SG: Level 7 Wizard/Sorcerer Spells

by on Apr 14, 2007

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style="font-family: tahoma;">The Apprentice's Companion VII

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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.






border="1" cellpadding="2" cellspacing="2">
style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Banishment href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album63&id=Banishment&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Banishment"
src="http://ddo.tentonhammer.com/files/gallery/albums/album63/Banishment.jpg"
style="border: 2px solid ; width: 250px; height: 203px;" align="right">

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. style="font-weight: bold;">Control Undead

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. style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Delayed Blast Fireball

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.

style="font-weight: bold;">Finger of Death

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. style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Greater Teleport

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.

style="font-weight: bold;">Hold Person, Mass

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. style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Invisibility, Mass

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.

style="font-weight: bold;">Otto's Sphere of Dancing href="http://ddo.tentonhammer.com/modules.php?set_albumName=album63&id=Otto_s_Orb&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Otto's Dancing Orb"
src="http://ddo.tentonhammer.com/files/gallery/albums/album63/Otto_s_Orb.sized.jpg"
style="border: 2px solid ; width: 250px; height: 230px;" align="right">

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.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Power Word: Blind

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. style="font-weight: bold;">Summon Monster VII

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. style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Symbol of Stunning

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. style="font-weight: bold;">Symbol of Weakness href="http://ddo.tentonhammer.com/modules.php?set_albumName=album63&id=Symbol_Spells&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Symbols of Weakness and Stunning"
src="http://ddo.tentonhammer.com/files/gallery/albums/album63/Symbol_Spells.sized.jpg"
style="border: 2px solid ; width: 250px; height: 229px;" align="right">

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. style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Waves of Exhaustion

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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Last Updated: Mar 13, 2016