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Cleric / Favored Soul spells

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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 43032030 15
Level 2 17121024 18
Level 3 54021041 17
Level 4 35016021 18
Level 5 33113030 14
Level 6 36011054 20
Level 7 35010030 12
Level 8 12101031 9
Level 9 03003010 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

Name School Description S.C. Metamagics
                     
Bane.png
Bane Enchantment Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels Bless.
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Icon bless.png
Bless Enchantment You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saving throws against fear, with an additional +1 per 5 caster levels, max 5 at caster level 20. Bless counters and dispels Bane.
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CauseFear.png
Cause Fear Necromancy An enemy becomes frightened. Necrotic energy slows the target slightly (-35% run speed). A successful will save causes the target to become shaken instead and negates the slow effect.
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Command.png
Command Enchantment You give the target a single command, causing it to fall to the ground and become Prone for 6 seconds. A successful Will save negates.
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Icon curelightwounds.png
Cure Light Wounds Conjuration Positive energy heals an ally for 1d6+2 plus 1 per caster level (max 1d6+7 at caster level 5) hit points, or deals the same amount of damage to an Undead creature. A successful Will save takes half damage (undead only).
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Icon divinefavor.png
Divine Favor Evocation The strength and wisdom of a deity are called upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3. Maximum bonus +3 at caster level 9.
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Doom.png
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.
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InflictLightWounds.png
Inflict Light Wounds Necromancy When laying your hand upon a creature, you channel negative energy that deals 1d6+2 points of damage per caster level (Maximum caster level 5.), or to heal Undead. A successful Will save reduces the damage by half. If used on an undead Ally, you instead heal 1d6+2 points of damage plus 1 point per caster level (Maximum caster level 5).
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Nightshield.png
Nightshield Abjuration Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from Magic Missiles, Force Missiles and Chain Missiles.
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NimbusOfLight.png
Nimbus of Light Evocation A glittering corona of light coalesces around your outstretched arm, dealing 1d6 points of light damage for every caster level. Max Caster Level 15. This ray has double spell range.
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ObscuringMist.png
Obscuring Mist Conjuration Creates an obscuring, misty vapor around the caster, giving creatures inside the mist a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside.
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Icon protectionfromevil.png
Protection from Evil Abjuration 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 magical mental controls and compulsions (immunity to the majority of Charm spells, Dominate spells, Command and Greater Command regardless of the caster's alignment).
Small Candle
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RemoveFear.png
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 all fear spells and effects.
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ShieldOfFaith.png
Shield of Faith Abjuration This spell creates a shimmering, magical field around the touched creature that averts attacks, granting the creature a +2 deflection bonus to Armor Class, with an additional +1 to the bonus for every 6 caster levels.
Small Candle
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SummonMonsterI.png
Summon Monster Conjuration Summons 1 monster from 3 choices: Celestial Dog, Brown Rat, Small Brown Spider, to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time.
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Level 2[edit]

Cleric level 3 / favored soul level 4

Name School Description S.C. Metamagics
                     
Aid.png
Aid Enchantment This spell grants 8 plus 1 per caster level temporary hit points (max 18 at caster level 10), and a +1 morale bonus to attack rolls and saves versus fear.
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Sp rgr bearsendurance.png
Bear's Endurance Transmutation An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level.
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Icon bullsstrength.png
Bull's Strength Transmutation An ally gains a +4 enhancement bonus to Strength for 1 minute per caster level.
Pinch of Bull Dung
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CloseWounds.png
Close Wounds Conjuration 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 (max 1d3+6 at caster level 5). Cures bleeding.
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Sp curemoderatewounds.png
Cure Moderate Wounds Conjuration Positive energy heals an ally for 2d6+4 plus 1 per caster level (max 2d6+14 at caster level 10) hit points, or deals the same amount of damage to an Undead creature.
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DeificVengeance.png
Deific Vengeance Conjuration 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 level (max 10d6+40 at caster level 10), or 2d6+8 damage per caster level (max 20d6+80), if the target is Undead. A successful Will save reduces this damage by half.
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Icon eaglessplendor.png
Eagle's Splendor Transmutation An ally gains a +4 enhancement bonus to Charisma for 1 minute per caster level.
Pinch of Bull Dung
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FindTraps.png
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 (max 10 at caster level 20) to the Search skill.
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HoldPerson.png
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 no longer result in automatic critical hits but rather follow the rules of helpless opponents.
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InflictModerateWounds.png
Inflict Moderate Wounds Necromancy When laying your hand upon a creature, you channel negative energy that deals 1d6+4 per caster level of damage, or 2d6+4 points of damage plus 1 point per caster level (Maximum caster level 10.) to heal Undead. A successful Will save reduces the damage by half.
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Icon lesserrestoration.png
Lesser Restoration Conjuration Cures all the following conditions: 1d4 points of ability damage, eliminates fatigue or exhaustion suffered by the ally and dispels most magical effects reducing an ally's ability scores.
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Icon owlswisdom.png
Owl's Wisdom Transmutation An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level.
Pinch of Bull Dung
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Icon removeparalysis.png
Remove Paralysis Conjuration You can free one or more creatures from the effects of the temporary condition Paralyzed, Ghoul Touch, Slow, Hold Monster/Person, Lich's paralysing touch and several more.
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Sp rgr resistenergy selector.png
Resist Energy Abjuration Gives an ally an Enhancement bonus against an elemental damage type (acid, cold, electricity, fire, or sonic), reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11.
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Icon seeketernalrest.png
Seek Eternal Rest Conjuration Grants the caster +4 to sacred level for the purpose of turning Undead. Stacks with (+2) sacred items.
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Soundburst.png
Soundburst Evocation A tremendous cacophony creates a burst area of effect dealing to every creature 1d6+1 points of sonic damage per caster level (max 15d6+15 at caster level 15), and each creature must succeed on a fortitude save or Spell Resistance check to avoid being stunned for 6 seconds. Creatures that cannot hear are not stunned but are still damaged.
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SpawnScreen.png
Spawn Screen Necromancy Prevents 1 ally per caster level from rising as Undead. Certain rare, extremely powerful Undead can circumvent this protection.
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SummonMonsterII.png
Summon Monster II Conjuration Summons 1 monster from 3 choices: a Black Widow, a Fiendish Bat, or a 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.
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Level 3[edit]

Cleric level 5 / favored soul level 6

Name School Description S.C. Metamagics
                     
AidMass.png
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.
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BestowCurse.png
Bestow Curse Necromancy The target is cursed, inflicting a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect.
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Blindness.png
Blindness Necromancy The power of unlife renders an enemy blinded for 30 seconds per caster level. A successful Fortitude save negates this effect.
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Contagion.png
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. The choices are: Blinding SicknessIcon tooltip.pngBlinding Sickness: Infects a living enemy with Blinding Sickness which blinds targets and deals 1d4 Strength and Dexterity damage., Cackle FeverIcon tooltip.pngCackle Fever: Infects a living enemy with Cackle Fever, whose symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Target is stunned for 6 seconds and takes 1d6 Wisdom damage., and Slimy DoomIcon tooltip.pngSlimy Doom: Infects a living enemy with Slimy Doom, which causes an enemy to turn into an infectious goo from the inside out and deals 4d6 acid damage + 1 per caster level every 3 seconds.
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Sp cureseriouswounds.png
Cure Serious Wounds Conjuration Positive energy heals an ally for 3d6+6 plus 1 per caster level (max 3d6+21 at caster level 15) hit points, or deals the same amount of damage to an Undead creature. (a will save reduces this damage by half)
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Sp dispelmagic.png
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. This check is made per spell, for every ongoing spell on a target.
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GlyphOfWarding.png
Glyph of Warding Abjuration 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. This spell shares a cooldown with Greater Glyph of Warding.
Hollow Reed
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InflictSeriousWounds.png
Inflict Serious Wounds Necromancy When laying your hand upon a creature, you channel negative energy that deals 1d6+6 damage per caster level (Maximum caster level 15.), or 3d6+6 points of damage plus 1 point per caster level to heal Undead. A successful Will save reduces the damage by half.
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Sp magiccircleagainstevil.png
Magic Circle Against Evil Abjuration Casts Protection from Evil on multiple targets, granting a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves against attacks from Evil creatures. The target is also warded from magical mental controls and compulsions (immunity to the majority of Charm spells, Dominate spells, Command and Greater Command regardless of the caster's alignment).
Hollow Reed
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Sp prayer.png
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.
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Sp rgr protectionfromenergy selector.png
Protection from Energy Abjuration Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it (Acid, cold, electricity, fire, or sonic.) for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed.
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Sp removeblindness.png
Remove Blindness Conjuration Cures the condition Blinded in 1 ally.
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Sp removecurse.png
Remove Curse Abjuration Removes all curses on caster or on an ally.
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Sp rgr removedisease.png
Remove Disease Conjuration Cures all diseases on an ally and grants immunity to disease for 6 seconds per caster level.
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SearingLight.png
Searing Light Evocation Focuses divine power like a ray of the sun, causing a blast of light to do 1d6+6 light damage per caster level (max 10d6+60 at caster level 10). Undead creatures take 2d6+12 light damage per caster level (max 20d6+120). Constructs take 1d3+3 light damage per caster level (max 10d3+30). Ray spells have double range.
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SummonMonsterIII.png
Summon Monster III Conjuration Summons 1 Monster from 3 choices: Summoned Hellhound, Winter Wolf, Air Mephit to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time.
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WaterBreathing.png
Water Breathing Transmutation Grants the ability to breathe water to you and your allies.
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Level 4[edit]

Cleric level 7 / favored soul level 8

Name School Description S.C. Metamagics
                     
ChaosHammer.png
Chaos Hammer Evocation This spell deals 1d6+4 points of chaotic damage per caster level (Maximum 10d6+40) to lawful creatures, or 2d6+8 points of damage per caster level (Maximum 20d6+80) to lawful outsiders. Additionally, the spell slows lawful creatures 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 neither lawful or chaotic, and they are not slowed. This spell deals no damage to chaotic creatures, and can only be cast by non-lawful casters.
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CureCriticalWounds.png
Cure Critical Wounds Conjuration Positive energy heals an ally for 4d6+8 plus 1 per caster level (max 4d6+28 at caster level 20) hit points, or deals the same amount of damage to an Undead creature.
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Sp deathward.png
Death Ward Transmutation Grants a friendly creature immunity to death spells and effects, energy drain, and negative energy effects.
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Dismissal.png
Dismissal Abjuration This spell forces an extraplanar creature back to its proper plane if it fails a special Will save. (DC = spell’s save DC - creature’s Hit Die + your caster level.) Even on a successful save, the target still suffers 1d6+10 untyped damage per caster level.
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DivinePower.png
Divine Power Evocation 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.
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Sp rgr freedomofmovement.png
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.
Diamond Dust
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HolySmite.png
Holy Smite Evocation Damages targets with holy power. Deals 1d6+4 holy damage per caster level to Evil creatures (maximum damage 10d6+40 at caster level 10), or deals twice that damage to Evil outsiders (maximum damage 20d6+80), leaving them blinded for 6 seconds (Will save negates). This spell has no effect on Good targets, and Neutral targets take half damage, may save to further reduce damage, and are not blinded. This spell can only be cast by Good or Neutral casters; it has no effect when cast by an Evil caster.
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InflictCriticalWounds.png
Inflict Critical Wounds Necromancy When laying your hand upon a creature, you channel negative energy that deals 1d6+10 points of damage per caster level, or 4d6+8 points of damage plus 1 point per caster level to heal Undead (Maximum caster level 20.). A successful Will save reduces the damage by half.
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Sp neutralizepoison.png
Neutralize Poison Conjuration Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the Poison. The spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. Target is immune to any Poison effects he is exposed to during the duration of the spell, e.g. Troglodyte Stench, but not to poison damage.
Diamond Dust
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OrdersWrath.png
Order's Wrath Evocation Lawful power smites your targets. Only Chaotic and Neutral enemies are harmed by the spell. The spell deals 1d6+4 lawful damage per caster level (max 10d6+40) to a Chaotic creature (or twice that to a Chaotic Outsider), and causes it to be Dazed for 6 seconds. A successful Will save reduces damage by half and negates the Dazed condition. The spell deals only half damage to creatures who are neither Lawful nor Chaotic, and they are not Dazed. This spell has no effect when cast by a Chaotic caster.
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Panacea.png
Panacea Conjuration Channels powerful positive energy into a target to wipe away temporary ability damage and afflictionsIcon tooltip.pngThis includes: Blinded, Confused, Cursed, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, Poisoned and Stunned and restores 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20.).
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Poison.png
Poison Necromancy Calling upon the venomous powers of natural predators, you infect the foe with a horrible poison. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save.
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Sp recitation.png
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.
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Sp restoration.png
Restoration Conjuration Cures all the following conditions: ability damage, restores a single negative level suffered, and eliminates fatigue or exhaustion suffered by the ally.
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ShieldOfFaithMass.png
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.
Diamond Dust
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SummonMonsterIV.png
Summon Monster IV Conjuration Summons 1 Monster from 3 choices: Fiendish Monstrous Spider, Greater Ice 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.
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SymbolOfFlame.png
Symbol of Flame Evocation 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.
Diamond Dust
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UnholyBlight.png
Unholy Blight Evocation Unholy power smites your targets. Only Good and Neutral enemies are harmed by the spell. This spell deals 1d6+4 evil damage per caster level (max 10d6+40) to a Good creature (or twice that 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 only 1d3+2 evil damage per caster level (max 10d3+20), and they are not Sickened. This spell has no effect when cast by a Good caster.
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Level 5[edit]

Cleric level 9 / favored soul level 10

Name School Description S.C. Metamagics
                     
Sp breakenchantment.png
Break Enchantment Abjuration This spell frees victims from harmful enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect.
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CureLightWoundsMass.png
Cure Light Wounds, Mass Conjuration Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies for 1d6+2 plus 1 per caster level (max 1d6+27 at caster level 25) hit points.
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DivinePunishment.png
Divine Punishment Evocation Focuses the power of the gods upon the target, inflicting 1d6 light damage + 1 per caster level (max 1d6+20 at caster level 20) every 2 seconds (no initial tick) for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack.
Mushroom Powder and Saffron
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FlameStrike.png
Flame Strike Evocation 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.
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GreaterCommand.png
Greater Command Enchantment Enemies are commanded to fall to the ground and lie prone. A successful Will save negates this effect.
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InflictLightWoundsMass.png
Inflict Light Wounds, Mass Necromancy 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 for a lesser amount. A successful Will save reduces the damage by half.
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Protection from Elements.png
Protection from Elements Abjuration Grants temporary immunity to five forms of energy damage for 1 minute per caster level, or until 12 points of energy per caster level (Maximum 120 points at caster level 10) for each energy type has been absorbed. Protects against: Acid, Cold, Lightning, Fire and Sonic.
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RaiseDead.png
Raise Dead Conjuration You restore life to a deceased Player Character or Hireling. The revived Character appears wherever his "ghost" was standing, restores 10% of the target's Hit Points, and preserves current Spell Points. Ability score damage is cured, nearly every buff and debuff will have been removed by being dead, and a death penalty will be suffered.
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SlayLiving.png
Slay Living Necromancy Slays 1 living creature you touch or deals 1d6+10 damage Per Caster Level on a successful Fortitude save.
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SpellResistance.png
Spell Resistance Abjuration The creature gains spell resistance equal to 12 + your caster level. (Max Caster Level 20)
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Sp stalwartpact.png
Stalwart Pact Evocation Grants the target 5 Temporary hit points for every caster level and a +2 luck bonus to Saving Throws and Armor Class for 1 minute if the target of the spell falls below 50% Hit points.
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SummonMonsterV.png
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.
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SymbolOfPain.png
Symbol of Pain Necromancy You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets suffer wracking pain that imposes a -4 penalty on attack rolls, ability checks, skill checks, and saving throws for a duration of 30 seconds plus 12 seconds per caster level (No maximum). Each enemy can make a Fortitude save to negate the effect each time they pass through the symbol.
The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
Mushroom Powder and Saffron
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TrueSeeing.png
True Seeing Divination You confer on the subject the ability to see things as they actually are. This allows the target to find secret doors that have a [Search] DC of 30 or less, see the exact location of creatures hidden by Blur or Displacement effects, and see Invisible creatures or objects normally.
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Level 6[edit]

Cleric level 11 / favored soul level 12

Name School Description S.C. Metamagics
                     
Banishment.png
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.) In addition banishment deals 1d3+3 untyped damage per caster level to all targets on a successful will save.
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BearsEnduranceMass.png
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.
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BladeBarrier.png
Blade Barrier Evocation Creates a circular wall of flying blades which damages enemies that pass through them. The wall is centered on the caster at the time casting finishes. Enemies passing through Blade Barriers suffer 1d6 slashing damage per caster level. (Maximum damage 15d6 at caster level 15.) Duration is fixed at 30 seconds.
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BullsStrengthMass.png
Bull's Strength, Mass Transmutation Casts Bull's Strength on multiple targets, giving a +4 enhancement bonus to Strength to each of them.
Mercury and Phosphorous
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Cometfall.png
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 (Maximum 20d6+60 at caster level 20). A successful Reflex save reduces the damage by half.
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CreateUndead.png
Create Undead Necromancy This evil spell allows you to create one of three types of undead: a wight priest, a dread wraith, or a mummy lord. Created undead are automatically under the control of their creator. They are subject to the same restrictions as summons conjured by summoning spells.
Black Onyx
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CureModerateWoundsMass.png
Cure Moderate Wounds, Mass Conjuration Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies for 2d6+4 plus 1 per caster level (max 2d6+34 at caster level 30) hit points.
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EaglesSplendorMass.png
Eagle's Splendor, Mass Transmutation Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each target for 1 minute per caster level.
Mercury and Phosphorous
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GreaterDispelMagic.png
Greater Dispel Magic Abjuration Removes ongoing spell effects that are on a target. You must make a caster level check of 1d20 + your caster level (max caster level 20) versus 11 + spell's caster level to remove an effect. If cast on a spell ward trap, this spell will reduce the trap's level by 10d3 levels. If the level of the trap is reduced to 0, the trap is disabled. 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.
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GreaterGlyphOfWarding.png
Greater Glyph of Warding Abjuration 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. This spell shares a cooldown with Glyph of Warding.
Mercury and Phosphorous
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Harm.png
Harm Necromancy 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.
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Heal.png
Heal Conjuration Channels positive energy into a target to wipe away injury and afflictionsIcon tooltip.pngThis includes: Ability damage, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, Poisoned and Stunned and restores 10 hit points per caster level (max 150 at caster level 15). Against Undead acts like Harm, and deals 10 points of positive energy damage per caster level. A successful Will save reduces the damage by half. Heal cannot reduce hit points to less than 1.
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HeroesFeast.png
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, Nausea, Sickness and makes them immune to Poison for 1 minute per caster level. Also grants 1d8 temporary hit points plus 1 per 2 caster levels (max 1d8+10 hit points at 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.
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InflictModerateWoundsMass.png
Inflict Moderate Wounds, Mass Necromancy Casts Inflict Moderate Wounds on multiple targets at range inflicting 1d6+4 negative energy damage per caster level, or healing Undead for d6+4 negative energy damage plus an additional 1 for every caster level (Maximum caster level 30.). A successful Will save reduces the damage by half.
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OwlsWisdomMass.png
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.
Mercury and Phosphorous
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SummonMonsterVI.png
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.
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SymbolOfFear.png
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 panicked 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.
Mercury and Phosphorous
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SymbolOfPersuasion.png
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. Each target can make a Will save to negate the effect. The symbol dissipates 20 seconds after being triggered, or in 5 minutes otherwise.
Mercury and Phosphorous
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UndeathToDeath.png
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.
Mercury and Phosphorous
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WordOfRecall.png
Word of Recall Conjuration Teleports you to the Temple of the Sovereign Host in House Deneith.
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Level 7[edit]

Cleric level 13 / favored soul level 14

Name School Description S.C. Metamagics
                     
CureSeriousWoundsMass.png
Cure Serious Wounds, Mass Conjuration Casts Cure Serious Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies for 3d6+6 plus 1 per caster level (max 3d6+41 at caster level 35) hit points.
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Destruction.png
Destruction Necromancy An enemy is Dead instantly, or is dealt 1d6+10 bane damage per caster level (up to level 20) on a successful Fortitude save.
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Sp rgr freedomofmovement.png
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.
Sprinkle of Holy Water and Diamonds
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HunterOfTheDeadGreaterRestoration.png
Greater Restoration Conjuration Cures all temporary ability damage, restores all negative levels suffered from energy drain, and eliminates fatigue, exhaustion, confusion, and insanity suffered by the ally.
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InflictSeriousWoundsMass.png
Inflict Serious Wounds, Mass Necromancy Casts Inflict Serious Wounds on multiple targets at range inflicting 1d6+6 negative energy damaage per caster level, or healing Undead for 3d6+6 negative energy damage plus an additional 1 for every caster level (Maximum caster level 35.). A successful Will save reduces the damage by half.
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ProtectionFromElementsMass.png
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 (max 120) for each energy type has been absorbed.
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RestorationMass.png
Restoration, Mass Conjuration Casts Restoration on multiple targets, curing the conditions: ability damage, exhausted, or fatigued on the target, and restores 1 single negative level to a creature in the area of effect.
Sprinkle of Holy Water and Diamonds
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Resurrection.png
Resurrection Conjuration You restore life to a deceased creature or Hireling. The revived creature appears wherever his "ghost" was standing, has 50% of his total Hit Points, and preserves current spell points. Ability score damage is cured, nearly every buff and debuff will have been removed by being Dead, and in addition a death penalty will be suffered.
Sprinkle of Holy Water and Diamonds
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SpellResistanceMass.png
Spell Resistance, Mass Abjuration Casts Spell Resistance (spell) on multiple targets, warding allies with a Spell Resistance of 12 + your caster level. (No maximum, typed as an enhancement bonus)
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SummonMonsterVII.png
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.
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SymbolOfStunning.png
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 Dazed (effect may be called stunned, but unlike a real stun this effect does not make the targets helpless) for 6d6 seconds. A successful Will save negates this condition. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
Sprinkle of Holy Water and Diamonds
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SymbolOfWeakness.png
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.
Sprinkle of Holy Water and Diamonds
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Level 8[edit]

Cleric level 15 / favored soul level 16

Name School Description S.C. Metamagics
                     
CureCriticalWoundsMass.png
Cure Critical Wounds, Mass Conjuration Casts Cure Critical Wounds on multiple targets. Positive energy is channelled to heal critical wounds of allies or damage undead for 4d6+8 plus 1 per caster level (max 4d6+48 at caster level 40) hit points.
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DeathPact.png
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.
Large Diamond
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DeathWardMass.png
Death Ward, Mass Transmutation Casts Death Ward on multiple friendly creatures, granting to each creature immunity to death spells and effects, energy drain, and negative energy effects.
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FireStorm.png
Fire Storm Evocation An enormous column of fire roars downward, blasting an area with searing flame, causing 1d6+8 fire damage per caster level to targets in its area.
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HolyAura.png
Holy Aura Abjuration Wards allies and blinds nearby enemies. Allies gain a +4 Sacred bonus to AC, a +4 Sacred bonus to saves (for 1 minute per caster level), and immunity to enchantment and charm spells (for 6 seconds per caster level). A successful fortitude save by enemies negates the blindness effect.
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InflictCriticalWoundsMass.png
Inflict Critical Wounds, Mass Necromancy Casts Inflict Critical Wounds on multiple targets at range inflicting 1d6+10 per caster level negative energy damage, or healing Undead for 4d6+8 negative energy damage plus an additional 1 for every caster level (Maximum caster level 40.). A successful Will save reduces the damage by half.
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SummonMonsterVIII.png
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.
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SymbolOfDeath.png
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.
Piece of Holy Parchment
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TrueSeeing.png
True Seeing, Mass Divination Casts True Seeing on multiple targets. This allows the target to find secret doors that have a [Search] DC of 30 or less, see the exact location of creatures hidden by Blur or Displacement effects, and see Invisible creatures or objects normally.
Piece of Holy Parchment
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Level 9[edit]

Cleric level 17 / Favored Soul level 18

Name School Description S.C. Metamagics
                     
Strike Down Icon.jpg
Celestial Bombardment Evocation Divine wrath falls from the heavens to smite your foes. This spell calls down three blazing 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 for 4 seconds.
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Divine Wrath Icon.jpg
Divine Wrath Evocation You call down divine wrath on your foes, dealing 1d6+9 light damage per caster level. Damage is halved on a Will save. Allies caught within the blast are healed for 1d6 positive energy damage per caster level.
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EnergyDrain.png
Energy Drain Necromancy A black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 2d4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on attack rolls, saves, skill checks, ability checks. Also inflicts a -1 penalty to effective level (affects things like spells and abilities which rely on caster level or character level). Negative levels stack.
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HealMass.png
Heal, Mass Conjuration Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictionsIcon tooltip.pngThis includes: Ability damage, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, Poisoned and Stunned and restoring 10 hit points per caster level (max 250 at caster level 25). Against Undead acts like Harm, and deals 10 points of positive energy damage per caster level. A successful Will save reduces the damage by half. Heal, Mass cannot reduce hit points to less than 1.
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Implosion.png
Implosion Evocation You create a destructive resonance field around yourself that lasts 10 seconds. Every 2 seconds, the aura causes one nearby corporeal enemy to collapse in upon themselves and die, or upon a successful fortitude save, deals 4 to 6 damage per caster level. No initial tic, you get a total of five tics, one after 2, 4, 6, 8 and 10 seconds. You are free to perform other actions while it is active.
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SummonMonsterIX.png
Summon Monster IX Conjuration Summons one Monster from three choices (Eladrin Ghaele, Elder Fire Elemental, or Hezrou) to fight for you for 10 minutes. You can only have one 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.
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TrueRessurrection.png
True Resurrection Conjuration You restore life to a deceased Player Character or Hireling. The revived creature appears wherever his "ghost" was standing, has full Hit Points, and preserves current spell points. Ability score damage is cured, nearly every buff and debuff will have been removed by being Dead, and in addition a death penalty will be suffered.
Sacred Relic
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See also

External links[edit]