Category:Cleric spells

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

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 ✅ 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.
 * 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 by increasing the target's armor class by 2.
 * Summon monster I: Summons a celestial dog to fight for you for 1 min, during which no other summon monster spell can be cast.

Level 2

 * Aid: This spell grants the target (an ally) 1d8 + 1/level (max +10) temporary hit points and a +1 morale bonus to damage and saves versus fear.
 * Bear's endurance: An ally gains a +4 enhancement bonus to Constitution for 1 min./level.
 * Bull's Strength: An ally gains a +4 enhancement bonus to Strength for 1 min./level.
 * Cure moderate wounds: Heals an ally for ✅ + hit points, or deals the same amount of damage to an undead creature (a will save reduces this damage by half).
 * Deific vengeance: The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 1d6 points of bane damage per two caster levels (maximum 5d6) or 1d6 points per caster level (max 10d6) if the target is undead. A successful Will save reduces this damage by half.
 * Eagle's Splendor: An ally gains a +4 enhancement bonus to Charisma for 1 min./level.
 * Find Traps: Notice traps as a rogue does.
 * Hold Person: The targeted humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for 1 round/level.
 * Inflict Moderate Wounds: Negative energy is channeled to inflict moderate wounds for 2d8 damage +1/level (max +10) on the target or to heal undead.
 * Lesser Restoration: Dispels magical effects reducing one of an ally’s attribute scores, eliminates fatigue, and improves exhaustion from fatigue.
 * Owl's Wisdom: An ally gains a +4 enhancement bonus to Wisdom for 1 min./level.
 * Remove Paralysis: This spell frees an ally from paralysis and the effects of a Slow spell.
 * Resist energy: Gives an ally limited protection from the chosen energy type, reducing damage/attack by 10 (20 at caster level 7th, 30 at 9th). Energy types available are: fire, sonic, electricity, cold and acid.
 * Soundburst: Blasts an area with a tremendous cacophony, dealing 1d8 sonic damage and potentially stunning enemies within the area of effect for 6 seconds.
 * Summon Monster II: Summons a fiendish scorpion to aid the caster in battle for a brief time.

Level 3

 * Bestow Curse: Causes the enemy to become cursed, reducing their attack power. The ennemy suffers –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
 * Blindness: Renders an enemy blinded.
 * Cure serious wounds: Heals an ally for hit points, or deals the same amount of damage to an undead creature (a will save reduces this damage by half).
 * Dispel Magic: Removes ongoing spells that have been cast on a target.
 * Glyph of warding: A powerful inscription that explodes when entered, doing 1d8 per two caster levels (max 5d8) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half.
 * Inflict Serious Wounds: Negative energy is channeled by the caster to inflict serious wounds for 3d8 damage +1/level (max +15) on the target, or to heal undead
 * Prayer: Grants divine favor to allies and disfavor to enemy targets. The effects of this spell affect attack power, weapon damage, saves and skill checks. Allies get a +1 bonus on most rolls, and enemies a –1 penalty.
 * Protection from Energy: Absorbs of damage from one kind of energy. Energy types available are: fire, sonic, electricity, cold and acid. In DDO it appears to grant pure immunity.
 * Remove Blindness: Cures blindness in one ally.
 * Remove Curse: Removes all curses on an ally. The spell also counters and dispels Bestow Curse.
 * Remove Disease: This spell cures all diseases on an ally. The spell does not prevent re-infection after a new exposure to the disease.
 * Searing Light focuses divine power like a ray of the sun, causing a blast of light to damage enemies for 1d8/two levels damage, more against undead.
 * Summon Monster III: Summons a Hell Hound to aid the caster in battle for a brief time.
 * Water Breathing: This spell grants the ability to breathe underwater to the caster and its allies for the duration of the spell.

Level 4

 * Cure critical wounds: Heals an ally for 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.
 * 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.
 * 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.
 * Restoration: Cures all temporary ability damage, restores levels that have been drained and eliminates fatigue and exhaustion suffered by the target.
 * Summon Monster IV: Calls a fiendish large monstrous spider to fight for you.
 * 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.

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.
 * 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.
 * Summon Monster V: Summons an earth elemental to aid the caster in battle for a short time.

Level 6

 * Bear's endurance, Mass: An ally gains a +4 enhancement bonus to Constitution for 1 min./level for Multiple People.
 * Bull's Strength, Mass: An ally gains a +4 enhancement bonus to Strength for 1 min./level for Multiple People.
 * Eagle's Splendor, Mass: An ally gains a +4 enhancement bonus to Charisma for 1 min./level for Multiple People.
 * Owl's Wisdom, Mass: An ally gains a +4 enhancement bonus to Wisdom for 1 min./level.
 * Cure Moderate Wounds, Mass: Positive energy is channeled to heal moderate wounds on the group or to damage undead. Cures ✅ points of damage.
 * Inflict Moderate Wounds, Mass: Negative energy is channeled to inflict moderate wounds for 2d8 damage +1/level (max +10) on the target area or to heal undead.
 * Summon Monster VI: Calls a fiendish Troll to fight for you for 5 minutes.
 * Banishment: Instantly forces several extraplanar enemies back to their proper plane of existence (Mass Dismissal).
 * Blade Barrier: Creates a circular wall of blades that damages all those that pass through it, dealing 1d6 points of Slashing damage per caster level, a Reflex save reduces this damage by half.
 * Cometfall: Summan a comet from the sky that strikes the ground with a tremendous force, dealing 2d6 points of Bludgeoning damage every 2 caster levels, a Reflex save reduces this damage by half. The force can knock some creatures prone.
 * Create Undead: Create undead minions to do your bidding, note however that they can turn against you.
 * Greater Dispel Magic: Removes ongoing spells that have been cast on a target, more powerful then Dispel Magic.
 * Greater Glyph of Warding: A powerful inscription that explodes when entered, doing 1d8 per two caster levels (max 10d8) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half.
 * Harm: Damage 10 hp per caster level on the selected target, a Will save reduces this damage by half. Works like Heal on undead.
 * Heal: Restores 10 hp per caster level on the selected target. Works like Harm on undead, a Will save reduces this damage by half.
 * Heroes Feast: Create a Feast that the effected players consume at their next rest (Shrine)
 * Symbol of Fear: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are panicked for 1 round per caster level or until the Symbol expires. A successful Will save negates this effect.
 * Symbol of Persuasion: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 1 round per caster level or until the Symbol expires. A successful Will save negates this effect.
 * Undeath to Death: Destroy several undead creatures (with a Hit dice up to 9), only 1 undead is effected every 4 caster levels (max 4 undead).
 * Word of Recall: Teleport to the Temple of the Sovereign Host in House Deneith.