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Hireling:Marisia

From DDO Compendium

If a problem persists after the use of a spell use a bigger spell. - Marisia (Casts, Sunburst, Horrid Wilting, Greater Shout, Summon Monster VII, Otto's Sphere of Dancing, Repair Critical Damage, Reconstruct)
 
Otto's Sphere of DancingA magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
HasteQuickens allies, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves.
Greater HeroismImbues a single ally with great bravery and morale in battle, granting 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.
Finger of DeathAttempts to slay one living enemy. Deals 7 to 12 negative energy damage per caster level up to caster level 25 against any living target and hits the target with a death effect that they must save against or die.\n\nD&D Dice: Slays one living enemy or deals 2d3+6 damage per caster level (max 50d3+150) if the target saves.

 
AttackYour basic attack. When activated, you will continue attacking until your target is defeated.
SneakUses your Move Silently and Hide in Shadows skills to stealth through dungeons.
Heroic DurabilityIncreases your maximum hit points by 20.
Magical TrainingIncreases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts.
Combat CastingYou gain a +4 bonus on Concentration checks when your are being damaged in combat. You are less likely to have your spells interrupted by enemies.
SunderUsing this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
Force of PersonalityAdds your Charisma modifier to your Will Saves instead of your Wisdom modifier.
Mobile SpellcastingYou now move at nearly standard movement speed when casting spells.
Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Dismiss CharmActivate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
Simple Weapon ProficiencyYou do not suffer an attack penalty for simple weapons.
Proficiency: DaggerYou do not suffer a -4 penalty on attack rolls when using a dagger.
Proficiency: DartYou do not suffer a -4 penalty on attack rolls when using a dart.
Proficiency: Short SwordYou do not suffer a -4 penalty on attack rolls when using a short sword.
Enchantment Save BonusElves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments.
Elven Keen SensesElves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks.
Immunity to SleepElves and Half-Elves are naturally immune to magical sleep effects.
Drow Spell ResistanceDrow are naturally resistant to spells and magical effects. You have Spell Resistance equal to 10 plus your level, protecting you from many nondamaging spells and effects.
Empower SpellWhile this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points.
Maximize SpellWhile this metamagic feat is active, damage spells deal double damage, but they consume 25 additional spell points.
Spell PenetrationAdds +2 to your caster level check for defeating spell resistance.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Sorcerer Energy of the Dragonblooded I
Grants a 30 point increase to spell points.
Sorcerer Energy of the Dragonblooded II
Grants an additional 40 spell points, bringing your total increase to 70 points.
Sorcerer Energy of the Dragonblooded III
Grants an additional 40 spell points, bringing your total increase to 110 points.
Sorcerer Improved Empowering I
Using the Empower Spell feat costs you 2 fewer spell points.
Sorcerer Improved Empowering II
Using the Empower Spell feat costs you 4 fewer spell points.
Sorcerer Improved Maximizing I
Using the Maximize Spell feat costs you 3 fewer spell points.
Sorcerer Improved Maximizing II
Using the Maximize Spell feat costs you 6 fewer spell points.
Sorcerer Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.
Sorcerer Improved Spell Penetration II
You add +2 to your level when attempting to overcome an enemy's SR.
Sorcerer Wand and Scroll Mastery I
Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
Sorcerer Wand Heightening I
You add +1 to the DC of your offensive wands.
Sorcerer Subtle Spellcasting I
Your damaging spells generate 10% less hate than they normally would, making enemies less likely to attack you.

 
SunburstA globe of searing radiance explodes to blast targets for 6 to 36 of light damage in addition to blinding them. Oozes and Undead take 4 to 6 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell.\n\nD&D Dice: Deals 6d6 light damage and blinds or deals 1d3+3 light damage per caster level to undead and oozes.
Otto's Sphere of DancingA magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
Greater ShoutEmits an ear-splitting yell that deals 35 to 60 sonic damage and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun.\n\nD&D Dice: Deals 5d6+30 sonic damage and stuns.
Repair Light DamageTransmutes the structure of a living construct ally to repair 3 to 8 damage plus an additional 1 for every caster level up to caster level 5.\n\nD&D Dice: Repairs constructs for 1d6+2 hp plus 1 additional per caster level (max 5).
Repair Critical DamageTransmutes the structure of a living construct ally to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 20.\n\nD&D Dice: Repairs constructs for 4d6+8 hp plus 1 additional per caster level (max 20).
Repair Serious DamageTransmutes the structure of a living construct ally to repair 9 to 24 damage plus an additional 1 for every caster level up to caster level 15.\n\nD&D Dice: Repairs constructs for 3d6+6 hp plus 1 additional per caster level (max 15).
ReconstructGreatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.\n\nD&D Dice: Repairs constructs 10 hp per caster level (max 150).

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