Dungeons and Dragons Online: Arcane Spell List-Level One Spells

Written by:  • Edited by: Michael Hartman
Published Dec 29, 2009

A list of spells that can be cast as a level one caster. What they do, and who can cast them.

A Little Background

restshrine 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

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booboo Sep 6, 2010 2:57 PM
incorrect
wizards cannot cast cure light wounds.
 
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