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. Also belongs to bard spells.


 * 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). Also belongs to bard spells.


 * 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. Also belongs to bard spells.


 * 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

 * 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.

Level 5

 * Break Enchantment: Casting this spell causes affected allies 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.