Greater Arcanum, Ho!
Samera gives us the scope on the new high level spells coming in Module 4!
In Development: Module 4 spells levels 13-14
Here is the list of new spells we are currently working on for players
levels 13 and 14 for Module 4: Reaver's Bane
Control Undead
Level: Wiz/Sor 7
Components: V, S, M
Target: Foe
School: Necromancy
Duration: 1 min/level
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.
Delayed Blast Fireball
Level: Wiz/Sor 7
Components: V, S, M
Target: Foe, Positional
School: Evocation
Duration: Instantaneous
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.
Destruction
Level: Clr 7
Components: V, S, F
Target: Foe
School: Necromancy
Duration: Instantaneous
Raw destructive power is channeled to utterly annihilate an enemy,
killing them instantly or causing 10d6 damage with a successful
Fortitude save.
Finger of Death
Level: Wiz/Sor 7
Components: V, S
Target: Foe
School: Necromancy
Duration: Instantaneous
Slays one living enemy. Those that succeed a Fortitude saving throw
instead are dealt 3d6 damage.
Greater Teleport
Level: Wiz/Sor 7
Components: V, M
Target: Self
School: Conjuration
Duration: Instantaneous
Teleports you and all nearby allies to one of a variety of locations.
Hold Person, Mass
Level: Wiz/Sor 7
Components: V, S, F/DF
Target: Foe
School: Enchantment
Duration: 1 round/level
Casts Hold Person on multiple targets.
Invisibility, Mass
Level: Wiz/Sor 7
Components: V, S, M
Target: Friend, Self
School: Illusion
Duration: 1 min/level
Casts Invisibility on multiple targets, causing them to vanish from
sight, even darkvision. Attacking a target will remove the effect.
Power Word: Blind
Level: Wiz/Sor 7
Components: V
Target: Foe
School: Enchantment
Duration: see text
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.
Restoration, Greater
Level: Clr7
Components: V, S, M
Target: Friend, Self
School: Conjuration
Duration: Instantaneous
Cures all temporary ability damage, restores all negative levels
suffered from energy drain, and eliminates fatigue, exhaustion,
confusion, and insanity suffered by the ally.
Restoration, Mass
Level: Clr 7
Components: V, S, M
Target: Friend, Self
School: Conjuration
Duration: Instantaneous
Casts Restoration on multiple targets, curing all temporary ability
damage, restoring a single negative level suffered from energy drain,
and eliminating fatigue or exhaustion suffered by allies.
Resurrection
Level: Clr 7
Components: V, S, M, DF
Target: Friend
School: Conjuration
Duration: Instantaneous
Resurrects the target with half hitpoints.
Spell Resistance, Mass
Level: Clr 7
Components: V, S, DF
Target: Friend, Self
School: Abjuration
Duration: 1 min/level
Casts Spell Resistance on multiple targets, warding allies with a Spell
Resistance of 12 plus 1 per caster level.
Summon Monster VII
Level: Clr 7, Wiz/Sor 7
Components: V, S, F/DF
Target: Positional
School: Conjuration
Duration: 7 minutes
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.
Symbol of Stunning
Level: Clr 7, Wiz/Sor 7
Components: V, S, M
Target: Positional
School: Enchantment
Duration: 1 round/level after triggered
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.
Symbol of Weakness
Level: Clr 7, Wiz/Sor 7
Components: V, S, M
Target: Positional
School: Necromancy
Duration: 1 round/level after triggered
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.
Waves of Exhaustion
Level: Wiz/Sor 7
Components: V, S
Target: Foe
School: Necromancy
Duration: Permanent
Waves of negative energy cause all living creatures to become
exhausted. Exhausted creatures take a -6 penalty to strength and
dexterity.
New for Bards
Cure Light Wounds, Mass
Level: Brd 5, Clr 5
Components: V, S
Target: Friend, Self
School: Conjuration
Duration: Instantaneous
Grants Cure Light Wounds on multiple targets.
Dispel Magic, Greater
Level: Brd 5, Clr 6, Sor/Wiz 6
Components: V, S
Target: Foe
School: Abjuration
Duration: Instantaneous
Removes ongoing spells that have been cast on a target. You must make a
caster level check of 1d20 + your caster level (maximum +20) versus 11
+ the spell's caster level to remove an effect.
Heroism, Greater
Level: Brd 5, Sor/Wiz 6
Components: V, S
Target: Friend, Self
School: Enchantment
Duration: 1 min/level
Imbues a single ally with great bravery and morale in battle, gaining a
+4 morale bonus on attacks, saves, and skill checks. The target also
receives temporary hit points equal to the caster level and immunity to
fear.
Mind Fog
Level: Brd 5, Sor/Wiz 5
Components: V, S
Target: Positional
School: Enchantment
Duration: 2d6 rounds
Produces a bank of thin mist that weakens the mental resistance of
those caught in it, giving a -10 penalty to Will saves. A successful
Will save negates this effect.
Shadow Walk
Level: Brd 5, Wiz/Sor 6
Components: V, S
Target: Self
School: Illusion
Duration: 1 min/level
Transports you to the edge of the Material Plane where it borders the
Plane of Shadow. While this spell is active, you move much faster than
normal and your outline appears faint and you are harder to hit.
Attacking another creature or otherwise interacting with objects shunts
you back to the Material Plane.
Suggestion, Mass
Level: Brd 5, Sor/Wiz 6
Components: V, M
Target: Foe
School: Enchantment
Duration: 1 round/level
Casts Suggestion on multiple enemies.
Summon Monster V
Level: Brd 5, Clr 5, Sor/Wiz 5
Components: V, S, F/DF
Target: Positional
School: Conjuration
Duration: 5 min
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.
New for Paladins
Break Enchantment
Level: Brd 4, Clr 5, Pal 4, Sor/Wiz 5
Components: V, S
Target: Foe
School: Abjuration
Duration: Instantaneous
Affected allies in an area are freed from harmful enchantments,
transmutations, and curses. You must make a caster level check of 1d20
+ your caster level (maximum +15) versus 11 + the spell's caster level
to remove an effect.
Cure Serious Wounds
Level: Brd 4, Clr 5, Pal 4, Rgr 4
Components: V, S
Target: Friend, Self
School: Conjuration
Duration: Instantaneous
Positive energy is channeled to heal serious wounds of your target or
damage undead for 3d8 hit points +1 per caster level (max +15).
Deathward
Level: Clr 4, Pal 4
Components: V, S, DF
Target: Friend, Self
School: Necromancy
Duration: 1 min/level
Grants an ally an immunity to death spells and effects, energy drain,
and negative energy effects.
Neutralize Poison
Level: Brd 4, Clr 4, Pal 4, Rgr 3
Components: V, S, M/DF
Target: Friend, Self
School: Conjuration
Duration: 1 min/level
Detoxifies any sort of venom in an ally, causing him to suffer no
additional effects from the poison. Additionally, it immunizes the ally
from any poison he is exposed to during the duration of the spell.
Restoration
Level: Clr 4, Pal 4
Components: V, S, M
Target: Friend, Self
School: Conjuration
Duration: Instantaneous
Cures all temporary ability damage, restores a single negative level
suffered from energy drain, and eliminates fatigue or exhaustion
suffered by the ally.
New for Rangers
Cure Serious Wounds
Level: Brd 4, Clr 5, Pal 4, Rgr 4
Components: V, S
Target: Friend, Self
School: Conjuration
Duration: Instantaneous
Positive energy is channeled to heal serious wounds of your target or
damage undead for 3d8 hit points +1 per caster level (max +15).
Freedom of Movement
Level: Rgr 4, Brd 4, Clr 4
Components: V, S, M, DF
Target: Friend, Self
School: Abjuration
Duration: 1 min/level
This spell enables an ally to move and attack normally for the duration
of the spell, even under the influence of magic that normally impedes
movement, such as paralysis, entanglement, or solid fog.
Longstrider, Mass
Level: Rgr 4
Components: V, S, M
Target: Friend, Self
School: Transmutation
Duration: 1 min/level
Casts Longstrider on multiple targets, increasing base run speed of
allies by +15%.
Summon Natures Ally IV
Level: Rgr 4
Components: V, S F/DF
Target: Positional
School: Conjuration
Duration: 4 minutes
Summons a razor cat to fight for you for a brief time. Casting this
spell locks out casting any other Summon Nature's Ally spell for 4
minutes.
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