Category:Cleric spells

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

Abjuration

 * Protection from Evil: Creates a magical barrier that wards a target from attacks by evil creatures. It grants a +2 bonus to AC and saves.
 * 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.

Conjuration

 * Cure Light Wounds: Positive energy is channeled to heal light wounds on the target or to damage undead. Cures 1d8 damage +1/level (max +5).
 * Obscuring Mist: A misty vapor arises around the caster, obscuring all sight.
 * Summon Monster I: This spell summons a celestial dog to aid the caster in battle for a brief time.

Divination

 * None

Enchantment

 * 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.
 * Command: An enemy is commanded to fall to the ground and lie prone (for 1 round).

Evocation

 * 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.

Illusion

 * None

Necromancy

 * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
 * Doom: A single enemy is filled with a feeling of horrible dread that causes it to become shaken. This ennemy 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.

Transmutation

 * None

Abjuration

 * 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.

Conjuration

 * Cure Moderate Wounds: Positive energy is channeled to heal moderate wounds on the target or to damage undead. Cures 2d8 damage +1/level (max +10).
 * Lesser Restoration: Dispels magical effects reducing one of an ally’s attribute scores, eliminates fatigue, and improves exhaustion from fatigue.
 * Remove Paralysis: This spell frees an ally from paralysis and the effects of a Slow spell.
 * Summon Monster II: Summons a fiendish scorpion to aid the caster in battle for a brief time.

Divination

 * Find Traps: Notice traps as a rogue does.

Enchantment

 * 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.
 * Hold Person: The targeted humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for 1 round/level.

Evocation

 * Shatter: Sonic vibration damages objects or crystalline creatures. TODO: Is this spell in the game?
 * Sound Burst: Blasts an area with a tremendous cacophony, dealing 1d8 sonic damage and potentially stunning enemies within the area of effect.

Necromancy

 * 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.

Transmutation

 * Bears Endurance: An ally gains greater vitality and stamina, granting a +4 bonus to constitution for 1 min. / level.
 * Bull’s Strength: Subject gains to Strength for  min./level.
 * Eagle’s Splendor: An ally gains +4 to Cha for 1 min./level.
 * Owl’s Wisdom: Grants an ally a +4 bonus to Wisdom for 1 min./level.

Transmutation

 * 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.
 * Cure Serious Wounds: Positive energy is channeled to heal serious wounds on the target or to damage undead. Cures 3d8 damage +1/level (max +15).
 * Dispel Magic: Removes ongoing spells that have been cast on a target.
 * 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 12 points/level (max 10) of damage from one kind of energy. Energy types available are: fire, sonic, electricity, cold and acid.
 * 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.

Transmutation

 * Cure Critical Wounds: Positive energy is channeled to heal critical wounds on the target or to damage undead. Cures 4d8 damage +1/level (max +20).
 * 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 and also blinds evil creatures. This spell has no affect good targets and neutral targets take half damage.
 * 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.

Transmutation

 * 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.