The Apprentice’s Companion IV

Fourth Level Arcana

By Darkgolem


Last Updated 4/28/07

Fourth level spells have the encompassing and high damage effects of
3rd level spells, but with added utility and even more effects.
As a rule, the spells available at this level are more about affecting
the
status of your enemies than doing direct damage. In fact, the status
affects available as fourth level spells are some of the most useful
and most powerful in the game.



The one spell that neither sorcerer nor wizard should be without is
Phantasmal Killer. This spell can immediately eliminate a swarm of
weaker creatures that would whittle away precious hit points to battle
in melee.



If you really want a spells that causes damage from this list, consider
Charm Monster as a great way to indirectly add damage for the party.
Trust me: a charmed Beholder is worth so much more than a few castings
of Ice Storm!



Finally, Bestow Curse is an excellent way to reduce the damage taken by
the party. Cursed monsters hit less frequently and for less damage. In
the long run, this saves spell points for the healer(s) and may be the
difference bewteen success and failure.



Wizard and sorcerer ratings are a gauge class="pn-content-page-body">(on a scale of 1-5) of how
worthwhile that spell might be for that class to take.

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style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Acid Rain

Cool down (seconds): Wizard 8 Sorcerer 4

Casting Time: medium

School: Conjuration

Range: medium

Components: material, somatic, verbal

Duration: 6 seconds (dot effect extendable)

Damage: 3d4 every 2 seconds per 3 caster levels

Target: foe, positional, breakable

Save: none

Wizard Rating: 3

Sorcerer Rating: 3



Notes: “You create a storm that sends down a single torrent of searing
rain.  Any creature that is hit with the rain continues to take
3d4 acid damage every 2 seconds, every 3 caster levels”.  Unlike
most damage over time spells, the damage effect of this spell can be
extended.  This makes the spell more worthwhile, since it doubles
the damage for half the cost, doing a range of 6d4 for every three
caster levels over time. On the other hand you draw a large amount of
aggression from enemies who are effected by this spell.
Bestow
Curse


Cool down (seconds): Wizard 6 Sorcerer 3

Casting Time: fast

School: necromancy

Range: medium

Components: somatic, verbal

Duration: permanent

Save: will to avoid

Target: foe

Wizard Rating: 5

Sorcerer Rating: 4



Notes: “The target is cursed, giving –4 penalty to
attack rolls, skill
rolls and saving throws.”A staple spell for both sorcerers and
wizards.
style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Burning Blood

Cool down (seconds): Wizard 8 Sorcerer 4

Casting Time: fast

School: necromancy

Range: medium

Components: material, somatic, verbal

Duration: instant

Damage: 1d8 fire + 1d8 acid every round for 1 round/level (extendable)

Target: foe

Save: Fortitude for no damage (separate for each damage type)

Wizard Rating: 4

Sorcerer Rating: 3



Notes: “You taint a living creatures blood with a hot, corrosive
infusion, dealing 1d8 points of acid damage and 1d8 points of fire
damage per round per caster level.  A successful fortitude save
negates the damage for 1 round.”  This is an excellent spell to
use against living spell casters;  the damage and save time
mitigate against the caster successfully casting while under it's
effect, though it does not rule successful casting out.  This
spell does not affect undead, oozes, constructs.  The damage from
this spell is extendable, allowing a massive amount of single target
damage to be delivered over time.
Charm
Monster


Cool down (seconds): Wizard 18 Sorcerer 9 href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=Charmed_Beholder&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Charmed Beholder"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/Charmed_Beholder.thumb.jpg"
style="border: 2px solid ; width: 175px; height: 132px;" align="right">

Casting Time: fast

School: enchantment

Range: medium

Components: somatic, verbal

Duration: 10 minutes (extendable)

Save: will to avoid, (special)

Target: foe

Wizard Rating: 5

Sorcerer Rating: 4



Notes:  “An enemy monster is charmed and will fight as a
trusted friend
and ally.  Charmed monsters get additional saving throws every 3d6
+12
seconds.”  This spell does not work on rust monsters, in addition
to
vermin, oozes, undead and constructs.
style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Contagion

Cool down (seconds): Wizard 8 Sorcerer 4

Casting Time: fast

School: Necromancy

Range: short

Components: somatic, verbal

Duration: permanent until removed

Save: fortitude to avoid

Target: foe

Wizard Rating: 2

Sorcerer Rating: 2



Official Description: “Infects a living enemy with the chosen disease,
which strikes immediately and deals damage to one or more
attributes.  A successful fortitude save negates the
damage." 
This spell allows the spell caster to chose from 7 different diseases
to be cast on a target.  The target in question automatically is
affected by the disease when first cast, if a the creature fails it's
save, then must make a new save every 60 seconds until it makes two
separate saves successfully in a row.  If any save is failed the
ability damage is reapplied, eventually accumulating to drain all of
the ability score from the effected target unless the disease is saved
against. Creatures drained of all any stat but constitution are
automatically affected with a critical hit when hit in combat. 
Creatures drained to zero constitution die.  When cast, a
selection of buttons with the different diseases that can be selected
appear.  These separate buttons can be placed on ones button bar
rather than selecting while in combat.  The diseases and their
effects are:


  • Blinding Sickness - Blinds target and deals 1d4 strength
    damage.
  • Cackle Fever - Deals 1d6 wisdom damage.
  • Filth Fever - Deals 1d3 dexterity and 1d3 constitution
    damage.
  • Mind Fire - Deals 1d4 intelligence damage.
  • Red Ache - Deals 1d6 strength damage.
  • Shakes - Deals 1d8 dexterity damage.
  • Slimy Doom - Deals 1d4 constitution damage.
style="vertical-align: top; background-color: rgb(255, 255, 255);"> style="font-weight: bold;">Crushing
Despair

Cool down (seconds): Wizard 8 Sorcerer 4

Casting Time: fast

School: enchantment

Range: medium

Components: material, somatic, verbal

Duration: 1 minute/level (extendable)

Area: 10' radius circle

Save: will to avoid

Target: foe, positional

Wizard Rating: 3

Sorcerer Rating: 3



Notes: “An invisible cone of despair causes a great
sadness in ones
enemies, giving –2 penalties to attack, saving throws, skill checks and
weapon damage.”  This spell is a circle, not a cone, and the cast
effect (but not the results) is visible.
style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Dimension
Door

Cool down (seconds): Wizard 300 Sorcerer 150

Casting Time:

School: Conjuration

Range: medium

Components: material, verbal

Duration: 2 minutes

Target: Friend, Self, Positional

Wizard Rating: 4

Sorcerer Rating: 3



Notes: “Creates a magic portal that transports you and your companion
back to the entrance of the dungeon.”

This spell is very useful in rare occasions, but has a special
component (ogre magi horn), which costs 3000 gold pieces apiece. 
Best to carry as a scroll, and not worth a sorcerer taking as a
spell.  The portal must be clicked to be used.
Enervation

Cool down (seconds): Wizard 8 Sorcerer 4

Casting Time:

School: Necromancy

Range: medium

Components: somatic, verbal

Duration: permanent

Save: None

Target: Foe, Directional

Wizard Rating: 4

Sorcerer Rating: 4



Notes: “A black ray of crackling energy suppresses the life force of
any creature it strikes, granting an enemy 1d4 negative levels. 
If the target has as many negative levels as it has hit dice, it
dies.  Each negative level gives a creature a -1 penalty on attack
rolls, saving throws, skill checks, ability checks and effective
level.  Negative levels stack.”  This is an excellent debuff,
but does not work on red named bosses or stronger.
style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Fear

Cool down (seconds): Wizard 8 Sorcerer 4

Casting Time: fast

School: necromancy

Components: material, somatic, verbal

Duration: 6 seconds per level (feared) or 3 seconds (shaken)
(extendable)

Area: 15' long, 10' wide cone

Save: will to avoid or shaken

Target: foe, directional

Wizard Rating: 4

Sorcerer Rating: 4



Notes:  “An invisible cone of terror causes each living
enemy in an area to become panicked.  Cornered enemies
cower.”  Useful for herding enemies into traps, and affects all
hit dice,
unlike cause fear and scare.  If an enemy saves, it is still
shaken for
3 seconds.
style="vertical-align: top; background-color: rgb(255, 255, 255);"> style="font-weight: bold;">Fire
Shield

Cool down (seconds): Wizard 8 Sorcerer 4

Casting Time: fast

School: evocation

Range: self

Components: focus, material, somatic, verbal

Duration: 6 seconds/level (extendable

Damage: (1d3 +3) + caster level (max 15)) (see below)

Target: self

Save : none

Wizard Rating: 3

Sorcerer Rating: 2



Notes: “Wreathes the caster in hot or cold flames.  Any creature
striking you in melee takes 1d6 + 1 per caster level (max +15)
damage.  The fire version of this spell deals fire damage and
reduces damage the caster takes from cold by half.  The cold
version of this spell deals cold damage and protects from fire. 
The flame from this spell will burn away any webs that attempt to
entangle you.”  The duration of this spell is prohibitive to
regular use, but this spell is very useful for soloing or intense
combats.  A wizard with stoneskin and fire shield is a deadly
opponent.  Both the cold and hot versions of this spell allows the
caster to ignore web spell.  This spell is presently bugged, doing
only 1d3 + 10
maximum, and not adding damage enhancements or enchantments.
style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Fire Trap

Cool down (seconds): Wizard 60 Sorcerer 30

Casting Time: medium

School: Abjuration

Range: medium

Components: material, somatic, verbal

Duration: 60 seconds or until triggered.

Damage: 1d4 + (1/level), max 20

Target: foe, positional

Save : reflex for 1/2

Wizard Rating:

Sorcerer Rating:



Notes: “Creates a trap that wards an area.  When an enemy triggers
the spell by entering the area, a fiery explosion does 1d4 fire damage
+ 1 per caster level (max 20).  A successful reflex save reduces
the damage by half"  This spell is better than nothing for a trap,
but that is all that is good that can be said about it.
style="vertical-align: top; background-color: rgb(255, 255, 255);"> style="font-weight: bold;">Force Missiles

Cool down (seconds): Wizard 8 Sorcerer 4

Casting Time: fast

School: Evocation

Range: long

Components: somatic, verbal

Duration: instant

Damage: (2d3 + 6) + 2/per missile

Target: foe

Save: none

Wizard Rating: 2

Sorcerer Rating: 2



Notes: “A powerful missile of magical force darts from your hand,
unerringly striking it's target, dealing 2d6 +2 points of force
damage.  You gain 1 missile for every 4 casters levels.” 
This spell is bugged, granting 1 missile every 3 caster levels. 
The damage of this spell is substandard, but has the benefit of
ignoring incorporeality and never being affected by damage
reduction.  However, point for point, it is lesser to magic
missile, being that magic missile does 15 + 5d2 (total avg 22.5) 
for 10 points, while force missiles does (even with the bug) 24 + 10d3
(avg 44 points) for 20 points, but with ¼ the frequency.
style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Ice
Storm

Cool down (seconds): Wizard 8 Sorcerer 4

Casting Time: medium

School: conjuration

Range: medium

Components: material, somatic, verbal

Duration: 15 seconds

Area: 10' radius diameter

Damage: 3d6 bludgeon + 2d6 cold

Save: none for damage, DC 12 reflex for slipping

Target: foe, positional, breakable

Wizard Rating: 3

Sorcerer Rating: 3



Notes:  “Great magical hailstones pound down dealing 2d6
cold and 3d6 bludgeoning to targets within the area.”  Unlike many
damage spells, this spell does not do 1d3+3 dice,
but in fact 1d6 dice.  The save for balance is not able to be
changed
by feats or ability scores, and affects both friend and foe.  If a
person is in the area of the spell, he will slip toward the lowest
point, be unable to jump, and unable to change elevation at all, even
being unable to climb, for example, steps.  This physical portion
of this spell affects golems.
style="font-weight: bold; color: rgb(51, 102, 255);"> style="vertical-align: top; background-color: rgb(255, 255, 255);"> style="font-weight: bold;">Lesser Globe of Invulnerability

Cool down (seconds): Wizard 60 Sorcerer 30

Casting Time: medium

School: abjuration

Components: material, somatic, verbal

Duration: 6 seconds per level (extendable)

Area: 5' diameter

Target: self

Wizard Rating: 2

Sorcerer Rating: 1



Notes: “An immobile, faintly shimmering sphere surrounds you and
excludes all magical spell effects level 3 or lower.  Such spells
fail to target anyone within the globe, but any type of spell can be
cast through or out of the magical globe.”  This spell has the
detraction of removing beneficial spells of level 3 or lower while one
stands in the effect, meaning that higher level spells which penetrate
the globe will not be hindered by protections.
style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Phantasmal
Killer

Cool down (seconds): Wizard 8 Sorcerer 4 href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=Phantasmal_Killer&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Phantasmal Killer"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/Phantasmal_Killer.thumb.jpg"
style="border: 2px solid ; width: 175px; height: 132px;" align="right">

Casting Time: fast

School: illusion

Range: long

Components: somatic, verbal

Damage: 3d6 with save

Save: fort save or die, 3d6 if saves

Target: foe

Wizard Rating: 5

Sorcerer Rating: 5



Notes:  “Creates a phantasmal image of the most fearsome
creature imaginable by
forming the fears of the enemy's subconscious mind into something its
conscious mind can visualize.  Touched enemies must make a
Fortitude
save or die from fear.  A successful Fortitude save still results
in
3d6 negative energy damage.”  The classic caster killer.
style="vertical-align: top; background-color: rgb(255, 255, 255);"> style="font-weight: bold;">Remove
Curse

Cool down (seconds): Wizard 6 Sorcerer 3

Casting Time: fast

School: abjuration

Range: medium

Components: somatic, verbal

Target: friend, self

Wizard Rating: 5

Sorcerer Rating: 3



Notes: “Removes a curse on an ally, counters and dispels
bestow curse.”  Counter spelling is not available in the game, but
the ability
to remove already present curses makes this well worth it. 
Because
this spell is available at 5th level to clerics, it is not necessarily
a wise choice for a sorcerer.
style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Repair
Critical Damage

Cool down (seconds): Wizard 8 Sorcerer 4

Casting Time: fast

School: transmutation

Range: medium

Components: somatic, verbal

Target: friend, self

Wizard Rating: 5

Sorcerer Rating: 3



Notes: "Transmutes the structure of a living construct
ally to repair 4d8 + (1 per caster level) damage.”The best single
target warforged healing spell present in the
game.
style="vertical-align: top; background-color: rgb(255, 255, 255);"> style="font-weight: bold;">Shout

Cool down (seconds): Wizard 8 Sorcerer 4

Casting Time: fast

School: evocation

Components: verbal

Area: 8' long, 6' wide cone

Damage: 5d3 + 15

Save: fort save for ½ damage

Target: foe, directional, breakable

Wizard Rating: 4

Sorcerer Rating: 2



Notes “Emits an ear splitting yell that does 5d6 damage
to targets in its path.”  This spell is listed at the time of this
guide's posting as
allowing enlargement with the feat.  This is not true, while the
spell
will cost more, the cone does not increase in size.  Because this
spell
has only a verbal component, it can be cast in armor with no arcane
spell failure chance.  Unlike the pen-and-paper version of this
spell,
it has no special affect on constructs.
style="font-weight: bold; color: rgb(51, 102, 255);"> style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Solid
Fog

Cool down (seconds): Wizard 8 Sorcerer 4 href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=Solid_Fog&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Solid Fog"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/Solid_Fog.thumb.jpg"
style="border: 2px solid ; width: 175px; height: 132px;" align="right">

Casting Time: long

School: conjuration

Range: medium

Components: material, somatic, verbal

Duration: 30 seconds/level (extendable)

Area: 20' radius

Target: foe, positional, breakable

Wizard Rating: 4

Sorcerer Rating: 3



Notes: “A bank of fog obscures sight, slows movement" This spell slows
movement of foes
within
the cloud to 20% of original rate and affects creatures usually immune
to spell affects, such as slimes and oozes.  It does not affect
vermin,
nor a minotaur's charge.
style="vertical-align: top; background-color: rgb(255, 255, 255);"> style="font-weight: bold;">Stoneskin

Cool down (seconds): Wizard 8 Sorcerer 4

Casting Time: fast

School: transmutation

Range: medium

Components: material, somatic, verbal

Duration: 1 minute per level or until discharged.

Target: friend, self

Wizard Rating: 5

Sorcerer Rating: 4



Notes: “Wards an ally with damage reduction 10/adamantine.  Once
the spell has prevented a total of 10 points per level (maximum 150
points) it is discharged.  Otherwise it lasts 10 minutes per
level.”  This spell is outstanding for particularly difficult
combats.  It has a special component (powdered diamond and
granite) which costs 3000 gold pieces for 10 components.
style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Symbol
of Flame

Cool down (seconds): Wizard 60 Sorcerer 30

Casting Time: fast

School: Evocation

Range: medium

Components: material, somatic, verbal

Duration: 1 minute/level until triggered, then 20 seconds (extendable)

Damage: 1d6/level, max 10d6

Target: foe, positional

Save: reflex to avoid

Wizard Rating: 2

Sorcerer Rating: 2



Notes: “You scribe a potent rune of power in the air.  When the
symbol is activated by a target approaching, any targets which come
withing range of the symbol take 1d6 per caster level (max 10d6)
damage.  A successful reflex save negates this affect.”  This
spell triggers when a creature approaches within approximately 10 feet
of it (about the radius of a hypnotic pattern or solid fog).  It
does not trigger on creatures who are already in the area of the spell
when it is cast, only those who walk within the affect.  If in a
position where enemies can be led repeatedly into the area of the
symbol, it can affect the same enemy multiple times. Unlike many
Dungeons & Dragons Online spells, Symbol of Flame does 1d6 not 1d3
+3 per level.
style="vertical-align: top; background-color: rgb(255, 255, 255);"> style="font-weight: bold;">Summon
Monster IV

Cool down (seconds): Wizard 240 Sorcerer 120

Casting Time: long

School: conjuration

Range: medium

Components: material, somatic, verbal

Duration: 240 seconds

Target: self, positional

Wizard Rating: 4

Sorcerer Rating: 3



Notes:  “Summons a fiendish spider to fight for you for a
brief time.  Casting
this spell locks out casting any other summon monster spells for 4
minutes.”

The spider that is summoned stays at range and spits poison and
webbing at opponents about half the time.  It is fairly durable,
and
functions moderately well as a distraction and blocker in combat.
style="font-weight: bold; color: rgb(51, 102, 255);"> style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Wall
of Fire

Cool down (seconds): Wizard 60 Sorcerer 30

Casting Time: fast

School: Evocation

Range:  long

Components: material, somatic, verbal

Duration: 3 seconds/level (extendable)

Area: 30 wide, 3 foot deep wall

Damage: 2d6 + 1/level (max +20), 2d4 to those close to affect

Target: foe, positional, breakable

Save: none

Wizard Rating: 5

Sorcerer Rating: 4



Notes: “Creates a Wall of Fire.  This spell does 2d6 + 1/caster
level (max 20) damage to enemies passing through it, 2d4 to nearby
enemies, and double damage to undead.”  One of the best spells in
the game.  Not only does it do excellent damage over time, it is
one of the best spells to use against undead.  A spell caster
draws a lot of aggression from this spell and should stand in the wall
while blocking if no other option is available.  This spell will
affect opponents through doors (it must be targeted on the door or
ground near the door).   This spell always appears
perpendicular to the facing of the caster, with the caster facing the
center of the wall's width.

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Last Updated: Mar 13, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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