Cleric Spells

Please note that, unless stated otherwise, all numerical spell effects are taken from their PnP counterpart, and may have been altered in DDO.

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: The enemy becomes frightened: one creature of 5 HD or less flees for 1d4 rounds.


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


 * 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).


 * 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 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.


 * Obscuring Mist: A misty vapor arises around the caster, obscuring all sight.


 * 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: Shield of Faith creates a shimmering, magical field around an ally that averts attacks by increasing the targets armor class by 2.


 * Summon Monster I: This spell summons a celestial dog to aid the caster in battle for a brief time.

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.


 * Bears Endurance: An ally gains greater vitality and stamina, granting a +4 bonus to constitution for 1 min. / level.


 * Bull’s Strength: Subject gains +4 to Strength for 1 min./level.


 * 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).


 * Eagle’s Splendor: An ally becomes more poised, articulate and personally forceful, granting them a +4 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: Grants an ally a +4 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 taken by 10 (or more). Energy types available are: fire, sonic, electricity, cold and acid.


 * 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.


 * 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.


 * 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: Absorb 12 points/level 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 hellhound 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
WARNING! THESE SPELLS PRESENCE HAVE NOT BEEN VERIFIED IN GAME!!


 * Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
 * Control Water: Raises or lowers bodies of water.


 * Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).


 * Death Ward: Grants immunity to death spells and negative energy effects.


 * Dimensional Anchor: Bars extradimensional movement.


 * Discern Lies: Reveals deliberate falsehoods.


 * Dismissal: Forces a creature to return to native plane.


 * Divination: Provides useful advice for specific proposed actions.


 * Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.


 * Freedom of Movement: Subject moves normally despite impediments.


 * Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.


 * Imbue with Spell Ability: Transfer spells to subject.


 * Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).


 * Magic Weapon, Greater: +1 bonus/four levels (max +5).


 * Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.


 * Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.


 * Poison: Touch deals 1d10 Con damage, repeats in 1 min.


 * Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.


 * Restoration: Restores level and ability score drains.


 * Sending: Delivers short message anywhere, instantly.


 * Spell Immunity: Subject is immune to one spell per four levels.


 * Summon Monster IV: Calls extraplanar creature to fight for you.


 * Tongues: Speak any language.

Level 5
WARNING! THESE SPELLS PRESENCE HAVE NOT BEEN VERIFIED IN GAME!!


 * Atonement: Removes burden of misdeeds from subject.
 * Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
 * Command, Greater: As command, but affects one subject/level.


 * Commune: Deity answers one yes-or-no question/level.


 * Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.


 * Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.


 * Disrupting Weapon: Melee weapon destroys undead.


 * Flame Strike: Smite foes with divine fire (1d6/level damage).


 * Hallow: Designates location as holy.


 * Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.


 * Insect Plague: Locust swarms attack creatures.


 * Mark of Justice: Designates action that will trigger curse on subject.


 * Plane Shift: As many as eight subjects travel to another plane.


 * Raise Dead: Restores life to subject who died as long as one day/level ago.
 * Righteous Might: Your size increases, and you gain combat bonuses.


 * Scrying: Spies on subject from a distance.


 * Slay Living: Touch attack kills subject.


 * Spell Resistance: Subject gains SR 12 + level.


 * Summon Monster: Calls extraplanar creature to fight for you.


 * Symbol of Pain: Triggered rune wracks nearby creatures with pain.


 * Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.


 * True Seeing: Lets you see all things as they really are.


 * Unhallow: Designates location as unholy.


 * Wall of Stone: Creates a stone wall that can be shaped.