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Cleric / Favored Soul spells
Main Classes | ||||||||
---|---|---|---|---|---|---|---|---|
Alchemist |
Artificer |
Bard |
Cleric / Favored Soul | Druid |
Paladin |
Ranger |
Sorcerer / Wizard | Warlock |
Archetypes | ||||||||
Blightcaster |
Dark Hunter |
Sacred Fist |
Stormsinger |
Wild Mage |
Warning: numerical effects may not coincide with DDO's exact implementation.
See here for details.
Cleric / Favored Soul Spells List[edit]
Clerics and Favored Souls cast divine spells.
Consult the table below to know the number of Cleric and Favored Souls spells available per spell level, and per spell school.
Abjuration | Conjuration | Divination | Enchantment | Evocation | Illusion | Necromancy | Transmutation | Total | |
---|---|---|---|---|---|---|---|---|---|
Level 1 | 4 | 3 | 0 | 3 | 2 | 0 | 3 | 0 | 15 |
Level 2 | 1 | 7 | 1 | 2 | 1 | 0 | 2 | 4 | 18 |
Level 3 | 5 | 4 | 0 | 2 | 1 | 0 | 4 | 1 | 17 |
Level 4 | 3 | 5 | 0 | 1 | 6 | 0 | 2 | 1 | 18 |
Level 5 | 3 | 3 | 1 | 1 | 3 | 0 | 3 | 0 | 14 |
Level 6 | 3 | 6 | 0 | 1 | 1 | 0 | 5 | 4 | 20 |
Level 7 | 3 | 5 | 0 | 1 | 0 | 0 | 3 | 0 | 12 |
Level 8 | 1 | 2 | 1 | 0 | 1 | 0 | 3 | 1 | 9 |
Level 9 | 0 | 3 | 0 | 0 | 3 | 0 | 1 | 0 | 7 |
Total | 23 | 38 | 3 | 11 | 18 | 0 | 26 | 11 | 130 |
1 Favored Souls do not acquire the spell Seek Eternal Rest, (Spell Level 2, Conjuration.) because they do not possess the ability Turn Undead.
Level 1[edit]
Cleric level 1 / Favored Soul level 1
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Nightshield | Abjuration | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th level.), and protection from Magic Missiles for 1 minute per caster level. | ||||||||||||
Protection from Evil | Abjuration (Good) |
Creates a magical barrier that wards a target from attacks by Evil creatures. It grants a +2 deflection bonus to Armor Class, 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 | Abjuration | Instills courage in an ally, granting a +4 morale bonus against fear effects for 10 minutes. This area of effects spell counters and dispels Cause Fear. | ||||||||||||
Shield of Faith | Abjuration | Creates a shimmering, magical field around an ally that averts attacks, giving a +2 deflection bonus to Armor Class. This bonus is increased by 1 for every 6 caster levels. | ||||||||||||
Cure Light Wounds | Conjuration (Healing) | Positive energy heals an ally for 1d6+2 plus 1 per caster level (Maximum caster level 5.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.) | ||||||||||||
Obscuring Mist | Conjuration | A misty vapor arises around the caster obscuring all sight, giving all creatures in the fog concealment. (Attackers have 20% miss chance.) Obscuring Mist can be burned away with fire spells that hit the area of the mist. | ||||||||||||
Summon Monster I | Conjuration | Summons 1 Monster from 3 choices: Brown Spider, Celestial Dog, Giant Rat to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ||||||||||||
Bane | Enchantment | Enemies are filled with fear and doubt, giving a -1 penalty on attack rolls and saves against fear on all affected targets. A successful Will save negates this effect. Bane counters and dispels Bless. | ||||||||||||
Bless | Enchantment | You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear, with an additional +1 per 5 caster levels, max 5 at caster level 20. Bless counters and dispels Bane. | ||||||||||||
Command | Enchantment | A living enemy is commanded to fall to the ground and lie Prone. A successful Will save negates. | ||||||||||||
Divine Favor | Evocation | Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls. This bonus is increased by +1 for every 3 caster levels beyond level 3. (Maximum bonus +3 at caster level 9.) | ||||||||||||
Nimbus of Light | Evocation (Light) |
A glittering corona of light coalesces around your outstretched arm, dealing 1d6 points of light damage per caster level. | ||||||||||||
Cause Fear | Necromancy | If the target fails a Will save acquires the condition Cowering, otherwise it becomes Shaken. Creatures with 6 or more Hit Dice are immune to this spell. This spell counters and dispels Remove Fear. | ||||||||||||
Doom | Necromancy | This spell fills a single living creature with a feeling of horrible dread that causes it to become shaken, penalizing all saves, attack rolls, and skill rolls by -2. A successful Will save negates this effect. This is a fear effect. | ||||||||||||
Inflict Light Wounds | Necromancy (Negative) |
Negative energy is channeled through the caster touch to inflict light wounds on the target for 1d6+2 damage per caster level (Maximum caster level 5.), or to heal 1d6+2 + 1 per caster level on Undead. A successful Will save reduces the damage by half. |
Level 2[edit]
Cleric level 3 / favored soul level 4
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Resist Energy | Abjuration | Gives an ally limited resistance from one chosen energy type, reducing damage or attack by 10. (20 at caster level 7th, 30 at 11th.) Energy types available are: acid, cold, electricity, fire, or sonic. | ||||||||||||
Close Wounds | Conjuration (Healing) | Positive energy is quickly channeled to heal light wounds of your target or damage Undead for 1d3+1 Hit Points plus 1 per caster level. (Maximum caster level 5.) This spell has faster casting speed than normal and minimal cooldown. | ||||||||||||
Cure Moderate Wounds | Conjuration (Healing) | Positive energy heals an ally for 2d6+4 plus 1 per caster level (Maximum caster level 10.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.) |
| |||||||||||
Deific Vengeance | Conjuration (Good) |
The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 1d6+4 points of good damage per caster levels (Maximum damage 10d6+40.), or 2d6+4 points of good damage per caster level (Maximum damage 20d6+80.) if the target is Undead. A successful Will save reduces this damage by half. | ||||||||||||
Lesser Restoration | Conjuration | Dispels magical effects reducing 1 of an ally’s Ability scores, it also eliminates the condition Fatigued suffered by the creature, and improves the Exhausted condition to Fatigued. | ||||||||||||
Remove Paralysis | Conjuration | This spell frees an ally from the condition Paralyzed, and the effects of a Slow spell. | ||||||||||||
Seek Eternal Rest | Conjuration | Cleric Only Grants the caster a +4 sacred bonus to level for the purpose of turning Undead. | ||||||||||||
Summon Monster II | Conjuration | Summons 1 Monster from 3 choices: Black Widow, Fiendish Bat, Fiendish Monstrous Scorpion to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ||||||||||||
Find Traps | Divination | Grants the caster the ability to find traps much like a skilled Rogue. The caster gains an insight bonus of caster level/2 to the Search Skill. | ||||||||||||
Aid | Enchantment | This spell grants the target (An ally creature.) 8 plus 1 per caster level (Maximum caster level 10.) temporary Hit points, and a +1 morale bonus to attack rolls and saves versus fear. Aid will not stack with Bless. | ||||||||||||
Hold Person | Enchantment | The enemy humanoid becomes paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates this effect. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include Kobolds, Goblinoids, player races except for Warforged, and more creatures. Attacks against a held opponent are treated as if the opponent is helpless. | ||||||||||||
Soundburst | Evocation (Sonic) |
A tremendous cacophony creates a burst area of effect dealing to every creature 1d6+1 points of sonic damage per caster level (Maximum damage 15d6+15), and each creature must succeed on a fortitude save to avoid being stunned for 6 seconds. | ||||||||||||
Inflict Moderate Wounds | Necromancy (Negative) |
Negative energy is channeled through the caster touch to inflict moderate wounds on the target for 2d6+4 damage plus 1 per caster level (Maximum caster level 10.), or to heal Undead. A successful Will save reduces the damage by half. | ||||||||||||
Spawn Screen | Necromancy | Prevents 1 ally per caster level from rising as Undead. Certain rare, extremely powerful Undead can circumvent this protection. | ||||||||||||
Bear's Endurance | Transmutation | An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level. | ||||||||||||
Bull's Strength | Transmutation | An ally gains a +4 enhancement bonus to Strength for 1 minute per caster level. | ||||||||||||
Eagle's Splendor | Transmutation | An ally gains a +4 enhancement bonus to Charisma for 1 minute per caster level. | ||||||||||||
Owl's Wisdom | Transmutation | An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level. |
Level 3[edit]
Cleric level 5 / favored soul level 6
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dispel Magic | Abjuration | Removes ongoing spells that have been cast on a target, on a successful caster level check 1d20+caster level (Maximum caster level 10.) of DC 11+spell's caster level. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner. | ||||||||||||
Glyph of Warding | Abjuration (Electricity) |
A powerful inscription that explodes when entered, doing 1d4+4 electric damage per two caster levels (Maximum damage 5d4+20.) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half. | ||||||||||||
Magic Circle Against Evil | Abjuration (Good) |
Casts Protection from Evil on multiple targets for 1 minute per caster level, granting a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves against attacks from Evil creatures. Targets are also warded from magical mental control and compulsions. | ||||||||||||
Protection from Energy | Abjuration | Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. Energy types available are: acid, cold, electricity, fire, and sonic. | ||||||||||||
Remove Curse | Abjuration | Removes all curses on an ally. Counters and dispels Bestow Curse. | ||||||||||||
Cure Serious Wounds | Conjuration (Healing) | Positive energy heals an ally for 3d6+6 plus 1 per caster level (Maximum caster level 15.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.) | ||||||||||||
Remove Blindness | Conjuration | Cures the condition Blinded in 1 ally. | ||||||||||||
Remove Disease | Conjuration | This spell cures all diseases on an ally. Since U14, the spell does prevent re-infection after a new exposure to the disease for 6s per caster level. | ||||||||||||
Summon Monster III | Conjuration | Summons 1 Monster from 3 choices: Winter Wolf, Air Mephit, Hellhound to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ||||||||||||
Aid, Mass | Enchantment | This spell functions like Aid, except that it affects multiple targets and each target gains temporary hit points equal to 8+1 per caster level (Maximum caster level 15.) temporary hit points and a +1 morale bonus to attack and saves versus fear. Aid, Mass will not stack with Bless. | ||||||||||||
Prayer | Enchantment | Gives special favor to you and any allies near you, giving a +1 luck bonus to allies and a -1 penalty to enemies attack rolls, weapon damage rolls, saves, and skill checks, with this buff and debuff increasing in magnitude by 1 every 5 caster levels - max total of 5 at caster level 20. | ||||||||||||
Searing Light | Evocation (Light) |
Focuses divine power like a ray of the sun, causing a blast of light to deal 1d6+6 light damage per caster levels (Maximum damage 10d6+60.), or deals 2d6+12 light damage per caster level to Undead. (Maximum damage 20d6+120.) | ||||||||||||
Sun Bolt | Evocation (Light) |
A powerful bolt of light deals 1d6+3 light damage per caster level (up to a max of 15d6+45 damage at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half. | ||||||||||||
Bestow Curse | Necromancy | The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect. | ||||||||||||
Blindness | Necromancy | Renders an enemy blinded. A successful Fortitude save negates this effect. | ||||||||||||
Contagion | Necromancy | 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. Affected creatures can only recover if they make two consecutive Fortitude saves. | ||||||||||||
Inflict Serious Wounds | Necromancy (Negative) |
Negative energy is channeled through the caster touch to inflict serious wounds on the target for 3d6+6 damage plus 1 per caster level (Maximum caster level 15.), or to heal Undead. A successful Will save reduces the damage by half. | ||||||||||||
Water Breathing | Transmutation | Grants the ability to breathe water to you and your allies. |
Level 4[edit]
Cleric level 7 / favored soul level 8
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dismissal | Abjuration | Instantly forces an extraplanar enemy back to its proper plane of existence. A successful Will save negates this effect. (DC=spell's save DC-creature's Hit Die+your caster level). | ||||||||||||
Freedom of Movement | Abjuration | This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic or conditions that normally impedes movement, such as Entangled, Paralyzed**, or Solid Fog **Earthgrab is no longer a Paralyzed effect, so is no longer cured or prevented by Freedom of Movement (As of U12, tested on Lamannia). | ||||||||||||
Shield of Faith, Mass | Abjuration | Casts Shield of Faith on multiple targets, creating a shimmering, magical field around allies that averts attacks, giving a +2 deflection bonus to Armor Class. This bonus is increased by 1 for every 6 caster levels. | ||||||||||||
Cure Critical Wounds | Conjuration (Healing) | Positive energy heals an ally for 4d6+8 plus 1 per caster level (Maximum caster level 20). hit points, or deals the same amount of damage to an Undead creature. (A Will save reduces this damage by half). | ||||||||||||
Neutralize Poison | Conjuration | Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the Poison. Additionally, it immunizes the ally from any Poison he is exposed to during the duration of the spell. | ||||||||||||
Panacea | Conjuration (Healing) | Channels powerful positive energy into a target to wipe away afflictions, restores 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20.), removes the conditions or effects: Ability Damaged, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, and Poisoned. Against Undead this spell will damage 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20). Undead who make a successful Will save reduce the damage by half. | ||||||||||||
Restoration | Conjuration | Restoration cures the conditions Ability Damaged, Exhausted, or Fatigued on the target, and restores 1 single negative level to a creature who has had a level drained. | ||||||||||||
Summon Monster IV | Conjuration | Summons 1 Monster from 3 choices: Fiendish Monstrous Spider, Greater Air Mephit, Lantern Archon to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ||||||||||||
Recitation | Enchantment | This area of effect spell gives special favor to you, and any allies near you granting a +2 luck bonus to Attack rolls, Armor Class, and saves. | ||||||||||||
Chaos Hammer | Evocation (Chaotic) |
This spell deals 1d4+4 points of chaotic damage per two caster levels (Maximum 5d4+20.) to lawful creatures, or 1d3+3 points of damage per caster level (Maximum 10d3+30.) to lawful outsiders and slows them for 6d6 seconds. A successful Will save reduces the damage by half and negates the slow effect. This spell deals only half damage to creatures who are Neutral, and are not slowed. This spell deals no damage to Chaotic creatures, and cannot be cast by Lawful casters. | ||||||||||||
Divine Power | Evocation (Good) |
The divine power of a god imbues the caster with power and skill in combat, granting a +6 enhancement bonus to Strength, 1 temporary hit point per caster level, and a base attack bonus equal to a Fighter of the same level. | ||||||||||||
Holy Smite | Evocation (Good) |
Damages targets with holy power. Deals 1d4+4 holy damage per 2 caster levels to Evil creatures (Maximum damage 5d4+20.) and are Blinded for 6 seconds, or deals 1d3+3 holy damage per caster level to Evil outsiders. (Maximum damage 10d3+30.) This spell has no affect on Good targets, and Neutral targets take half damage. Will save for half damage and to negate the Blinded condition. This spell can only be cast by Good or Neutral casters, it has no effect when cast by an Evil caster. | ||||||||||||
Order's Wrath | Evocation (Lawful) |
Lawful power smites your targets. Only Chaotic and Neutral creatures are harmed by the spell. The spell deals 1d4+4 points of damage per 2 caster levels (Maximum damage 5d4+20.) to a Chaotic creature, or 1d3+3 per caster level (Maximum damage 10d3+30.) to a Chaotic Outsider, and causes it to be Dazed for 6 seconds. A successful Will save reduces damage to half and negates the Dazed. The spell deals only half damage to creatures who are neither Lawful nor Chaotic, and they are not Dazed. This spell can only be cast by Lawful or Neutral casters, it has no effect when cast by a Chaotic caster. | ||||||||||||
Symbol of Flame | Evocation (Fire) |
You scribe a potent rune of power in the air, and it's activated by an enemy who comes into range of it dealing 5d3+15 fire damage to that target. A successful Reflex save reduces damage by half. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. | ||||||||||||
Unholy Blight | Evocation (Evil) |
Unholy power smites your targets. Only Good and Neutral (Not Evil.) creatures are harmed by the spell. This spell deals 1d4+4 points of damage per 2 caster levels (Maximum damage 5d4+20.) to a Good creature, or 1d3+3 points of damage per caster level (Maximum 10d3+30.) to a Good Outsider, and causes it to be Sickened for 6d4 seconds. A successful Will save reduces damage by half and negates the Sickened condition. Neutral targets take half damage 1d2+2 points of damage per 2 caster levels (Maximum damage 5d2+10.), and they are not Sickened. This spell can only be cast by Evil or Neutral casters as it has no effect when cast by a Good caster. | ||||||||||||
Inflict Critical Wounds | Necromancy (Negative) |
Negative energy is channeled through the caster touch to inflict critical wounds on the target for 4d6+8 damage plus 1 per caster level (Maximum caster level 20.), or to heal Undead. A successful Will save reduces the damage by half. | ||||||||||||
Poison | Necromancy | Calls upon the venomous powers of natural predators to infect the enemy with a horrible Poison. Deals 1d10 temporary Constitution damage, and another 1d10 temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save. | ||||||||||||
Death Ward | Transmutation | Grants a friendly creature immunity to death spells and effects, Energy Drained, and negative energy effects. |
Level 5[edit]
Cleric level 9 / favored soul level 10
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Break Enchantment | Abjuration | Affected allies in an area are freed from enchantments, transmutations, and curses. Enemies have beneficial effects removed. Must succeed on a check of 1d20+your caster level (Maximum caster level 15) versus 11+the spell's caster level to remove an effect. | ||||||||||||
Protection from Elements | Abjuration | Grants temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) for each energy type has been absorbed. | ||||||||||||
Spell Resistance | Abjuration | The creature gains Spell Resistance equal to 12 plus 1 per caster level. | ||||||||||||
Cure Light Wounds, Mass | Conjuration (Healing) |
Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies or damage undead for 1d6+2 plus 1 per caster level (Maximum caster level 25.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.) | ||||||||||||
Raise Dead | Conjuration | This spell is a low level resurrection spell that will raise one ally from the dead, restores 10% of the target's Hit Points, and preserves current Spell Points. | ||||||||||||
Summon Monster V | Conjuration | Summons 1 Monster from 3 choices: Bearded Devil, Medium Earth Elemental, Umbral Worg to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ||||||||||||
True Seeing | Divination | You confer on the ally 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. | ||||||||||||
Greater Command | Enchantment | The caster commands multiple living enemies (Affects 1 living enemy per caster level.) to fall to the ground and lie Prone. A successful Will save negates. | ||||||||||||
Divine Punishment | Evocation (Light) |
Focuses the power of the gods upon the target, inflicting 1 to 6 +1 per caster level light damage every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack. | ||||||||||||
Flame Strike | Evocation (Fire) |
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6+3 points of damage per caster level of fire damage, then another 1d6+3 points of damage per caster level of bane damage. Maximum caster level 15. A successful Reflex save reduces the fire damage by half. | ||||||||||||
Stalwart Pact | Evocation | Grants the target 5 Hit Points for every caster level and a +2 luck bonus to Armor Class and saves if the target of the spell falls below 50% Hit Points. | ||||||||||||
Inflict Light Wounds, Mass | Necromancy (Negative) |
Casts Inflict Light Wounds on multiple targets at range inflicting 1d6+2 negative energy damage plus an additional 1 for every caster level (Maximum caster level 25.), or healing Undeads. A successful Will save reduces the damage by half. | ||||||||||||
Slay Living | Necromancy | Slays 1 living creature you touch or deals 1d6+10 damage per caster level on a successful Fortitude save. | ||||||||||||
Symbol of Pain | Necromancy (Evil) |
You create a reddish symbol of power in the air, and it's activated by an enemy who comes into range of it inflicting severe pain on all nearby enemies. The pain causes -4 penalty on Attack rolls, Saving throws, and Skill checks, lasts 30 seconds plus 12 seconds per caster level. Each enemy can make a Fortitude save to negate the effect. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. |
Level 6[edit]
Cleric level 11 / favored soul level 12
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Banishment | Abjuration | Allows casting a more powerful version of the Dismissal spell on multiple targets. A successful Will save negates this effect. (DC=spell's save DC-creature's Hit Die+caster level.) | ||||||||||||
Greater Dispel Magic | Abjuration | Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (Maximum caster level 20.) of DC 11+spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner. | ||||||||||||
Greater Glyph of Warding | Abjuration (Electricity) |
A powerful inscription that explodes when entered, doing 1d4+4 electric damage per two caster levels (Maximum damage 10d4+40.) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half. | ||||||||||||
Cometfall | Conjuration | You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This area of effect spell does 1d6+3 points of bludgeon damage per caster level. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone. Another successful Reflex save negates the knockdown portion. | ||||||||||||
Cure Moderate Wounds, Mass | Conjuration (Healing) | Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 2d6+4 plus 1 per caster level (Maximum caster level 30.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.) | ||||||||||||
Heal | Conjuration (Healing) |
Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 Hit Points per caster level (Maximum caster level 15.), removes the conditions or effects: Ability Damaged, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, and Poisoned. Against Undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half. | ||||||||||||
Heroes' Feast | Conjuration | Brings forth a great feast for all nearby allies. While this spell is active on someone, the next time they use a rest shrine they consume the feast. The nectar like beverage which is part of the feast cures them of all Diseases, Nauseated, and Sickened, makes them immune to Poison for 1 minute per caster level, and grants 1d8 temporary Hit Points plus 1 per 2 caster levels. (Maximum caster level 20.) The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on Attack rolls, Will saves, and immunity to fear for 1 minute per caster level. | ||||||||||||
Summon Monster VI | Conjuration | Summons 1 Monster from 3 choices: Eladrin Bralani, Fiendish Troll, Large Water Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ||||||||||||
Word of Recall | Conjuration | Teleports you to the Temple of the Sovereign Host in House Deneith. | ||||||||||||
Symbol of Persuasion | Enchantment | You create a pinkish symbol of power in the air, and it's activated by an enemy who comes into range of it, applying a charm effect to all nearby targets for 6 seconds per caster level or until the symbol expires. Each target can make a Will save to negate the effect. The symbol dissipates 20 seconds after being triggered, or in 5 minutes otherwise. | ||||||||||||
Blade Barrier | Evocation (Untype) |
Creates a circular wall of blades that damages all those that pass through it, dealing 1d6 points of Slashing damage per caster level (Maximum damage 15d6.), a Reflex save reduces this damage by half. | ||||||||||||
Create Undead | Necromancy (Evil) |
Create undead minions to do your bidding, note however that they can turn against you every 15 to 30 seconds. | ||||||||||||
Harm | Necromancy (Negative) |
Charges the target with negative energy dealing 10 points of damage per caster level. (Maximum damage 150.) A successful Will save reduces the damage by half. Harm cannot reduce the target's Hit points to less than 1. Against Undead targets this spell heals like Heal. | ||||||||||||
Inflict Moderate Wounds, Mass | Necromancy (Negative) |
Casts Inflict Moderate Wounds on multiple targets at range inflicting 1d6+4 negative energy damage per caster level (Maximum caster level 30.), or healing 2d6+4 plus an additional 1 per caster level to Undead targets. A successful Will save reduces the damage by half. | ||||||||||||
Symbol of Fear | Necromancy | You create a purple symbol of power in the air, and it's activated by an enemy who comes into range of it. It applies the condition Cowering to all nearby opponents for 6 seconds per caster level or until the symbol expires. Each enemy can make a Will save to negate this condition. The symbol dissipates in 20 seconds after being triggered, or in 5 minutes otherwise. | ||||||||||||
Undeath to Death | Necromancy | Destroys Undead creatures in an area of effect. This spell affects 1 Undead and an additional undead target for every 4 caster levels after the first (for a maximum of 4 Undead at caster level 13). A successful Will save negates this effect. | ||||||||||||
Bear's Endurance, Mass | Transmutation | Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them for 1 minute per caster level. | ||||||||||||
Bull's Strength, Mass | Transmutation | Casts Bull's Strength on multiple targets giving a +4 enhancement bonus to Strength to each of them for 1 minute per caster level. | ||||||||||||
Eagle's Splendor, Mass | Transmutation | Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each of them for 1 minute per caster level. | ||||||||||||
Owl's Wisdom, Mass | Transmutation | Casts Owl's Wisdom on multiple targets, giving a +4 enhancement bonus to Wisdom to each of them for 1 minute per caster level. |
Level 7[edit]
Cleric level 13 / favored soul level 14
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Freedom of Movement, Mass | Abjuration | This spell enables you and nearby allies to move and attack normally for the duration of the spell, even under the influence of magic or conditions that normally impedes movement, such as Entangled, Paralyzed, or Solid Fog. | ||||||||||||
Protection from Elements, Mass | Abjuration | Casts Protection from Elements on multiple targets, granting targets temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10) for each energy type has been absorbed. | ||||||||||||
Spell Resistance, Mass | Abjuration | Casts Spell Resistance on multiple targets, warding allies with a Spell Resistance of 12 plus 1 per caster level. | ||||||||||||
Cure Serious Wounds, Mass | Conjuration (Healing) | Casts Cure Serious Wounds on multiple targets. Positive energy is channeled to heal serious wounds of allies for 3d6+6 plus 1 per caster level (Maximum caster level 35.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half). | ||||||||||||
Greater Restoration | Conjuration | Restores all negative levels suffered from Energy Drained, eliminates the conditions Ability Damaged, Confused, Exhausted, Fatigued, and all forms of Insanity suffered by the Ally. | ||||||||||||
Restoration, Mass | Conjuration | Casts Restoration on multiple targets, curing the conditions Ability Damaged, Exhausted, or Fatigued on the target, and restores 1 single negative level to a creature who has had a level drained. | ||||||||||||
Resurrection | Conjuration | Resurrects the target, restores 50% of the target's Hit Points, and preserves current spell points. | ||||||||||||
Summon Monster VII | Conjuration | Summons 1 Monster from 3 choices: Djinn, Efreet, Huge Earth Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ||||||||||||
Symbol of Stunning | Enchantment | You create a symbol of power in the air, and it's activated by a target approaching. All targets entering the area of effect are Stunned for 6d6 seconds or until the symbol expires. A successful Will save negates this condition. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. | ||||||||||||
Destruction | Necromancy | An enemy is Dead instantly, or is dealt 1d6+10 bane damage per caster level on a successful Fortitude save. | ||||||||||||
Inflict Serious Wounds, Mass | Necromancy (Negative) |
Casts Inflict Serious Wounds on multiple targets at range inflicting 3d6+6 negative energy damage plus an additional 1 for every caster level (Maximum caster level 35.), or healing Undeads. A successful Will save reduces the damage by half. | ||||||||||||
Symbol of Weakness | Necromancy | You create a greenish symbol of power in the air, and it's activated by an enemy who comes into range of it, weakening all nearby enemies by inflicting a 3d6 penalty to Strength. Each enemy can make a Fortitude save to negate the effect. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. |
Level 8[edit]
Cleric level 15 / favored soul level 16
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Holy Aura | Abjuration (Good) |
Wards allies and blinds nearby enemies. Allies gain a +4 Sacred bonus to AC, a +4 Sacred bonus to saves, and immunity to enchantment and charm spells. A successful fortitude save by enemies negates the blindness effect. | ||||||||||||
Cure Critical Wounds, Mass | Conjuration (Healing) | Casts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 4d6+8 plus 1 per caster level (Maximum caster level 40.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half). | ||||||||||||
Summon Monster VIII | Conjuration | Summons 1 Monster from 3 choices: Bezekira, Greater Air Elemental, Orthon to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ||||||||||||
True Seeing, Mass | Divination | Casts True Seeing on multiple friendly creatures | ||||||||||||
Fire Storm | Evocation (Fire) |
Deals 1d6+8 fire damage per caster level for targets in the storm area. | ||||||||||||
Death Pact | Necromancy | This spell allows you to enter a pact with your deity that brings you back to life after you are slain. While under the effects of this spell, your Constitution is decreased by 2, and cannot be restored until you rest. | ||||||||||||
Inflict Critical Wounds, Mass | Necromancy (Negative) | Casts Inflict Critical Wounds on multiple targets at range inflicting 4d6+8 negative energy damage plus an additional 1 for every caster level (Maximum caster level 40.), or healing Undead. A successful Will save reduces the damage by half. | ||||||||||||
Symbol of Death | Necromancy | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all targets inside the symbol will suffer a single negative level. You can cause your enemies to run out and back in the symbol several times to stack up consecutive negative levels upon them, they will suffer one additional one each time they run through. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. | ||||||||||||
Death Ward, Mass | Transmutation | Casts Death Ward on multiple friendly creatures, granting to each creature immunity to death spells and effects, Energy Drained, and negative energy effects. |
Level 9[edit]
Cleric level 17 / Favored Soul level 18
Icon | Name | School | Description | S.C. | Metamagic Feats | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Heal, Mass | Conjuration (Healing) | Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 hit points per caster level(max cap is not certain, at least level 20) removes ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against Undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half. | ||||||||||||
True Resurrection | Conjuration | Resurrects the target, restoring full Hit Points, and preserves current spell points. | ||||||||||||
Summon Monster IX | Conjuration | Summons 1 Monster from 3 choices: Eladrin Ghaele, Elder Fire Elemental, Hezrou to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ||||||||||||
Celestial Bombardment | Evocation (Fire) |
Divine wrath falls from the heavens to smite your foes. This spell calls down three stars at your target, dealing a total of 1d6+9 fire damage per character level, split into three hits. In addition, enemies must succeed at three consecutive Reflex saving throws or be knocked prone. | ||||||||||||
Divine Wrath | Evocation (Light) |
You call down divine wrath on your foes in an area, dealing 1d6+9 light damage per character level. Damage is halved on a Will save. Allies caught within blast are healed for 1d6 positive energy damage per character level. | ||||||||||||
Implosion | Evocation (Untyped) |
You create a destructive resonance field around yourself, causing nearby corporeal enemies to collapse in upon themselves and die instantly. This effect must first bypass a target's Spell Resistance to take effect, and a successful Fortitude save negates the effect. Every few seconds, an enemy within your aura will be affected by this spell, but you are free to perform other actions while it is active. | ||||||||||||
Energy Drain | Necromancy | A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 2d4 negative levels. If the target has as many negative levels as its Hit Die, it dies. Each negative level gives a creature -1 penalty on attack rolls, saving throws, Skill checks, Ability checks, and effective level. Negative levels stack. |
See also
- The Cleric class
- The Favored Soul class
External links[edit]
- For a spreadsheet of all cleric spells, click as follows:
- This page is for viewing only: A Cleric's Spell Book
- This page is for sorting and editing, however, you must register with google docs to do so: A Cleric's Spell Book - Open Edit