


Creatures:
Glabetzu
Hezrou
Pit fiend ( That's crazy)

#Summon Planetar (Alignment)
#Summon Deva
#Level 9-ED?
Duration : 1 minute
Wizard/Sor = Planetar
Divine = Deva
Casting Time:
If the character is chaotic, he can only summon Falled Planetar
If the character is lawful, he can only summon Planetar

You open up a gate, which which creates an inter-dimensional connection between the plane of existence, and you summon an angel, or a fallen angel to fight by you.
Falled angel, has +4 to hit on lawful npc's and angel has +4 to hit on chaotic npc's.
Spells:
Deva : Can cast some divine spells as a level 17 cleric can.
Spell like abilities: Earthquake, Flame strike.
Planetar : Can Magic missile, dispel magic, melf's acid arrow, banishment.


Last one

#Imprisonment
My favourite spell of all.
Level: Sor/Wiz 9
Casting time: 4 seconds
Range: Touch
Target: Creature Touched
Duration:Instantaneous
Saving Throw: Will negates (DC 40)
Spell Resistance:Yes

When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does.

Thanks guys for reading this!
It took me quite some time to create this post, hope you enjoy it!