style="font-family: tahoma;">The Apprentice's Companion VII
style="font-family: tahoma;">Guide to 7th Level Arcane Spells
By
Darkgolem
The spells found in the 7th level
spell category are similar in nature to 2nd and 4th level spells, in
that they are advanced effects based upon previous spells.
Instead of dismissal, you have banishment. Instead of command
undead, you have control undead. However, because they are
advanced versions of spells that are already quite powerful, usually
area effect spells, this level's spells are very, very potent.
Spells at this point in a caster's career as a master of the arcane now
can be found that ignore spell resistance, allow no save, and affect
many opponents with extremely potent affects. The spells an
arcane caster can cast at this point in their career allows them to, in
many cases, eclipse warriors and other melee combatants in
potency. Fear the sorcerer and wizard who can cast 7th level
spells.
src="http://ddo.tentonhammer.com/files/gallery/albums/album63/Banishment.jpg"
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Cool down (seconds): Wizard 12 Sorcerer 6
Casting Time: Fast
School: Abjuration
Range: Medium
Components: V, S, M
Area: 5' radius
Duration: 1 min/level
Save: Will to avoid (special)
Target: Foe
Wizard Rating: 4
Sorcerer Rating: 3
Notes: A more powerful version of the dismissal spell. It
enables
you to force several extra planar creatures out of your home
plane. A
successful will save negates the effect. (Dc = Spell's save DC
creature's HD + your caster level). This is an outstanding
spell,
however, it checks against spell resistance, so it becomes less useful
without some spell penetration ability.
Cool down (seconds): Wizard 42 Sorcerer 21
Casting Time:
School: Necromancy
Range: medium
Components: V, S, M
Duration: 1 min/level (extendable)
Save: Will
Target: Foe
Wizard Rating: 3
Sorcerer Rating: 2
Notes: Control is granted over the enemy undead, forcing it to
fight
for you. Controlled undead get an additional saving throw every 2
minutes. A successful Will save negates this effect. This spell
is
only moderately effective, mainly due to the high will saves undead
enjoy.
Extending this spell extends the total duration, undead still save
regularly against this effect.
Cool down (seconds): Wizard 14 Sorcerer 7
Casting Time: Fast (instant), Medium (trap)
School: Evocation
Range: Medium
Components: V, S, M
Area: 20' radius
Duration: Instant or 15 seconds (Trap)
Damage: (1d3+3) fire/level, max (20d3+60)
Save: Reflex for half
Target: Foe, Directional, Breakable
Wizard Rating: 3
Sorcerer Rating: 3
Notes: Creates a ball of fire that detonates on impact, causing an
explosion of flame that does 1d6 per caster level (max 20d6) damage to
targets around it. A successful Reflex save reduces the damage by
half. This spell is good for very fast damage, but is less
efficient
than simply casting fireball twice, in most cases. This is
because it
costs twice as much as a normal fireball, and takes twice as long to
cast. The trap version of this spell detonates automatically when
15
seconds have passed.
Cool down (seconds): Wizard 14 Sorcerer 7
Casting Time: fast
School: Necromancy
Range: Medium
Components: V, S
Damage: 3d6 upon successful save
Save: Fort or die, else 3d6
Target: foe
Wizard Rating: 4
Sorcerer Rating: 4
Notes: Slays one living enemy. Those that succeed a Fortitude
saving
throw instead are dealt 3d6 damage. This is an excellent spell
against enemy casters, and, if you have a high enough primary
statistic, other enemies as well. This spell checks against spell
resistance.
Cool down (seconds): Wizard 14 Sorcerer 7
Casting Time: medium
School: Conjuration
Components: V, M
Area: 20' Radius
Target: Self
Wizard Rating: 2
Sorcerer Rating:2
Notes: "Teleports you and all nearby allies to one of a variety of
locations."
This spell can transport you to Zawabi's Refuge, Restless Isles,
Twilight Forge, Giant Hold, Necropolis and the Portable Hole. It
allows any person caught in it's effect to choose not to be
teleported. It is not usable in public areas (bug). This is
a spell that
might be used as a scroll, but never prepared otherwise.
Cool down (seconds): Wizard 14 Sorcerer 7
Casting Time: fast
School: Enchantment
Duration: 6 seconds/level (extendable)
Range: short
Components: V, S, F
Area: 20' radius
Save: Will to avoid
Target: Foe, Positional
Wizard Rating: 3
Sorcerer Rating: 3
Notes: Casts Hold Person on multiple targets. With the
limitation
that it effects only humanoids, and it's short range, this is an
excellent spell. Freedom of movement releases an opponent from
this
spell.
Cool down (seconds): Wizard 14 Sorcerer 7
Casting Time: medium
School: Illusion
Duration: 1 min/level (extendable)
Range: medium
Components: V, S, M
Area: 20' radius
Target: Self
Wizard Rating: 1
Sorcerer Rating: 1
Notes: Casts Invisibility on multiple targets, causing them to
vanish
from sight, even darkvision. Attacking a target will remove the
effect. This spell is useful, but because it takes a 7th level
spell
slot, it is not worth the savings compared to multiple castings of
invisibility.
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Cool down (seconds): Wizard 60 Sorcerer 30
Casting Time: long
School: Enchantment
Duration: 1 min/level (extendable)
Range: medium
Components: V
Area: 20' radius
Save: Will to avoid
Target: Foe, Positional Breakable
Wizard Rating: 5
Sorcerer Rating: 4
Notes: A magical sphere that compels all enemies who enter it to
dance. A successful will save negates this effect. Arguably the
best
spell of all the 7th level spells. This spell ignores the benefit
of
free action, and being a will save, is very effective against many
opponents.
Cool down (seconds): Wizard Sorcerer
Casting Time: short
Duration: see text
School: Enchantment
Range: medium
Components: V
Save: None
Target: Foe
Wizard Rating: 2
Sorcerer Rating: 2
Notes: A single word of power is uttered, causing your target to
become blinded. Creatures with 100 current HP or less are permanently
blinded, creatures with 101 to 200 current HP are blinded for 1d4+1
minutes, creatures with 201 to 400 current HP are blinded for 1d4+1
rounds. Creatures with more than 400 current HP are unaffected by this
spell. This spell is affected by spell resistance. It does
not work
on red named bosses or above.
Cool down (seconds): Wizard 420 Sorcerer 210
Casting Time: long
School: Conjuration
Duration: 7 minutes
Range: medium
Components: V, S, F/DF
Target: Positional
Wizard Rating: 1
Sorcerer Rating:1
Notes: Summons an efreeti to fight for you for a brief time. Casting
this spell locks out casting any other Summon Monster spell for 7
minutes. The efreeti is a moderately good combatant, but even
buffed
will not last long in a combat. The efreeti casts flaming sphere
and
searing ray.
Cool down (seconds): Wizard 105 Sorcerer 53
Casting Time: medium
School: Enchantment
Duration: 6 seconds/level after triggered (extendable)
Range: medium
Components: V, S, M
Area: 20' Diameter
Save: Will to avoid
Target: foe, positional
Wizard Rating: 4
Sorcerer Rating: 5
Notes: "You scribe a potent rune of power in the air. When the
symbol
is activated by a target approaching, all nearby targets are stunned
for 6d6 seconds or until the Symbol expires. A successful Will save
negates this effect." This is better than Otto's Dancing Orb, in
that
it lasts longer until triggered, allowing less haste after casting it
until
you have brought your foes into range of it. However, the long
recharge time means occasional delays between multiple encounters, if
they are close. The symbol will stay, untriggered, for 5 minutes.
src="http://ddo.tentonhammer.com/files/gallery/albums/album63/Symbol_Spells.sized.jpg"
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Cool down (seconds): Wizard 105 Sorcerer 53
Casting Time: medium
School: Necromancy
Duration: 6 seconds/level after triggered (extendable)
Range: medium
Components: V, S, M
Area: 20' Diameter
Save: fort to avoid
Target: foe, positional
Wizard Rating: 3
Sorcerer Rating: 3
Notes: You scribe a potent rune of power in the air. When
the symbol is activated by a target approaching, all nearby targets
take 3d6 points of Strength damage. A successful Fortitude save negates
this effect. This spell can be quite potent at making your
opponents
almost harmless. However, as it is a fort save, it is less
efficacious
as other spells of a similar nature. The symbol will stay, untriggered,
for 5 minutes. This spell stacks with ray of enfeeblement.
Cool down (seconds): Wizard Sorcerer
Casting Time: medium
School: Necromancy
Duration: Permanent
Range: long
Components: V, S
Area: 20' radius
Target: Foe
Wizard Rating: 4
Sorcerer Rating: 3
Notes: Waves of negative energy cause all living creatures to
become
exhausted. Exhausted creatures take a -6 penalty to strength and
dexterity. This spell can still be blocked with spell
resistance.
With no save, this is an outstanding debuff.
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