The Apprentice's Companion V
Fifth Level Arcana
By Darkgolem
Level 5 spells are the first set of spells available to arcane casters
that can do more than 10 dice of damage or can have truly drastic
affects on opponents. Spells of this level can completely affect
opponents' Ability scores, have very long durations, and/or have strong
affects without saves.
Level 10 sorcerers may learn only a single spell from this list, so it
is crucial to pick the spell that best complements your build.
Sorcerers built around pure damage will want to think about Ball
Lightning or Cone of Cold. Crowd control specialists will find Dominate
Person very useful and more reliable than the hit or miss Dismissal.
Overall, though, I recommend every sorcerer consider the merits of Cloud
Kill. It instantly kills any targets with less than 6 HD (hit dice, or
levels). Enemies with more than 6 HD must make fortitude saves every 2
seconds while in the cloud to prevent Constitution damage. A failed
save means a reduction in hit points and a lowered fortitude save,
making poisons and fortitude-based spells more effective.
I've rated the dozen 5th level spells on a scale of 1-5 (with 5 being
best).
Lightning
Cool down (seconds): Wizard 11 Sorcerer 6
Casting Time: medium
School: evocation
Range: medium
Components: material, somatic, verbal
Area: 20 radius sphere
Damage: (1d3+3) per level (max 45 + 15-45) electricity
Save: reflex for 1/2
Target: foe, directional, breakable
Official Description: Fills an area with deadly electrical energy that
does base damage of 1d3+3 per caster level up to 15d6.
Notes: This spell is worth using when able to cast at caster level 13
or higher.
Wizard
Rating: 2
Sorcerer
Rating: 3
Enchantment
Cool down (seconds): Wizard 11 Sorcerer 6
Casting Time: short
School: abjuration
Range: medium
Components: somatic, verbal
Area: 20 radius circle
Target: friend, self, foe, positional
Official Description: Affected allies and foes are freed from
enchantments, transmutation, and curses, whether helpful or harmful.
Notes: This is basically an area dispel magic that is limited to the
above schools, including spells that are normally not able to be
dispelled, but affects multiple spells on subject creatures. A dispel
check for each separate affect on opponents is still necessary.
Wizard
Rating: 3
Sorcerer
Rating: 2
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Cool down (seconds): Wizard 11 Sorcerer 6
Casting Time: long
School: conjuration
Range: short
Components: somatic, verbal
Duration: 30 seconds per level (extendable)
Area: 20 radius sphere
Damage: special
Save: special
Target: foe, directional, breakable
Official Description: A bank of yellowish green and poisonous fog
rises up, slaying
weak targets while inflicting 2 Constitution damage on stronger
opponents.
Notes: All opponents who enter the fog who are below 6 hit dice die,
all opponents above 6 hit dice must make a fortitude save every 2
seconds while in the fog, or take 1-4 points of Constitution damage each
time.
Wizard
Rating: 4
Sorcerer
Rating: 4
of Cold
Cool down (seconds): Wizard 11 Sorcerer 6
Casting Time: fast
School: evocation
Components: material, somatic, verbal
Area: 30 wide, 30 long cone, originating at caster
Damage: (1d3+3) per level, max 45 + 15-45, cold
Save: reflex for 1/2
Target: foe, directional, breakable
Official Description: Creates an area of extreme cold, originating
from your hand and
spreading outward in a cone, doing 1d3+3 points of cold damage per
caster level, up to a maximum of 15d3+45.
Notes: This spell is worth using when able to cast at caster level 13
or higher.
Wizard
Rating: 3
Sorcerer
Rating: 3
Cool down (seconds): Wizard 8 Sorcerer 4
Casting Time: medium
School: abjuration
Range: medium
Components: focus, somatic, verbal
Save: will to avoid
Target: foe
Official Description: Instantly forces an extraplanar entity back to
its proper plane.
Notes: With the high saves and spell resistances of many outsiders,
this spell is less useful. With the low will saves of many elemental
creatures, lower level spells makes this spell too expensive in spell
points.
Wizard
Rating: 2
Sorcerer
Rating: 1
Person
Cool down (seconds): Wizard 24 Sorcerer 12
Casting Time: medium
School: enchantment
Range: medium
Components: somatic, verbal
Duration: special (extendable)
Save: will to avoid
Target: foe
Official Description: Telepathically controls the actions of a
humanoid enemy, causing
it to change sides. Domnation acts like charm, but the target only
gains additional saving throws every 10d6+30 seconds and has less
chance to break free.
Notes: While charmed followers are not particularly dangerous, they
make excellent blockers, and this spell often lasts a very long time.
Wizard
Rating: 3
Sorcerer
Rating: 2
Cool down (seconds): Wizard 11 Sorcerer 6
Casting Time: short
School: enchantment
Range: medium
Components: material, verbal, somatic
Duration: permanent until removed or death
Damage: special
Save: will to avoid
Target: foe
Official Description: Causes the enemy's intelligence and charisma
each to drop to 1, giving it roughly the intelligence of a lizard
Notes: Since spell casters have high will saves, and clerics use wisdom
to cast spells, this spell is mainly effective against less intelligent
casters, such as ogre magi and similar. However, against these types of
foes, this spell is very useful.
Wizard
Rating: 3
Sorcerer
Rating: 2
Monster
Cool down (seconds): Wizard 11 Sorcerer 6
Casting Time: fast
School: enchantment
Range: long
Components: focus, material, somatic, verbal
Duration: 6 seconds per level (save every 2 seconds) (extendable)
Save: will to avoid
Target: foe
Official Description: An enemy becomes paralyzed and freezes in place.
It is aware;
but can take no actions for a maximum of 6 seconds per caster level.
Notes: This is an outstanding spell for giants and the like.
Against
other foes it can be fair, but it will not work against vermin, undead
and other dead or mindless beings. Extending this spell does not extend
the time between saves.
Wizard
Rating: 4
Sorcerer
Rating: 3
Fog
Cool down (seconds): Wizard 11 Sorcerer 6
Casting Time: fast
School: conjuration
Range: medium
Components: somatic, verbal
Duration: 40 seconds (extendable)
Area: 20' radius sphere
Save: will to avoid
Target: foe, positional, breakable
Official Description: Produces a bank of thin mist that weakens the
mental resistance
of those caught in it, giving them a -10 penalty to will saves.
Notes: This is an excellent spells for wizards, but is less useful for
sorcerers, because it is secondary support to other enchantments, and
sorcerers have limited spell slots.
Wizard
Rating: 4
Sorcerer
Rating: 2
Cool down (seconds): Wizard 300 Sorcerer 150 href="http://ddo.tentonhammer.com/modules.php?set_albumName=album07&id=Summon_Monster_V&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Summon Monster V"
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Casting Time: long
School: conjuration
Range: medium
Components: material, somatic, verbal
Duration: 5 minutes
Target: self, positional
Official Description: Summons an earth elemental to fight for you, for
a brief time.
Casting this spell locks out casting any other summon monster spell for
5 minutes.
Notes: This summons a medium, CR 3, earth elemental. While it can be a
blocker, it is not formidable against most foes a caster meets by the
time the caster can summon this elemental.
Wizard
Rating: 2
Sorcerer
Rating: 2
Casting Time: instant
School: conjuration
Components: material, somatic, verbal, special
Target: self
Official Description: Teleports you to one of a variety of locations.
Notes: This spell will teleport you to your choice of the following
locations: House Deneith arms shop, House Jorasco arcane shop, House
Kunderak bank, House Phiarlan archmages (near arcane shop), Marketplace
tent, Portable Hole tavern. The Portable Hole tavern is essentially a
combination arcane and divine magic mall, with a tavern in the center
that has no external entrance. There is a 3% chance with each use of
teleport you appear high in the air above the marketplace, and feather
fall can prevent your death if cast before casting teleport. This spell
requires an expensive special component, lich dust. This spell should
be listed as transmutation, but is listed as conjuration by Turbine.
Wizard
Rating: 3
Sorcerer
Rating: 1
of Fatigue
Cool down (seconds): Wizard 11 Sorcerer 6
Casting Time: fast
School: necromancy
Range: long
Components: somatic, verbal
Duration: unknown (over 2 minutes per level) (extendable)
Area: 20' radius circle
Damage: special
Save: none
Target: foe, directional
Official Description: Waves of negative energy cause all living
creatures to become
fatigued. Fatigued creatures take a -2 penalty to strength and
dexterity.
Notes: With its long range and lack of save, this spell can be
effective against a large group of foes. The fatigued penalty is weak,
but stacks with other debuff type spells, and it is effective against
vermin (but not oozes, constructs and undead). This spell can still be
resisted by magic resistance.
Wizard
Rating: 3
Sorcerer
Rating: 2
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