Hireling:Marisia
From DDO Compendium
Official Game Entry
Marisia
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)

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| Otto's Sphere of Dancing | A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect. | |
| Haste | Quickens 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 Heroism | Imbues 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 Death | Attempts 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. |

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| Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. | |
| Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. | |
| Heroic Durability | Increases your maximum hit points by 20. | |
| Magical Training | Increases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts. | |
| Combat Casting | You 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. | |
| Sunder | Using 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 Personality | Adds your Charisma modifier to your Will Saves instead of your Wisdom modifier. | |
| Mobile Spellcasting | You now move at nearly standard movement speed when casting spells. | |
| Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. | |
| Dismiss Charm | Activate 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 Proficiency | You do not suffer an attack penalty for simple weapons. | |
| Proficiency: Dagger | You do not suffer a -4 penalty on attack rolls when using a dagger. | |
| Proficiency: Dart | You do not suffer a -4 penalty on attack rolls when using a dart. | |
| Proficiency: Short Sword | You do not suffer a -4 penalty on attack rolls when using a short sword. | |
| Enchantment Save Bonus | Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments. | |
| Elven Keen Senses | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | |
| Immunity to Sleep | Elves and Half-Elves are naturally immune to magical sleep effects. | |
| Drow Spell Resistance | Drow 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 Spell | While this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points. | |
| Maximize Spell | While this metamagic feat is active, damage spells deal double damage, but they consume 25 additional spell points. | |
| Spell Penetration | Adds +2 to your caster level check for defeating spell resistance. | |
| Hireling Trap Reflexes | Grants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way. |

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| Sorcerer Energy of the Dragonblooded I |
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| Sorcerer Energy of the Dragonblooded II |
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| Sorcerer Energy of the Dragonblooded III |
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| Sorcerer Improved Empowering I |
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| Sorcerer Improved Empowering II |
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| Sorcerer Improved Maximizing I |
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| Sorcerer Improved Maximizing II |
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| Sorcerer Improved Spell Penetration I |
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| Sorcerer Improved Spell Penetration II |
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| Sorcerer Wand and Scroll Mastery I |
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| Sorcerer Wand Heightening I |
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| Sorcerer Subtle Spellcasting I |
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| Sunburst | A 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 Dancing | A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect. | |
| Greater Shout | Emits 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 Damage | Transmutes 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 Damage | Transmutes 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 Damage | Transmutes 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). | |
| Reconstruct | Greatly 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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