Dungeons and Dragons Online (DDO) Arcane Spells-Level One From Acid Spray to Chill Touch

Dungeons and Dragons Online (DDO) Arcane Spells-Level One From Acid Spray to Chill Touch
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A Little Background

Arcane spells in DDO are defined as those spells which “involve the direct manipulation of mystic energies” taken directly from the DDO Compendium. I’ve compiled a list of all of the arcane spells which can be mastered in DDO, as well as which characters can learn them. I’ve also added at what level your character will have the chance to receive and learn this spell to be able to cast it. Most spells also require some sort of material component which can be purchased by vendors scattered throughout the marketplace and houses. These components will also be listed. There’s nothing like getting a new spell you can’t use because you don’t have any licorice roots!

Bards, sorcerers, and wizards cast spells that fall into the arcane category. Unlike sorcerers and wizards who can cast spells up to level nine, bards can only cast spells up to level six. This doesn’t mean that at level six you have level six spells. The level of the spell and the level at which you can cast it are different.

Level One Spells

giant

Level One Spells

For level one spells, your characters will have to have components to cast. The components required for level one spells are pork rinds for a bard, and pinches of fine sand for sorcerers and wizards. These components can be purchased by the arcane reagent vendor in the marketplace, or from the Feather Fall Apothecary in House Jorasco.

Acid Spray to Chill Touch

Acid Spray- Damages any target enemies in the area of the acid spray for 1d4 per caster level to a maximum of 5d4. If the enemy makes a reflex save, the damage is reduced by half.

Can be cast by sorcerers and wizards

Burning Hands- A cone of flame shoots forth damaging enemies for 1d4 damage per caster level to a maximum of 5d4. If the enemy makes a reflex save, the damage is reduced by half.

Can be cast by sorcerers and wizards

Cause Fear- An enemy that you’ve targeted will become frightened and will not attack you or your party members. If the target makes a successful will save it will become shaken instead, while it will still attack if shaken, it takes a negative attack bonus until it wares off.

Can be cast by bards, sorcerers, and wizards

charm

Charm Person- Target any enemy humanoid and cast this spell to cause the enemy to decide to fight for you rather than against you. A successful will save will negate the effects. Enemies also get a chance to save against charm person every 3d6+12 seconds. What this means is by rolling 3 six-sided die (automatically done, not shown) and adding 12 to it, that is the first time the enemy will get a chance to save against being charmed and revert back to being an enemy.

Can be cast by bards, sorcerers, and wizards

Chill Touch- Causes 1d6 per caster level to a maximum of 5d6 of damage and also one point of strength damage. A successful fortitude save will negate the damage to strength. If chill touch is cast on undead, it will cause fear rather than damage. Undead can make a will save to refrain from becoming feared.

Can be cast by sorcerers and wizards

Cure Light Wounds to Grease

Cure Light Wounds- This spell can be used to heal one of your party members, yourself, or to cause damage to an undead creature such as a zombie or skeleton. It will heal or cause damage for 1d8+1 for each caster level up to a maximum of 5. If the undead makes a will save, their damage will be reduced to half.

Can be cast by bards, sorcerers, and wizards

Detect Secret Doors- Used to find doors that are not out in the open. Most times you can get an idea where a secret door might be by having a high skill level in spot.

Can be cast by bards, sorcerers, and wizards

Expeditious Retreat- This spell increases your base run speed by 20%. A great time to use this would be when you get into a mob of monsters you can’t handle and need to run away before they can catch up.

Can be cast by bards, sorcerers, and wizards

Feather Fall- This spell is probably one of the most important spells to have until you have an item with feather fall on it. Feather fall will allow you to jump (or fall) from high distances and not take damage.

Can be cast by bards, sorcerers, and wizards

Focusing Chant- This spell will give you a +1 circumstance bonus to attack rolls and skill checks. This allows you to easier penetrate the armor class of an enemy, or give you that boost needed to disarm a trap or unlock a door.

Can be cast by bards, sorcerers, and wizards

Grease- This spell covers the ground with a layer of grease. Anyone (including your own party members) must make a successful reflex save or fall over.

Can be cast by bards, sorcerers, and wizards

Hypnotism to Niac’s Cold Ray

hypno

Hypnotism- Unless the enemy makes a successful will save, the target will become fascinated and will not attack until it is attacked.

Can be cast by bards, sorcerers, and wizards

Jump- This will give an ally +10 on their jump checks. At caster level 5 this increases to +20 and will be +30 at level 9.

Can be cast by sorcerers and wizards

Mage Armor- Gives an ally a +4 to their AC (armor class).

Can be cast by sorcerers and wizards

Magic Missile- A missile will unerringly strike the target you’ve set for 1d4+1 force damage. For every two levels past level one, you’ll receive an extra missle.

Can be cast by sorcerers and wizards

Master’s Touch- This spell will grant you proficiency with martial weapons and simple weapons for one minute per caster level.

Can be cast by bards, sorcerers, and wizards

Merfolk’s Blessing- This will give an ally +10 per caster level on their swim checks (allowing them to stay underwater longer) and will add +1 for every two caster levels.

Can be cast by bards, sorcerers, and wizards

Niac’s Cold Ray- A freezing ray emits from your finger casting 1d10 worth of damage to an enemy per caster level (max of 5d10). An enemy can make a successful will save to negate the effect.

Can be cast by sorcerers and wizards

Nightshield to Repair Light Damage

Nightshield- At level one this spell grants you a +1 bonus to saves, as well as protection from magic missile. This increases to +2 at level 6 and +3 at level 9.

Can be cast by sorcerers and wizards

Obscuring Mist- Gives allies concealment from enemies and they will get a penalty of a 20% miss chance. The mist can be negated by any fire spells that enter the area of the mist. Wonderful crowd control spell!

Can be cast by sorcerers and wizards

ottos

Otto’s Resistible Dance- This is a great close-range spell which will cause the target to feel the sudden urge to do a jig. They are unable to do anything other than stand there and dance while you whack away at them. If the target makes a successful will save, they will not dance in place.

Can be cast by bards

Protection From Evil- Grants a +2 deflection bonus to armor class and a +2 resistance to attacks from any creatures considered evil. You are also warded against any magical mental control.

Can be cast by sorcerers and wizards

Ray of Enfeeblement- Inflicts a 1d6+1 per caster level (to a maximum of 1d6+5) of strength damage.

Can be cast by sorcerers and wizards

Remove Fear- This spell will rid an ally of the fear spell. It will also give allies a +4 bonus against fear checks when it’s being cast upon them.

Can be cast by bards, sorcerers, and wizards

Repair Light Damage- Repairs a construct ally (warforged) 1d8+1 per caster level.

Can be cast by sorcerers and wizards

Shield to Tumble

Shield- Grants a +4 armor class bonus as well as protection from magic missiles.

Can be cast by sorcerers and wizards

Shocking Grasp- Deals 1d6 worth of electricity damage to any enemy you touch.

Can be cast by sorcerers and wizards

Sleep- A magical slumber is cast upon 4 hit dice worth of enemies They will stay asleep until they are attacked. This spell is ineffective against constructs and undead. Enemies can also make a successful will save to negate the sleep effect.

Can be cast by bards, sorcerers, and wizards

Summon Monster I- Summons a celestial dog to fight as your ally for a short period of time. Casting this spell disallows you from casting any other summon spell for one minute.

Can be cast by bards, sorcerers, and wizards

Tumble- Grants an ally a +10 bonus to their tumble checks.

Can be cast by sorcerers and wizards