Category:Cleric spells

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

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.
 * 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 1 min. locks out the casting of other Summon monster spells for 1 minute.

Level 2

 * Aid: This spell grants the target (an ally) 1d8 + 1/level (max +10) temporary hit points and a +1 morale bonus to attack and saves versus fear. Aid will NOT stack with Bless.
 * 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.
 * Close Wounds: Positive energy is quickly channeled to heal light wounds of your target or damage undead for ✅ +✅ This spell has faster than normal casting speed and minimal cooldown.
 * 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 11th). Energy types available are: fire, sonic, electricity, cold and acid.
 * Seek Eternal Rest:Grants the caster a +4 sacred bonus to level for the purposes of turning undead.
 * Soundburst: Blasts an area with a tremendous cacophony, dealing 1d8 sonic damage and potentially stunning enemies within the area of effect for 6 seconds.
 * Spawn Screen: Prevents one ally per caster level from rising as undead. Certain rare, extremely powerful undead can circumvent this protection.
 * Summon Monster II: Summons a fiendish scorpion to aid the caster in battle for a brief time. locks out the casting of other Summon monster spells for 2 minutes.

Level 3

 * Aid, Mass: Casts Aid on multiple targets.
 * 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.
 * Contagion: Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage.
 * 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, on a successful caster level check of DC 11 + the spell's caster level.
 * 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
 * Magic Circle Against Evil: Casts Protection from evil on multiple targets.
 * 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 120 at level 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.
 * 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. locks out the casting of other Summon monster spells for 3 minutes.
 * Water Breathing: This spell grants the ability to breathe underwater to the caster and its allies for the duration of the spell.

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 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.

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.

Level 6

 * Banishment: Allows casting a more powerful version Dismissal on multiple targets. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level).
 * Bear's Endurance, Mass: An ally gains a +4 enhancement bonus to Constitution for 1 min./level for Multiple People.
 * 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.
 * Bull's Strength Mass: An ally gains a +4 enhancement bonus to Strength for 1 min./level for Multiple People.
 * Cometfall: Summon 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.
 * Cure Moderate Wounds, Mass: Casts Cure Moderate Wounds on multiple targets.
 * Eagle's Splendor, Mass: An ally gains a +4 enhancement bonus to Charisma for 1 min./level for Multiple People.
 * Greater Dispel Magic: Removes ongoing spells that have been cast on a target, more powerful than 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 affected players consume at their next rest (Rest shrine)
 * 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.
 * Owl's Wisdom, Mass: An ally gains a +4 enhancement bonus to Wisdom for 1 min./level.
 * Summon Monster VI: Calls a fiendish Troll to fight for you for 5 minutes. Locks out other Summon monster spells for 5 minutes
 * 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 affected every 4 caster levels (max 4 undead).
 * Word of Recall: Teleport to the Temple of the Sovereign Host in House Deneith.

Level 7

 * Cure Serious Wounds, Mass: Grants Cure Serious Wounds on multiple targets.
 * Destruction: Raw destructive power is channeled to utterly annihilate an enemy, killing them instantly or causing 10d6 damage with a successful Fortitude save.
 * Greater Restoration: Cures all temporary ability damage, restores all negative levels suffered from energy drain, and eliminates fatigue, exhaustion, confusion, and insanity suffered by the ally.
 * Inflict Serious Wounds, Mass: Casts Inflict Serious Wounds on multiple targets.
 * Protection from Elements, Mass: Grants Protection from Elements on multiple targets.
 * Restoration, Mass: Casts Restoration on multiple targets.
 * Resurrection: Resurrects the target, restores half of the target's hit points.
 * Spell Resistance, Mass: Casts Spell Resistance on multiple targets, warding allies with a Spell Resistance of 12 plus 1 per caster level.
 * Summon Monster VII: Summons an efreeti to fight for you. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.
 * Symbol of Stunning: A rune of power scribed in the air. When activated by a target approaching, all targets entering the AOE are stunned for 6d6 seconds or until the Symbol expires. A successful Will save negates this effect.
 * Symbol of Weakness: A rune of power scribed in the air. When activated by a target approaching, all targets entering the AOE take a 3d6 penalty to Strength. A successful Fortitude save negates this effect.

Level 8

 * Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
 * Death Ward, Mass: Casts Death Ward on multiple targets.
 * Death Pact: Contingently raises the slain caster, but at a cost.
 * Fire Storm: Deals 1d6/level fire damage.
 * Holy Aura: +4 to saving throws, +4 deflection bonus to AC, and immunity to enchantment and charm spells.
 * Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
 * Summon Monster VIII: Summons an Bezikira to fight for you. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.
 * Symbol of Death: Triggered rune slays nearby creatures.

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.