style="font-family: tahoma;">Guide to 3rd Level Cleric Spells



By
Serenity




The third level cleric spells are
really where clerics get interesting.  Besides simple healing and
restoration, you now start to find spells with effects that are more
often useful throughout your career as a priest.  In addition, you
find your first “trap” spell, Glyph of Warding- while not particularly
powerful, it is quite fun to use.  

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Many of the healing spells found in
your third level selection are staples.  Most of the time you will
carry Remove Curse, Remove Blindness and Remove Disease with you, even
into higher levels.  Cure Serious Wounds is not to be
slighted.  It recharges fast enough to be used a lot, but packs
enough punch to heal your party quickly.

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border="1" cellpadding="2" cellspacing="2">
style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Bestow Curse

Cooldown (seconds) 6

Casting Time: fast

School: Necromancy

Range: Long

Components: Somatic, Verbal

Duration: Permanent

Save: Will to avoid.

Target: Foe



Notes:  “Target is cursed, giving a –4 penalty to attack rolls,
skill
rolls and saving throws.  A successful will save negates this
affect.” 
This spell is great for setting up a particularly hard foe for a
second, more debilitating spell. 

href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album60&id=Blindness&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Fun With Blindness"
src="http://ddo.tentonhammer.com/files/gallery/albums/album60/Blindness.jpg"
style="border: 2px solid ; width: 250px; height: 229px;" align="right"> style="font-weight: bold;">Blindness

Cooldown (Seconds) 4

Casting Time: fast

School: Necromancy

Range: medium

Components: Verbal

Duration:  Permanent

Save: Fortitude to avoid

Target: Foe



Notes:  “The power of unlife renders an enemy permanently
blinded.  A
successful fortitude save negates this affect.”  An excellent
spell
against casters who use ray spells.  Note that it isn't much use
to do
this unless you are sneaking or working your way through a solo
dungeon. Blind opponents are always vulnerable to sneak attacks.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Cure Serious Wounds

Cooldown (seconds) 6

Casting Time: fast

School: Conjuration

Range: medium

Components: Somatic, Verbal

Save: Will for ½ (undead only)

Target: Friend, Self, Undead foe



Notes: “Positive energy is channeled to heal serious wounds of your
target, or damage undead for 3d8 points +1 per caster level.” A staple
curative spell for clerics.

style="font-weight: bold;">Dispel Magic

Cooldown (Seconds) 6

Casting Time: medium

School: Abjuration

Range: medium

Components: Somatic, Verbal

Save: None (special)

Target: Friend, Self, Foe



Notes:  “Removes ongoing spells that have been cast on the target.
You
must a caster level check of 1d20 + your caster level versus 11 + the
spell's caster level to remove an effect.”  Since this is single
target, and not particularly effective, this isn't very useful and
equipping it often takes up a slot best reserved for something else.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1"> href="http://ddo.tentonhammer.com/modules.php?set_albumName=album60&id=Glyph_of_Warding&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Glyph of Warding"
src="http://ddo.tentonhammer.com/files/gallery/albums/album60/Glyph_of_Warding.sized.jpg"
style="border: 2px solid ; width: 250px; height: 204px;" align="right"> style="font-weight: bold;">Glyph
of Warding

Cooldown (Seconds): 45

Casting Time: long

School: Abjuration

Range: Medium

Components: Material, Somatic, Verbal

Duration: 6 seconds/level, instant once triggered.

Area: 10' Radius

Save: Reflex for 1/2

Target: Foe, Positional



Notes: “A powerful inscription that explodes when entered doing 1d8 per
two caster levels to the intruder and all nearby targets.  A
successful
reflex reduces damage by half.” This is a good preparatory spell, since
you can cast it before an encounter. style="font-weight: bold;">Inflict Serious
Wounds

Cooldown (Seconds): 6

Casting Time: fast

School: Necromancy

Range: Point Blank

Components: Somatic, Verbal  

Save: Will for ½ (non undead only)

Target: Foe, Undead Friend



Notes:  “Negative energy is channeled to inflict 3d8 +1 per caster
level on your target enemy or heal undead for a like amount.  A
successful will save halves the amount.”  Not that great of a
spell,
since other spells do more damage (such as Searing Light) without a
saving throw.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Prayer

Cooldown (Seconds): 6

Casting Time: fast

School: Enchantment

Components: Somatic, Divine Focus, Verbal

Duration: 6 second/level

Area: 10'radius

Save: none

Target: Friend, Self



Notes:  “Special favor to allies and disfavor to enemy targets
giving a
+1 luck bonus to friend's attack rolls, weapon damage, saves, and skill
checks and a –1 penalty to enemies for the same rolls.”  This
spell is
noteworthy in that it has no save for your enemies, and provides a
small skill bonus. When used with the Extend Spell feat it is a great
staple for those who participate regularly in raids and parties.

style="font-weight: bold;">Protection From
Energy

Cooldown (seconds): 6

Casting Time: medium

School: Abjuration

Range: Long

Components: Focus, Somatic, Verbal

Duration:  1 minute/level

Target: Friend, Self



Notes: “Grants temporary immunity to a form of energy for one minute
per caster level or until 12 points of energy per caster level (max
120) have been absorbed.”  Not a bad spell, but most energy
effects
wear it out fairly quickly. As you progress in levels layering
Resistance and Protection works well, but Resist is the most often
requested.
style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Remove Blindness

Cooldown (Seconds) : 6

Casting Time: fast

School: Conjuration

Range: medium

Components: Somatic, Verbal  

Target: Friend, Self



Notes:  “Cures blindness in an ally.”  A useful spell to have
available all the time. style="font-weight: bold;">Remove Curse

Cooldown (Seconds): 6

Casting Time: fast

School: Abjuration

Range: medium

Components: Somatic, Verbal

Target: Friend, Self



Notes:  “Removes all curses from an ally. Counters and dispels
Bestow
Curse.”  Always carry this, in both low and high level dungeons.
As you
progress it is one of the two spells used in combination to cure
various ailments inflicted by enemies.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Remove Disease

Cooldown (seconds): 6

Casting Time: fast

School: Conjuration

Range: medium

Components: Somatic, Verbal

Target: Friend, Self

Rating



Notes: “Cures all diseases on an ally. Does not prevent reinfection
after new exposure.”  Not as useful as remove blindness, but at
later
levels you will want it all the time. Again, as you progress through
higher levels, this spell is the second of the two spells that combine
to rid yourself or a party member of various ailments inflicted by
enemies. href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album60&id=Searing_Light&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Searing Light"
src="http://ddo.tentonhammer.com/files/gallery/albums/album60/Searing_Light.jpg"
style="border: 2px solid ; width: 250px; height: 229px;" align="right"> style="font-weight: bold;">Searing
Light

Cooldown (seconds): 6

Casting Time: fast

School: Evocation

Range: Long

Components: Somatic, Verbal  

Save: None

Target: Foe, Directional, Breakable

Rating



Notes:  “Focuses divine power like a ray of sun causing a blast of
light to do 1d8 per 2 caster levels (max 5d8) to enemies.  Undead
take
1d6 per caster level (max 10d6) damage.”  This spell's damage is
lackluster, but note that there is no save, and since it is “light”
damage, nothing resists it.
style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Summon Monster III

Cooldown (seconds): 180

Casting Time: long

School: Conjuration

Range: medium

Components: Material, Somatic, Verbal

Duration:  3 minutes

Target: Self, Positional



Notes: “Summons a hell hound to fight for you for a brief time. 
Casting this spell locks out any other Summon Monster spell for 3
minutes.”  Hell hounds are often better than higher level summoned
monsters because it's fire breath does not require a to hit roll. 
As
such, it draws agg much more effectively. style="font-weight: bold;">Water Breathing

Cooldown (seconds) : 6

Casting Time: fast

School: Transmutation

Range: medium

Components: Focus, Material, Somatic, Verbal

Duration:  20 seconds/level

Area: 15' radius

Target: Friend, Self



Notes: “Grants the ability to breathe water to you and your
allies.” 
This is a neat spell, but usually you should carry this as a
scroll. 
Most of your allies (and you) will have water breathing by mid level,
at the latest and keeping it equipped will again take up a valuable
spell slot better used for something else.



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Last Updated: Mar 13, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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