The Apprentice’s Companion VI

Sixth Level Arcana

By Darkgolem



Sixth level spells are all about affecting a wide area in a short time.
The buffs all have a large radius centered on the casters, and the
damage and crowd control spells target multiple enemies at once to
devastating effects. Many of the sixth level spells are duds as it is
inefficient for a sorcerer to even learn several of the buffs and
wizards will not want to waste a precious spot on their toolbars to
buff en masse when it can be done with a lower version of the spell
individually.



The crown jewels of sixth level arcana are Acid Fog, Disintegrate, and
Fesh to Stone. Neither sorcerer nor wizard can go wrong with these
spells. Acid Fog works as a powerful crowd control spell and deals some
damage. Disintegrate kills mobs will low hit points and fortitude
saves, meanign enemy casters are a good target. Flesh to Stone helps
remove tough melee enemies from battle.



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.


cellspacing="2">
style="vertical-align: top; background-color: rgb(212, 201, 125);"> style="font-weight: bold;">Acid Fog

Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: medium

School: conjuration

Range: medium

Components: focus, material, somatic, verbal

Area: 15’ radius

Damage: 2d6 acid per round

Save: none

Target: foe, positional, breakable



Official Description: “A billowing mass of misty vapors slows movement,
obscures sight, giving all creatures within concealment (attackers have
20% miss chance), and causes 2d6 acid damage per round to targets
within the cloud.”  The benefit of this spell is that it is
excellent at drawing aggression and slowing opponents. A wizard or
sorcerer can cast this spell and all enemies will ignore the caster’s
friends while the spell caster avoids the (slow) angry opponents.



Wizard Rating: 4
style="font-weight: bold;">
Sorcerer Rating: 4
Bear’s
Endurance, Mass


Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: fast

Duration: 1 minute/level

School: transmutation

Range: long

Components: focus, somatic, verbal

Area: 15’ radius, centered on target

 Target: friend, self



Description: “Casts bear’s endurance on multiple targets, giving a +4
enhancement bonus to constitution to each of them.”  Constitution
bonuses are not as common as others, meaning this spell is less likely
to overlap with party member items and spells. The bonus provides a
substantial benefit to high level parties.



Wizard
Rating: 4

style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 3

style="vertical-align: top; background-color: rgb(212, 201, 125);"> style="font-weight: bold;">Bull’s Endurance, Mass

Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: fast

Duration: 1 minute/level

School: transmutation

Range: long

Components: focus, somatic, verbal

Area: 15’ radius, centered on target

Target: friend, self



Official Description: “Casts bull’s stregnth on multiple targets,
giving a +4 enhancement bonus to stregnth to each of them.” 
Stregnth bonuses are nice, but not useful to most parties because they
usually have fairly high bonuses from items by upper levels.



Wizard Rating: 2
style="font-weight: bold;">
Sorcerer Rating: 1
Cat’s
Grace, Mass


Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: fast

Duration: 1 minute/level

School: transmutation

Range: long

Components: focus, somatic, verbal

Area: 15’ radius, centered on target

Target: friend, self



Official Description: “Casts cat’s grace on multiple targets, giving a
+4 enhancement bonus to dexterity to each of them.”  Dexterity
bonuses are usually gained from item’s by those who benefit from them,
at high levels, and the maximum dexterity bonuses of heavy armor make
this spell less useful.



Wizard
Rating: 2

style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 2

style="vertical-align: top; background-color: rgb(212, 201, 125);"> style="font-weight: bold;">Chain Lightning

Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: fast

School: Evocation

Range: medium

Components: Material, Somatic, Verbal

Area: up to 5 opponents within 30 feet of each other

Damage: 1d3+3/level, max 10d3+3

Save: reflex for 1/2

Target: foe, directional, breakable



Official Description: “An electrical discharge strikes a primary target
for 1d6 per caster level electrical damage, then arcs to other nearby
targets, hitting them with a similar lightning bolt. A successful
reflex save reduces the damage by half.”  This spell is nice in
that the area that a bolt can arc is greater than the area of ball
lightning, but in all other ways ball lightning is superior.



Wizard Rating: 2
style="font-weight: bold;">
Sorcerer Rating: 2
Circle
of Death


Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: fast

School: necromancy

Range: medium

Components: material, somatic, verbal

Area: 10’ radius from target

Save: fortitude or die

Target: foe, positional



Official Description: “Snuffs the life force out of living creatures in
the area. This spell will kill one target of up to 9 hit dice per every
4 caster levels (max 4). A successful fortitude save negates this
affect.”  At the point where one is able to cast this spell, most
targets are of greater than 9 hit dice, making this spell of
questionable value.



Wizard
Rating: 2

style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 1

style="vertical-align: top; background-color: rgb(212, 201, 125);"> style="font-weight: bold;">Create Undead

Cool down (seconds): Wizard 600 Sorcerer 300

Casting Time:

School: necromancy

Range: long

Components: material, somatic, verbal

Save: (special, see below) Will save to break

Target: self, positional



Official Description: “This evil spell allows you to create several
powerful sorts of undead. Created undead are automatically under the
control of their creator, but have a chance to resist every (3d12 + 12)
seconds.”  This spell allows the summoning of either four cr 1
ghouls, two cr 3 ghasts or one cr 5 mummy. Because the undead break out
your control quickly, this is useful for immediate combats. This spell
requires a special component, a black onyx, which costs 293 gp each.
One noteworthy quality of this spell is that you can have a summoned
monster at the same time as you have a controlled created undead. Each
undead makes its saves separately.



Wizard Rating: 3
style="font-weight: bold;">
Sorcerer Rating: 3
Disintegrate

Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: fast

School: Transmutation

Range: medium

Components: Material, Somatic, Verbal

Damage: 2d6 per caster level

Save: fortitude for 5d6

Target: Foe, Directional, Breakable



Official Description: “A sickly green ray emenates forth, doing 2d6 per
caster level. Anything reduced to 0 hit points is disintegrated. A
successful fortitude save reduces this damage to 5d6.”  An
excellent mage killing spell.



Wizard
Rating: 4

style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 4

style="vertical-align: top; background-color: rgb(212, 201, 125);"> style="font-weight: bold;">Eagle’s Splendor, Mass

Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: fast

Duration: 1 minute/level

School: transmutation

Range: long

Components: focus, somatic, verbal

Area: 15’ radius, centered on target

Target: friend, self



Official Description: “Casts eagle’s splendor on multiple targets,
giving a +4 enhancement bonus to charisma to each of them.” 
Charisma bonuses provide very little benefit to an entire party, making
this spell very marginal in use.



Wizard Rating: 1
style="font-weight: bold;">
Sorcerer Rating: 1
Flesh
to Stone


Cool down (seconds): Wizard 12  Sorcerer 6

Casting Time: fast

School: transmutation

Range: medium

Components: material, somatic, verbal

Save: Fortitude when cast and every 2d6 + 6 seconds to avoid or escape

Target: foe



Official Description: “Turns a single, fleshy target into a mindless,
inert statue. If the statue resulting from the spell is broken or
damaged, the subject of the spell has similar damage or deformities. In
stone form, creatures are much more difficult to damage. Only creatures
made of flesh are affected by this spell. This affect is permanent, but
the target has a chance to remake it’s fortitude save every 2d6 + 6
seconds.”   Opponents under the effect of a flesh to stone
spell have damage reduction 10. This spell can only be removed by the
break enchantment and stone to flesh spell, or a successful save.



Wizard
Rating: 4

style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 4

style="vertical-align: top; background-color: rgb(212, 201, 125);"> style="font-weight: bold;">Fox’s Cunning, Mass

Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: fast

Duration: 1 minute/level

School: transmutation

Range: long

Components: focus, somatic, verbal

Area: 15’ radius, centered on target

Target: friend, self



Official Description: “Casts fox’s cunning on multiple targets, giving
a +4 enhancement bonus to intelligence to each of them.”  The
benefits of a party wide intelligence boost is negligible at best since
those who benefit from higher intelligence already usually have items.



Wizard Rating: 1
style="font-weight: bold;">
Sorcerer Rating: 1
Globe
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src="http://ddo.tentonhammer.com/files/gallery/albums/Spells/Globe_Invul.sized.jpg"
style="border: 2px solid ; width: 300px; height: 208px;" align="right">


Cool down (seconds): Wizard  Sorcerer

Casting Time: medium

Duration: 6 seconds/level

School: abjuration

Components: material, somatic, verbal

Area: 5 diameter from target

Target: self



Official Description: “An immobile, faintly shimmering sphere surrounds
you and excludes all magical spell effects level 4 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 benefitial spells of level 4 or lower while
one stands in the effect, meaning that higher level spells which
penetrate the globe will not be hindered by protections. This spell
will not affect area affects that do not require a save, such as Sleet
Storm or Solid Fog.



Wizard
Rating: 3

style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 2

style="vertical-align: top; background-color: rgb(212, 201, 125);"> style="font-weight: bold;">Greater Dispel Magic

Cool down (seconds): Wizard  Sorcerer

Casting Time: medium

School: Abjuration

Range: medium

Components: somatic, verbal

Target: friend, self, foe



Official Description: “Removes ongoing spells that have been cast on a
target. You must make a caster level check of 1d20 + your caster level
(max +20) versus 11 + the spell casters level to remove an
effect.”  This is useful than at upper levels, because more
enemies have stacked magical defenses.



Wizard Rating: 3
style="font-weight: bold;">
Sorcerer Rating: 2
Greater
Heroism


Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: fast

School: enchantment

Range: medium

Components: somatic, verbal

Target: friend, self

style="font-weight: bold;">

Official Description: “Imbues a single ally with great bravery and
morale in battle, gaining +4 morale bonus on attacks, saves and skill
checks. The target also recieves temporary hit points equal to the
caster level and immunity to fear.”  This is an excellent spell,
thought using quite an amount of spell points to affect an entire
party. Very useful for fighting opponents such as undead or similar
opponents who use fear or require many saving throws.



Wizard
Rating: 4

style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 4

style="vertical-align: top; background-color: rgb(212, 201, 125);"> style="font-weight: bold;">Mass Suggestion

Cool down (seconds): Wizard 36 Sorcerer 18

Casting Time: fast

School: enchantment

Range: medium

Components: material, verbal

Area: 15’ radius circle

Save: will to avoid

Target: foe, positional

style="font-weight: bold;">

Official Description: “Casts suggestion spell on multiple
enemies.”  This spell is slightly difficult to target, because
creatures can run out of the targeted area as it is being cast.



Wizard Rating: 3
style="font-weight: bold;">
Sorcerer Rating: 3
Otiluke’s
Freezing Sphere


Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: short

School: evocation

Range: medium

Components: focus, somatic, verbal

Area: 15’ diameter circle

Damage: (1d3+3)/level, max 15d6

Save: reflex for 1/2

Target: foe, directional, breakable



Official Description: “A frigid globe of cold energy streaks toward a
target. On impact it explodes, causing 1d6 per caster level (max 15d6)
to targets in the area. A successful reflex save reduces the damage by
half.” The only distinct benefit of this spell compared to others is
that it is a ranged area cold spell.



Wizard
Rating: 3

style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 2

style="vertical-align: top; background-color: rgb(212, 201, 125);"> style="font-weight: bold;">Owl’s Wisdom, Mass

Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: fast

Duration: 1 minute/level

School: transmutation

Range: long

Components: focus, somatic, verbal

Area: 15’ radius, centered on target

Target: friend, self

style="font-weight: bold;">

Official Description: “Casts owl’s wisdom on multiple targets, giving a
+4 enhancement bonus to wisdom to each of them.”  A group wisdom
bonus increases saving throws by 2, for those without items, and this
stacks with will resistance items, but this benefit is rarely worth the
spell, unless in an area where will saves are called for uncommonly
often.



Wizard Rating: 2
style="font-weight: bold;">
Sorcerer Rating: 1
Reconstruct

Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time:

School: Transmutation

Range: medium

Components: Somatic, Verbal

Target: Friend, Self



Official Description: “Greatly repairs an allied construct, restoring
10 hits points per caster level (max 150 hp), while simultaneously
granting it an increase in attack speed for a short time.”



Wizard
Rating: 3

style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 1

style="vertical-align: top; background-color: rgb(212, 201, 125);"> style="font-weight: bold;">Stone to Flesh

Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: short

School: transmutation

Range: medium

Components: material, somatic, verbal

Target: friend, self



Official Description: “Restores a petrified creature, such as on
affected by the Flesh to Stone spell, to it’s normal state.” 
Considering that most allies will return from a petrified state from
making a fortitude spell, this is a less useful spell than it otherwise
could be.



Wizard Rating: 2
style="font-weight: bold;">
Sorcerer Rating: 1
Summon
Monster VI href="http://ddo.tentonhammer.com/modules.php?set_albumName=Spells&id=SummonVI&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="SummonVI"
src="http://ddo.tentonhammer.com/files/gallery/albums/Spells/SummonVI.sized.jpg"
style="border: 2px solid ; width: 300px; height: 208px;" align="right">


Cool down (seconds): Wizard 360 Sorcerer 180

Casting Time: medium

School: conjuration

Range: medium

Components: material, somatic, verbal

Target: self, positional

style="font-weight: bold; color: rgb(154, 185, 124);">

Official Description: “Summons a fiendish troll to fight for you for a
brief time. Casting this spell locks out casting any other summon
monster spell for 5 minutes.”  Fiendish trolls are good in that
they regenerate, but at the point where you can summon this creature,
opponents one faces are much more powerful than the summoned creature.
The description is incorrect, it locks out casting summon monster
spells for 6 minutes.



Wizard
Rating: 3

style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 3

style="vertical-align: top; background-color: rgb(212, 201, 125);"> style="font-weight: bold;">Symbol of Fear

Cool down (seconds): Wizard 90 Sorcerer 45

Casting Time: medium

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

School: Necromancy

Range: medium

Components: material, somatic, verbal

Area: 10’ radius

Save: will to avoid

Target: foe, positional



Official Description: “You scribe a potent rune of power in the air.
When the symbol is triggered by a target approaching, all nearby
targets are panicked for 1 round per caster level or until the symbol
expires. A successful will save negates this affect.” This is very
useful to send opponents who have passed crowd controls back into the
crowd control affects. Affects the same opponents as fear spell.



Wizard Rating: 2
style="font-weight: bold;">
Sorcerer Rating: 2
Symbol
of Persuasion


Casting Time: medium

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

School: enchantment

Range: medium

Components: material, somatic, verbal

Area: 10’ radius

Save: will to avoid

Target: foe, positional

style="font-weight: bold; color: rgb(154, 185, 124);">

Official Description: “You scribe a potent rune of power in the air.
When the symbol is triggered by a target approaching, all nearby
targets are charmed for 1 round per caster level or until the symbol
expires. A successful will save negates this affect.” This spell is
presently bugged, with charmed creatures still attacking the caster.
Affects opponents like a suggestion spell.



Wizard
Rating: 2

style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 2

style="vertical-align: top; background-color: rgb(212, 201, 125);"> style="font-weight: bold;">True Seeing

Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: medium

Duration: 1 minute per level

School: Divination

Range: medium

Components: material, somatic, verbal

 Target: friend, self

style="font-weight: bold;">

Official Description: “You confer on the subject the ability to see
things as they actually are. This allows the target to see secret doors
hidden by magic, see the exact location of creatures hidden by blur or
displacement effects, and see invisible creatures or objects normally.”
An excellent but situational spell.



Wizard Rating: 3
style="font-weight: bold;">
Sorcerer Rating: 3
Undeath
to Death


Cool down (seconds): Wizard 12 Sorcerer 6

Casting Time: fast

School: necromancy

Range: medium

Components: material, somatic, verbal

Area: 10’ radius from target

Save: fortitude or die

Target: foe, positional

style="font-weight: bold; color: rgb(154, 185, 124);">

Official Description: “Destroys undead creatures in the are. This spell
will kill one target of up to 9 hit dice per every 4 caster levels (max
4). A successful will save negates this affect.”  Note that the
divine focus component has no application in Dungeons and Dragons
Online, instead being a cosmetic carry over from the Dungeons and
Dragon game. Like circle of death, most undead are immune to this spell
at the point where a caster can cast it.



Wizard
Rating: 1

style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 1


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Last Updated: Mar 13, 2016

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