Spell Effect

From RoDpedia
Jump to navigation Jump to search

Stat-Increasing Spells

Leveling Spells (Castable to Others)

Class Name Brew Effect Description
Druid Luths nadur No +3 Str This spell infuses a Druid with the strength of nature.
Mage Ogre Might Yes +2 Str Ogre might increases the strength of the victim for its duration.
Mage Dragon Wit Yes +2 Int This spell increases the target's intelligence for its duration.
Mage Sagacity Yes +2 Wis Sagacity grants the recipient an increased wisdom for its duration.
Mage Slink Yes +2 Dex This spell makes the victim more dexterous for its duration.
Mage Trollish Vigor Yes +2 Con, -1 Cha This spell increases the victim's constitution during its duration, while causing their skin to thicken and contort like an ugly troll.
Mage Elven Beauty Yes +2 Cha This spell makes you more charismatic for its duration.
  • Based on level 50 spells.

Mage Specific (Self-Cast)

Class Name Brew Effect Description
Mage Brawn No +3 Str Brawn grants the Mage, and the Mage only, with exceptional strength for its duration. Brawn grants strength in excess of ogre might.
Mage Acumen No +3 Int Acumen grants the Mage, and the Mage only, increased powers of reasoning for its duration. The increase is greater than that of dragon wit.
Mage Sapience No +3 Wis Sapience grants the Mage, and the Mage only, increased wisdom for its duration. The increase is greater than that of sagacity.
Mage Adroitness No +3 Dex Adroitness grants the Mage, and the Mage only, increased dexterity for its duration. The increase is greater than that of slink.
Mage Adamant No +3 Con Adamant grants the Mage, and the Mage only, with exceptional constitution for its duration. Adamant grants constitution superior to trollish vigor, without detrimental effect to the Mage's appearance.
  • Based on level 50 spells.

Bladesinger Specific (Self-Cast)

Class Name Brew Effect Description
Bladesinger Limber No +3 Dex Sore and strained muscles are not conducive to combat. Limber allows a Bladesinger to stretch tired muscles and become more dextrous.
  • Based on level 50 spells.

Nephandi Specific (Self-Cast)

Class Name Brew Effect Description
Nephandi Might of the Fiend No +4 Str, -1 Dex Might of the Fiend bulges the muscles of the caster to exceptional proportions. The strain on the Nephandi's frame detracts slightly from the caster's dexterity.
Nephandi Quickening No +2 Dex This spell increases the target's dexterity as it increases the adrenaline flow throughout one's body.

Protection Spells

Damage Reduction Spells

Class Name Brew Effects Description
Cleric Sanctuary Yes Reduce 50% All Damage The Sanctuary spell reduces the damage taken by the character from any attack by one half.
Cleric Greater sanctuary No Reduce 50% All Damage, +60 Aegis

This spell will allow a Cleric to cast 'greater sanctuary', giving them more of the protective benefits of sanctuary than the normal sanctuary spell. This spell may only be cast by Clerics following either the Amnis Umbra or the Arcana Eviae groups. The Cleric must be in good standing with their Deity to cast this spell.

Evil or Neutral Cleric defense against devout ??? Reduce 25% Devout Damage The Protection spell reduces the damage taken from any attack by an devout creature by one quarter. Arcana Eviae and LaChte & Shivvan devotees only.
Cleric Protection Yes Reduce 25% Evil Damage The Protection spell reduces the damage taken from any attack by an evil creature by one quarter.
Paladin Sacral Divinity No Reduce 50% All Damage The prayer of a Paladin for personal sanctuary to its deity, made over the clasped symbol of the Paladin. It is said that never will the prayer be heard should it be uttered by the unworthy.
Paladin Benefic Aura No Reduce 25% Evil Damage The Paladin may infuse itself with a general protection from evil with this ancient cantrip. As with most of the major Paladin spells, it requires the utilization of the Paladin symbol.
  • Based on level 50 spells.

Resistance Spells

Class Name Brew Effect Description
Mage, Nephandi Demonskin Yes Resist Slash 10% This spell makes you less susceptible to slashing attacks.
Mage Dragonskin Yes Resist Pierce 10% This spell makes you less susceptible to piercing weapons.
Mage Antimagic Shell Yes Resist Magic 10% This spell makes you more resistant to all types of magic (including beneficial magic).
Mage Inner Warmth Yes Resist Cold 10% This spell makes you more resistant to all forms of coldness.
Mage Blazeward Yes Resist Fire 10% This spell makes the caster more resistant to fire and heat.
Mage Eldritch Sphere Yes Resist Magic 10%

Resist NonMagic 10%

This powerful spell increases your resistance to both magical and nonmagical attacks.
Mage Ethereal Shield Yes Resist Energy 10% This spell decreases the amount of damage taken from energy attacks.
Mage, Nephandi Shadowform Yes Resist NonMagic 10% This spell imbues the caster with resistance to non-magical attacks, at no cost to their attributes.
Mage Valiance Yes Resist Paralysis 10% This spell increases your perseverence when you are on the verge of losing consciousness.
Nephandi Demonic aura No Resist Poison 10%

Resist Fire 10%

Suppliant to the will of the demons of toxins and fire, a nephandi is able to coax from these demons a slight resistance to the forces they command.
Nephandi Hellskin No Resist Fire 40%

Resist Magic 10%

Ungodly resistance to fire and a slight resistance to magic are the benefits of hellskin's use.
  • Based on level 50 spells.

Elemental Shield Spells

Class Name Brew Description
Augurer, Cleric, Druid, Mage, Nephandi Fireshield No Fireshield surrounds the target with a wall of fire which returns your enemies' attack with balls of fire.
Druid, Fathomer, Mage Iceshield No Iceshield conjures an encompassing shield of ice which will return the attacks of your enemy with tongues of cold.
Cleric, Druid, Mage Shockshield No Shockshield surrounds the target with a field of electric energy which will return your enemies' attacks with bolts of lightning.
Nephandi, Evil Cleric Deathsphere No

This spell allows the caster to summon a vortex which encircles them and lashes out at any who venture near them in combat. For every summoning, the user must have sent twenty victims to the afterlife.

  • Based on level 50 spells.