G: Apprentice's Companion III - Arcane Spells

by on Apr 13, 2006

<h1 style="color: rgb(154, 185, 124);">The Apprentice&#8217;s Companion III</h1> <table align="right" border="0" cellpadding="3"> <tbody> <tr> <td> <script language="JavaScript" type="text/javascript" src="http://ads.tentonhammer.com/adx.js"><

The Apprentice’s Companion III

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style="color: rgb(154, 185, 124);">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.


cellspacing="2">
style="vertical-align: top; background-color: rgb(222, 203, 123);"> style="font-weight: bold;">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
style="font-weight: bold;">
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

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

style="vertical-align: top; background-color: rgb(222, 203, 123);"> style="font-weight: bold;">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
style="font-weight: bold;">
Sorcerer Rating: 3
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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

style="font-weight: bold; color: rgb(154, 185, 124);">
Sorcerer
Rating: 5

style="vertical-align: top; background-color: rgb(222, 203, 123);"> style="font-weight: bold;">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

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

Sorcerer Rating: 2
style="vertical-align: top; background-color: rgb(222, 203, 123);"> style="font-weight: bold;">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

style="font-weight: bold;">

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

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

Sorcerer Rating: 3
style="vertical-align: top; background-color: rgb(222, 203, 123);"> style="font-weight: bold;">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

style="font-weight: bold;">

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

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

Sorcerer Rating: 4
style="vertical-align: top; background-color: rgb(222, 203, 123);"> style="font-weight: bold;">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

style="font-weight: bold;">

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
style="font-weight: bold;">
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

style="font-weight: bold;">

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

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

Sorcerer Rating: 2
style="vertical-align: top; background-color: rgb(222, 203, 123);"> style="font-weight: bold;">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

style="font-weight: bold;">

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

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

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




Wizard Rating: 4

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

Sorcerer Rating: 2
style="vertical-align: top; background-color: rgb(222, 203, 123);"> style="font-weight: bold;">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

style="font-weight: bold;">

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

style="font-weight: bold;">

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

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

Sorcerer Rating: 2
style="vertical-align: top; background-color: rgb(222, 203, 123);">

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

style="font-weight: bold;">

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
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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

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

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

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

Sorcerer Rating: 1
style="vertical-align: top; background-color: rgb(222, 203, 123);"> style="font-weight: bold;">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

style="font-weight: bold;">

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
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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

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

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

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

Sorcerer Rating: 2

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Go to another Apprentice's Companion:

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Last Updated: Mar 13, 2016