Category talk:Cleric spells

=Stuff to check= In the KB, it does not talk about "counter mind control, hedge out elementals and outsiders" => see if it applies to DDO -- Tihocan 08:00, January 19, 2006 (PST)
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * That appears to be the overall description of Prot. from C/E/G/L... only Prot. from Evil is in DDO though. It does help against mind control vs evil. Last I checked, there are no evil elementals at all. Are there even any evil outsiders in DDO? --Uky 18:20, January 20, 2006 (PST)
 * Bah, there is 'a' evil elemental in the SRD... I guess there could be some in Eberron then though.. haven't heard of any though. --Uky 18:22, January 20, 2006 (PST)

This spell is not in the KB. -- Tihocan 08:00, January 19, 2006 (PST)
 * Magic Weapon: Weapon gains +1 bonus.

This is the official 3.5e definition, however the DDO KB says the bonus is to damage (not attack roll). I reported it in the KB, in case it would be a mistake. -- Tihocan 08:24, January 19, 2006 (PST)
 * Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
 * Removed the following 3rd level spells, which are not in the beta KB (Tihocan 11:19, January 20, 2006 (PST)):
 * Blindness: Makes subject blinded.
 * Contagion: Infects subject with chosen disease.
 * Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
 * Magic Vestment: Armor or shield gains +1 enhancement per four levels.
 * Remove Deafness: Cures normal or magical conditions.


 * Removed the following 4th level spells, which are not in the beta KB (Tihocan 09:45, January 23, 2006 (PST)):
 * Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
 * Control Water: Raises or lowers bodies of water.
 * Death Ward: Grants immunity to death spells and negative energy effects.
 * Dimensional Anchor: Bars extradimensional movement.
 * Discern Lies: Reveals deliberate falsehoods.
 * Divination: Provides useful advice for specific proposed actions.
 * 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.
 * Magic Weapon, Greater: +1 bonus/four levels (max +5).
 * Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
 * Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
 * 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. This one should be in DDO though
 * Tongues: Speak any language.


 * Removed the following 5th level spells, which are not in the beta KB (Tihocan 10:46, January 23, 2006 (PST))
 * Atonement: Removes burden of misdeeds from subject.
 * Commune: Deity answers one yes-or-no question/level.
 * Disrupting Weapon: Melee weapon destroys undead.
 * Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
 * Hallow: Designates location as holy.
 * 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.
 * Righteous Might: Your size increases, and you gain combat bonuses.
 * Scrying: Spies on subject from a distance.
 * 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.

=Note about numerical effects= I added back the note about numerical effects not being necessarily true in DDO -- Tihocan 08:26, January 19, 2006 (PST)

Schools
I understand about dividing spells into schools in the PnP game where mages are frequently specialized in a school of spells, and clerics pick dieties that also restrict them to a couple of schools. Other than the specialization feats, do spell schools play a part in DDO? I find it much easier to just browse through a list of 1st level spells, for example, than to look at the various schools of 1st level spells. Maybe everyone else is used to this type of organization from the PnP sources, but I find the page much harder to browse than the alphabetical-by-level  page. Dedridd 18:26, February 20, 2006 (PST)


 * Honest answer: You need both. As a mage you probably focus to one school. It would be laborious to look up every single spell in order to check the school. On the other side, when you just want to find a single spell, an alphabetical list is much better. Having two list of spells with a different format would be too complicated though IMO. Since you can find any spell quickly with "Strg-F" or the search formular I think the version sorted by schools is more important (even if it's harder to browse).--Ziu 00:49, February 21, 2006 (PST)


 * Didn't we categorize each spell by it's school exactly for the purpose of being able to browse spells by their school? Like, you can get a list of spells by school by hitting the category you want. You can't get a simple alphabetical listing of cleric spells by level using the category though, because it's been customized. I don't mind the short descriptions, because they give you more information than in-game when you're looking at new spells, so don't think that I'm advocating a simple category list for all cleric spells overall. But categorizing by school as well as splitting the main list by school seems like it prevents us from being able to get the information both ways. Dedridd 05:56, February 21, 2006 (PST)


 * I agree with Dedridd on that one. I also find the single list to be easier to read. And I had even forgotten that categories would make browsing by school easy enough. I'm all for it. Tihocan 06:33, February 21, 2006 (PST)


 * Traditionally only mage spells are listed by school, because they are the ones who could specialize and remove access to certain schools. I could see a benefit for doing the same with clerics and bards, as they can take Spell penetration feat and other feats that work only in one school.  It really is a moot point for clerics though as they automatically learn every spell upon levelup.  I likewise agree that the category would be useful enough. -- koolkat 08:26, February 21, 2006 (PST)

Resist Energy
Are you sure resist energy absorbs 30 damage at level 9? I thought it was capped at 20 after level 7.--Waaagh 08:05, May 5, 2006 (EDT)


 * Yes, you're most likely right. This was from PnP. I'm still in the (slow) process of going through all spells :/ Tihocan 10:01, May 5, 2006 (EDT)