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G: Apprentice's Companion III - Arcane Spells

Updated Fri, Feb 13, 2009 by Darkgolem

The Apprentice’s Companion III

Third Level Arcana

By Darkgolem
Updated 11/21/06

Third level spells are the first spells a wizard and sorcerer get that really have powerful area effects.

Author’s Note: While the information here is as accurate as possible, distance, casting time, and damage had to be estimated through experiment.  Several tests of each spell were done before any conclusion was made. It is possible that some spells are slightly different than results showed, but all should be very close to exact.

Wizard and sorcerer ratings are a gauge (on a scale of 1-5) of how worthwhile that spell might be for that class to take.

Deep Slumber
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: short
School: enchantment
Range: medium
Components: material, somatic, verbal
Duration: 1 minute/level (extendable)
Save: will to avoid
Target: foe, positional
Area: 10’ radius circle

Notes:  “Induces a magical slumber to come upon targets, rendering them helpless until attacked.  Ineffective on undead or constructs.”  This spell has the same problem that the original Sleep spell has, in that enemies will outrun the effect. Fortunately, the area is substantially larger, making it more reliable.

Wizard Rating: 4
Sorcerer Rating: 2
Dispel Magic
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: abjuration
Range: medium
Components: material, somatic, verbal
Duration: instant
Target: friend, self, foe

Notes: “Removes ongoing spells that have been cast on a target.”  It is difficult to tell when this spell is useful to cast upon opponents, unless they are inspected before combat to see if they have spell effects upon them. It is very useful to remove charms and similar effect upon creatures, or many effects found on allies.

Wizard Rating: 5
Sorcerer Rating: 3
Displacement
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: short
School: Illusion
Range: medium
Components: verbal, material
Duration: 6 seconds/level (extendable)
Target: friend, self

Notes: “An allies outline becomes blurred, granting a 50% miss chance.”  While an excellent spell, the duration is prohibitive in the less difficult combats.

Wizard Rating: 3
Sorcerer Rating: 3
FireballFireball
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: evocation
Range: medium
Components: material, somatic, verbal
Duration: instant
Damage: (1d3+3)/level, max 10d3+30
Save: reflex for 1/2
Target: foe, directional, breakable

Notes: “Creates a ball of fire that detonates on impact, causing an explosion of flame that damages targets around it.”  The first true large scale damage spell available.  It often is a good idea to aim at the floor by your targets rather than your targets.  If it misses your target, it will continue onward, outside of the area you wish to affect.

Wizard Rating: 5
Sorcerer Rating: 5
Flame Arrow
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: evocation
Components: material (1 normal arrow), somatic, verbal
Duration: special
Target: self

Notes: “Creates 50 flaming arrows within your inventory.”  It can only be cast within an adventure, and arrows produced will remain in the adventure when it is exited.  Flaming arrows do 1d6 fire damage in addition to normal damage.

Wizard Rating: 3
Sorcerer Rating: 2
Halt Undead
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: necromancy
Range: medium
Components: material, somatic, verbal
Duration: 6 seconds/level (extendable)
Save: will to avoid
Target: foe, positional

Notes:  “Renders undead targets in range immobile.”  Unlike command undead, mindless undead can save versus this affect. This is only useful in a practical sense versus mindless undead.  Attacking the immobile undead does not break the affect.

Wizard Rating: 3
Sorcerer Rating: 2
Haste
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time:  medium
School: transmutation
Range: medium
Components:  material, somatic, verbal,
Duration: 6 seconds/level (extendable)
Target: friend, self, positional

Notes: “Quickens allies, causing them to move and attack faster than normal.”  This provides +1 ac (dodge), +1 reflex save, +1 to hit, +25% movement.  Stacks with Heroism, and the ability score buffs such as Cat’s Grace.  This spell is an area effect centered on your target, so gather your allies when you cast it.

Wizard Rating: 5
Sorcerer Rating: 4
Heroism
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: short
School: enchantment
Range: medium
Components: somatic, verbal
Duration: 1 minute/level (extendable)
Target: friend, self

Notes: “Imbues a single ally with great bravery and morale in battle, gaining a bonus on attacks, saves and skill checks.”  Stacks with items such as Cloak of Fortitude, and so on.  This provides a +2 to hit, +2 to all saves (it does not stack with other will saves), and a +2 to skills. With its long duration, this is an outstanding buff to use upon your allies.  This stacks with all other buffs, such as the stat buff spells, rage, and haste (excepting, again, will saves).

Wizard Rating: 4
Sorcerer Rating: 3
Hold Person
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: enchantment
Range: medium
Components: focus, somatic, verbal
Duration: special (save every 15 seconds) (extendable)
Save: will to avoid
Target: foe

Notes:  “The enemy becomes paralyzed and freezes in place, it is aware, but can take no actions.”  Held enemies are subject to critical hits with each hit, regardless of the roll the attacking hero makes. This only affects humanoids creature types.

Wizard Rating: 4
Sorcerer Rating: 2
Lightning Bolt
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: evocation
Range: medium
Components: material, somatic, verbal
Duration: instant
Damage: (1d3 + 3)/level, max 10d6
Target: foe, directional, breakable
Save: reflex for 1/2

Notes: “A powerful stroke of electrical energy damages targets in its path.”  This spell is enlargeable.

Wizard Rating: 4
Sorcerer Rating: 4
Protection from Energy
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: short
School: abjuration
Range: medium
Components: focus, somatic, verbal
Duration: 1 minute per level, max 10 minutes (extendable)
Target: friend, self

Notes: “Grants temporary immunity to a form of energy for 10 minutes per caster level, or until 12 points per caster level has been absorbed.”  This spell acts like a buffer, not damage reduction, absorbing all damage until its reservoir of points are used. 

Wizard Rating: 3
Sorcerer Rating: 3
Rage
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: short
School: enchantment
Range: medium
Components: somatic, verbal
Duration: 1 minute + (6 seconds/level) (extendable)
Target: friend, self

Notes: “Causes target for fly into a screaming block frenzy, gaining phenomenal strength and durability, but becoming reckless. Grants a bonus to strength, constitution and will saves, but causes target to take a penalty to armor.”  Grants +2 str, +2 con –2 dex +1 will save. Can cast, can sneak, while under this effect, unlike barbarian rages. Stacks with Haste, ability buffs such as Bull’s Strength, and Heroism, except the will save will not stack with Heroism. A fine spell for the wizard whose allies are warriors.

Wizard Rating: 4
Sorcerer Rating: 2
Ray of Exhaustion
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: necromancy
Range: medium
Components: material, somatic, verbal
Duration: permanent
Save: none
Target: foe, directional

Notes: “A ray projects toward the target, causing it to immediately become exhausted.”  This is an excellent debuff for melee combatants. This does not slow rate of attack, nor spell casting or missile use, but does slow movement and reduce damage.

Wizard Rating: 3

Sorcerer Rating: 3
Repair Serious Damage
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: transmutation
Range: medium
Components: somatic, verbal
Duration: permanent
Target: friend, self
Save: n/a

Notes: “Transmutes the structure of a living construct ally to repair serious damage.” 3d8 + 1/level (max +15).

Wizard Rating: 4
Sorcerer Rating: 2
Sleet Storm
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: conjuration
Range: short
Area: 10’ radius sphere
Components: material, somatic, verbal
Duration: 6 seconds/ level (extendable)
Save: reflex 12 save to avoid falling
Target: foe, positional, breakable

Notes:  “Driving sleet blocks all sight and causes the ground around targets to become icy, slowing targets within it.” This has a 12 reflex save, with no modifications for caster primary statistic or feats.  This is essentially a large grease and fog cloud spell combined.

Wizard Rating: 2
Sorcerer Rating: 1
Slow
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: fast
School: transmutation
Range: medium
Area: 10’ radius circle
Components: material, somatic, verbal
Duration: 6 seconds/level (extendable)
Target: foe, positional
Save: will to avoid

Notes: “Causes enemy to move and attack at a drastically slower rate.”  Slows attack rate by 30%, movement by 50%. This spell is useful for large crowds of fast opponents.  It is difficult to place, in a similar manner to Deep Slumber or Sleep.

Wizard Rating: 4
Sorcerer Rating: 2

Stinking Cloud
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: conjuration
Range: medium
Components: focus, material, somatic, verbal
Duration: 6seconds/level (extendable)
Target: foe, positional, breakable
Save: fort to avoid

Notes: “Causes a bank of fog that nauseates living targets. This spell can be a bit difficult to use well.”  It does not hinder attackers from exiting the cloud, but if fought while in the cloud, it will prevent them from attacking or casting unless they fail a save.  Best against spell casters (with poor fortitude saves) and enclosed areas (so they cannot exit the cloud).

Wizard Rating: 3

Sorcerer Rating: 2
Suggestionsuggestion
Cool down (seconds): Wizard 24 Sorcerer 12
Casting Time: short
School: enchantment
Range: medium
Components: Verbal
Duration: 6 seconds/level (extendable)
Target: foe
Save: will to avoid

Notes: “Influences the actions of an enemy, allowing you to suggest it to fight.”  The duration of this spell makes it difficult to use.  Subjects who fail their save have a set period of time before they will fight nearby opponents; they need time to perceive them as enemies.  As such, the spell often is near expiration before they will fight at all.  On the other hand, this spell affects all creature types except constructs, undead and vermin.

Wizard Rating: 4

Sorcerer Rating: 1
Summon Monster III
Cool down (seconds): Wizard 180 Sorcerer 90
Casting Time: long
School: conjuration
Range: medium
Components: material, somatic, verbal
Duration: 3 minutes
Target: self, directional

Notes: “Summons a hell hound to fight for you for a brief time.  Casting this spell locks out casting any other summon monster spell for 3 minutes.”  This is lengthy enough to be useful, but hell hounds are overall fragile creatures.  Because they are able to hide, if they get confused or caught on a terrain feature, one will not see that they have been left behind.

Wizard Rating: 4
Sorcerer Rating: 2
Water BreathingWater_breathing
Cool down (seconds): Wizard 6 Sorcerer 3
Casting Time: medium
School: transmutation
Range: medium
Components: focus, material, somatic, verbal
Duration: 1 minute + 6 seconds/level (extendable)
Target: friend, self
Area: 5’ radius circle

Notes: “Grants the ability to breath water to you and your allies.”  While not by any means a must have, the benefit of avoiding the possibility of drowning is quite useful on occasion.

Wizard Rating: 4
Sorcerer Rating: 2


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Level 2
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Developer: Turbine, Inc.
Genre: Fantasy
Status: Published
Release Date: February 28, 2006
Fee: Free-to-Play
ESRB Rating: T

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