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Warning: numerical effects may not coincide with DDO's exact implementation. See here for details.

  • For a spreadsheet of all cleric spells, click as follows:

This page is for viewing only: A Cleric's Spell Book: http://spreadsheets.google.com/ccc?key=rbUmgbLBp20eD8bU03mwZkg&hl=en

This page is for sorting and editing, however, you must register with google docs to do so: A Cleric's Spell Book - Open Edit: http://spreadsheets.google.com/ccc?key=rSC2oFzt2Miedv1FAsuIfgw&hl=en


Contents

[edit] Level 1

  • Bane: Enemies are filled with fear and doubt, penalizing by -1 their attack rolls and saves versus fear when affected.
  • Bless: Allies are filled with courage, granting a +1 bonus on to-hit rolls and saves versus fear.
  • Cause Fear: Enemy becomes frightened. If the target fails a will save it flees for up to 30s , otherwise it becomes shaken for 5s.
  • Command: An enemy is commanded to fall to the ground and lie prone (for 6 seconds).
  • Cure Light Wounds: Heals an ally for 1d6 + 2 +max(caster level, 5) hit points, or deals the same amount of damage to an undead creature (a will save reduces this damage by half).
  • Divine Favor: The strength and wisdom of a deity are called upon to grant a +1 bonus per three levels on to-hit rolls and damage rolls.
  • Doom: A single enemy is filled with a feeling of horrible dread that causes it to become shaken. This enemy takes –2 on attack rolls, damage rolls, saves, and checks.
  • Inflict Light Wounds: Negative energy is channeled to inflict light wounds on the target for 1d8 damage +1/level (max +5), or to heal undead.
  • Nightshield: Grants a resistance bonus and protection from Magic missiles for 1 min/level.
  • Nimbus of Light: A glittering corona of light coalesces around your outstretched arm, dealing 1d8 points of light damage +1 per caster level.
  • Obscuring Mist: creates a 20-ft radius fog at point of casting; obscures vision beyond 5-ft. Affects party members.
  • Protection from Evil: Creates a magical barrier that wards a target from attacks by evil creatures. It grants a +2 deflection bonus to AC and a +2 resistance bonus to saves versus attacks from evil creatures. The target is also warded from evil magical controls and compulsions.
  • Remove Fear: Instills courage in an ally, granting a 4+1/four levels morale bonus against fear effects. The spell counters and dispels Cause Fear.
  • Shield of Faith: Creates a shimmering, magical field around an ally that averts attacks, giving a +2 deflection bonus to AC. This bonus is increased by 1 for every 6 caster levels.
  • Summon Monster I: Summons a celestial dog to fight for you for 10 minutes. Any monster summoned while this one is in affect will replace it, you can only have one summoned monster at a time.

[edit] Level 2

[edit] Level 3

[edit] Level 4

  • Chaos Hammer: 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. This spell deals no damage to chaotic creatures, and can only be cast by chaotic or neutral casters.
  • Cure Critical Wounds: Heals an ally for 4d6 + 8 +max(caster level, 20)[unverified] hit points, or deals the same amount of damage to an undead creature (a will save reduces this damage by half).
  • Death Ward: Grants an ally an immunity to death spells and effects, energy drain, and negative energy effects.
  • Dismissal: Instantly forces an extraplanar enemy back to its proper plane of existence.
  • Divine Power: The divine power of a god imbues the caster with power and skill in combat, increasing the casters to-hit bonus, giving +6 strength and +1 hit point/level.
  • Freedom of Movement: Enables an ally to move and attack normally for the duration of the spell.
  • Holy Smite: Damages targets with holy power. This spell has no affect on good targets; neutral targets take half damage. Will save for half damage and to negate stun.
  • Inflict Critical Wounds: Negative energy is channeled to inflict critical wounds on the target for 4d8 damage +1/level (max +20), or to heal undead.
  • Neutralize Poison: This spell detoxifies any sort of venom in an ally, causing it to suffer no additional effects from the poison. In addition, the spell immunizes the ally from any poison it is exposed to during the duration of the spell.
  • Order's Wrath: The spell deals 1d8 points of damage per two caster levels (max 5d8) to a chaotic creature (or 1d6 per caster level, maximum 10d6, to a chaotic outsider) and causes it to be dazed for 6 seconds. A successful Will save reduces damage to half and negates the daze. The spell deals only half damage to creatures who are neither lawful nor chaotic, and they are not dazed.
  • Panacea: Channels powerful positive energy into a target to wipe away afflictions. Against undead this spell will damage 1d8 hit points +1 per caster level (max +20) Undead who make a successful Will save reduce the damage by half.
  • Poison: Calls upon the venomous powers of natural predators to infect the enemy with a horrible poison. Deals 1d10 Con damage, repeats in 1 min.
  • Recitation: Gives special favor to you and any allies near you, granting a +2 luck bonus to attack rolls, Armor Class, and saves.
  • Restoration: Cures all temporary ability damage, restores levels that have been drained and eliminates fatigue and exhaustion suffered by the target.
  • Shield of Faith, Mass: Casts Shield of Faith on multiple targets.
  • Summon Monster IV: Calls a fiendish large monstrous spider to fight for you. locks out the casting of other Summon monster spells for 4 minutes.
  • Symbol of Flame: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, any targets that come within range of the symbol take 1d6 damage per caster level (max 10d6). A successful Reflex save negates this effect.
  • Unholy Blight: The spell deals 1d8 points of damage per two caster levels (max 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 6d4 seconds. A successful Will save reduces damage to half and negates the sickened effect. The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened.

[edit] Level 5

  • Break Enchantment: Allows 1 ally/level to be freed from enchantments, transmutations and curses. Enemies have beneficial effects removed.
  • Cure Light Wounds, Mass: This spell casts Cure Light Wounds on the casters party members who are in range of the spell.
  • Flame Strike: Flame Strike produces a vertical column of divine fire roaring downward, dealing 1d6/level damage to a target and the surrounding enemies.
  • Greater Command: The caster commands multiple enemies to fall to the ground and lie prone. Affects 1 subject/level.
  • Inflict Light Wounds, Mass: This spell casts Inflict Light Wounds on multiple targets.
  • Protection from Elements: Grants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.
  • Raise Dead: This spell is a low level resurrection spell that will raise one ally from the dead.
  • Slay Living: This spell slays one living enemy. It will deal damage on a successful saving throw.
  • Spell Resistance: Spell Resistance will ward an ally with resistance to spells, by giving SR 12 + level.
  • Stalwart Pact: Grants the target 5 hit points for every 2 caster levels, a +2 luck bonus to saving throws, and damage reduction 5/Magic, if the target of the spell falls below 50% hit points.
  • Summon Monster V: Summons an earth elemental to aid the caster in battle for a short time. locks out the casting of other Summon monster spells for 5 minutes.
  • Symbol of Pain: A rune of power scribed in the air. When activated by a target approaching, all targets entering the AOE suffer wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks. A successful Fortitude save negates this effect.
  • True Seeing: You confer on the subject the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by blur or displacement effects, and see invisible creatures or objects normally.

[edit] Level 6

[edit] Level 7

[edit] Level 8

[edit] Level 9

  • Implosion: Enemies die messily.
  • Heal, Mass: Cures 10 damage/level for many creatures.
  • True Resurrection: Resurrects the target, restoring full hitpoints.
  • Summon Monster IX: Summons an extraplanar creature to fight for you. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.
  • Energy Drain: A black beam of negative energy bestows 2D4 negative levels on a target foe.

[edit] See also

Subcategories

This category has only the following subcategory.

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Pages in category "Cleric spells"

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