DDO: New spells and enhancements slated for 4.2

DDO: New spells and enchancement slated for 4.2 - Image 1 

The guys from Turbine Inc. have just given word that new spells and enhancements are slated for the 4.2: Searing Heights patch in Dungeons and Dragons Online. These updates cover new spells for Wizards, Bards, Paladins, and Clerics as well as some new enhancements for Bards, Rogues, and Rangers.

The new spells are not really groundbreaking, although they have thrown quite a few useful ones into the mix such as Holy Sword which grants Paladins the ability to turn a Blessed Cold Iron weapon into a +5 Holy Cold Iron weapon. This enhancement is permanent but the weapon is destroyed upon exiting a dungeon. Still a +5 bonus on a weapon is pretty substantial considering the foes you’ll be encountering in the harder levels.

In terms of enhancement, the Bards lucked out with the addition of three new bardic specializations in the form of Spellsinger, Warchanter, and Virtuoso. Considering that Bards are pretty much the utility characters in the game, it’s great to have more options since it makes it easier to “fill in the gaps” in the party you’re in.

That said, this is a much needed update in the dynamic world of Dungeons and Dragons Online. A lot of players have been looking for the flexibility that they had in the tabletop RPG version of D&D and it looks like the game is slowly getting there. Before you go, be sure to check out the full list of spells and enhancements in the game.

The complete list of updates in the full article

DDO: New spells and enchancement slated for 4.2 - Image 1 

The guys from Turbine Inc. have just given word that new spells and enhancements are slated for the 4.2: Searing Heights patch in Dungeons and Dragons Online. These updates cover new spells for Wizards, Bards, Paladins, and Clerics as well as some new enhancements for Bards, Rogues, and Rangers.

The new spells are not really groundbreaking, although they have thrown quite a few useful ones into the mix such as Holy Sword which grants Paladins the ability to turn a Blessed Cold Iron weapon into a +5 Holy Cold Iron weapon. This enhancement is permanent but the weapon is destroyed upon exiting a dungeon. Still a +5 bonus on a weapon is pretty substantial considering the foes you’ll be encountering in the harder levels.

In terms of enhancement, the Bards lucked out with the addition of three new bardic specializations in the form of Spellsinger, Warchanter, and Virtuoso. Considering that Bards are pretty much the utility characters in the game, it’s great to have more options since it makes it easier to “fill in the gaps” in the party you’re in.

That said, this is a much needed update in the dynamic world of Dungeons and Dragons Online. A lot of players have been looking for the flexibility that they had in the tabletop RPG version of D&D and it looks like the game is slowly getting there. Before you go, be sure to check out the full list of spells and enhancements in the game.

Updates for 4.2: Searing Heights

Spells for Paladins:

Angelskin
Abjuration [Good]
Level: Pal 2
Components: V, S, DF
Target: Lawful Good creature touched (self or ally)
Duration: 6 seconds/level

The subject gains damage reduction 5/evil.

Holy Sword
Evocation [Good]
Level: Pal 4
Components: V, S, M

Channels holy power to turn a Blessed Cold Iron weapon into a +5 Holy Cold Iron weapon that grants its wielder a continuous Protection From Evil effect while equipped. The holy weapon is permanent, but is destroyed on dungeon exit. The House Jorasco Divine Reagent Vendor carries Blessed Cold Iron Greatswords, Bastard Swords, Longswords, Shortswords, Scimitars, Warhammers, Rapiers, Dwarven Waraxes, Khopeshes, Mauls, and Heavy Picks.

Spells for Clerics:

Chaos Hammer
Evocation [Chaotic]
Level: Clr 4
Components: V, S
Saving Throw: Will partial, see text.

You unleash chaotic power to smite your enemies. This spell deals 1d8 points of damage per two caster levels (max 5d8) to lawful creatures (or 1d6 points of damage per caster level (max 10d6) to lawful outsiders) and slows them for a short period of time. A successful Will save reduces the damage by half and negates the slow effect. The spell deals only half damage to creatures that are neither lawful nor chaotic, and they are not slowed. Such creatures can reduce the damage by half again (down to one quarter) with a successful Will save. This spell deals no damage to chaotic creatures, and can only be cast by chaotic or neutral casters – it has no effect when cast by a lawful caster.

Close Wounds
Conjuration (Healing)
Level: Clr 2
Components: V
Target: One Ally, Self, or Undead Foe
Saving Throw: Will half

Close Wounds cures 1d4 points of damage + 1 point per caster level (maximum +5). This spell is quicker to cast than other cures and has no cooldown other than the one second global cooldown.

Nightshield
Abjuration
Level: Clr 1, Sor/Wiz 1
Components: V, S
Range: Personal
Duration: 1 minute/level

Grants a +1 resistance bonus to saves; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, this spell negates Magic Missile and Force Missile attacks directed at you.

Order’s Wrath
Evocation [Lawful]
Level: Clr 4
Components: V, S
Saving Throw: Will partial, see text.

You unleash lawful power to smite your enemies. This spell deals 1d8 points of damage per two caster levels (max 5d8) to chaotic creatures (or 1d6 points of damage per caster level (max 10d6) to chaotic outsiders) and dazes them for a short period of time. A successful Will save reduces the damage by half and negates the daze effect. The spell deals only half damage to creatures that are neither lawful nor chaotic, and they are not dazed. Such creatures can reduce the damage by half again (down to one quarter) with a successful Will save. This spell deals no damage to lawful creatures, and can only be cast by lawful or neutral casters – it has no effect when cast by a chaotic caster.

Spawn Screen
Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S, DF
Target: One Ally/level
Duration: 1 minute/level

Protects you and your allies from rising as spawns of common undead after death. Certain very rare, exceptionally powerful creatures (with purple names) may be able to bypass this ward.

Unholy Blight
Evocation [Evil]
Level: Clr 4
Components: V, S
Saving Throw: Will partial, see text.

You call up unholy power to smite your enemies. This spell deals 1d8 points of damage per two caster levels (max 5d8) to good creatures (or 1d6 points of damage per caster level (max 10d6) to good outsiders) and sickens them for a short period of time. A successful Will save reduces the damage by half and negates the sicken effect. The spell deals only half damage to creatures that are neither good nor evil, and they are not sickened. Such creatures can reduce the damage by half again (down to one quarter) with a successful Will save. This spell deals no damage to evil creatures, and can only be cast by evil or neutral casters – it has no effect when cast by a good caster.

Spells for Bards:

Focusing Chant
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1
Components: V
Range: Personal
Duration: 1 minute

You gain a +1 circumstance bonus on attack rolls and skill checks for the duration of the spell.

Spells for Wizards

Spawn Screen
Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S, DF
Target: One Ally/level
Duration: 1 minute/level

Protects you and your allies from rising as spawns of common undead after death. Certain very rare, exceptionally powerful creatures (with purple names) may be able to bypass this ward.

Nightshield
Abjuration
Level: Clr 1, Sor/Wiz 1
Components: V, S
Range: Personal
Duration: 1 minute/level

Grants a +1 resistance bonus to saves; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, this spell negates Magic Missile and Force Missile attacks directed at you.

Ooze Puppet
Transmutation
Level: Sor/Wiz 2
Components: V, S
Target: One Ooze
Duration: 10 minutes
Saving Throw: Fortitude negates

You telekinetically take control of the targeted ooze, manipulating it and forcing it to move and attack as you see fit. Oozes dominated by this spell are slowed, and once a minute receive an additional save to attempt to free themselves. If the controlled ooze splits, you lose control of the resultant oozes.

New Enhancements for Bards:

Spellsinger:
Prereqs: Bard level 6, Bard Music of Energy 2, Bard Skill: Concentration 2, Bard Song Magic 2, Bard Lyric of Song 1, Any one of the following: Magical Training, Mental Toughness, Spell Focus: Enchantment, Greater Spell Focus: Enchantment, Empower Spell, Extend Spell, Heighten Spell, Maximize Spell

“Your studies into magic have granted you a +2 bonus to your Concentration and Use Magic Device skills, +100 Spell Points, and the ability to expend a use of Bardic Music to grant all nearby allies a +1 morale bonus to spell DC’s and a 10% morale discount on spell costs.

Virtuoso:
Prereqs: Bard level 6, Bard Extra Song 2, Bard Skill: Perform 2, Bard Lingering Song 1, Bard Charisma 1, Any one of the following: Bard Extra Song 4, Skill Focus: Perform, Negotiator

“Your studies into song have granted you a +2 bonus to your Diplomacy, Listen, and Perform skills, 3 extra uses of Bardic Music per rest, and your beneficial songs last an additional 10% longer. You also gain the ability to expend a use of Bardic Music to enthrall multiple enemies, fascinating them and inflicting a -2 penalty to attack rolls and Will saves even if the fascination is broken.”

Warchanter:
Prereqs: Bard level 6, Bard Inspired Attack 1, Bard Inspired Damage 1, Bard Inspired Bravery 2, Power Attack, Any one of the following: Weapon Focus: Slashing, Weapon Focus: Piercing, Weapon Focus: Bludgeoning

“Your studies into war have granted you a +2 bonus to your Intimidate skill. Your Inspire Courage song gains an additional +1 to attack rolls, +2 to damage rolls, and +1 to fear saves. If you possess the Barbarian Rage ability, you gain +1 use per rest. You also gain the ability to expend a use of Bardic Music to grant all nearby allies damage reduction 5/-.”

Note you may only have one Bardic Specialization at a time

Bard Music of the Dead enhancement prerequisite changed to:

  • Bard Level 6 (from 11)
  • Any one of the following: Bard Extra Song IV or Bard Virtuoso I

Bard Music of the Makers enhancement prerequisite changed to:

  • Bard Level 9 (from 11)
  • Any one of the following: Bard Extra Song IV, Bard Virtuoso I, Warforged Construct Thinking III, Lesser Dragonmark of Making

Enhancement Changes for Rangers:

Ranger Vermin Empathy enhancement prerequisites changed to:

  • Ranger Level 2 (from 11)
  • Ranger Extra Empathy I and any one of the following: Favored Enemy: Vermin, Ranger Desert Lore 2, Ranger Swamp Lore 2, or Ranger Extra Empathy IV.

Ranger Elemental Empathy enhancement prerequisites changed to:

  • Ranger Level 4 (from 12)
  • Ranger Extra Empathy I and any one of the following: Favored Enemy: Elemental, Ranger Energy Resistance Boost III, or Ranger Extra Empathy IV.

Enhancement Changes for Rogues:

Way of the Assassin now has three different poisons available for use with AssassinÂ’s Focus: Thoughtburn (Int damage and prevents casting for a short time), Icechill (Dex damage and slows the target’s attack speed for a short time), and Soulshatter (Lowers the target’s spell resistance by 10 and Will saves by 4 for a short time). A character may only have one AssassinÂ’s Focus ability active at a time.

Via DDO Forums

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