style="font-family: tahoma;">Cleric Spell Guide: Level 4 Spells
By
Serenity
As you have progressed with your
cleric you will have had the
opportunity to try many spells. Some offer added protection and bonuses
to Armor Class and others, like the Symbol of Flame, offer an
alternative to melee damage and light spells of lower levels. By the
time you reach level 4 spells, you've encountered new monsters and
dungeons that offer new challenges, like suffering negative levels from
energy drain which can be easily remedied by casting Restoration.
Whether buffing or curing, this is the level where clerics begin to
shine.
These are really the first area affect aggressive cleric spells that are available. And what spells they are, Holy Smite is an outstanding area of affect crowd control spell, well able to be useful into upper levels, especially if a cleric has spell penetration feats or enhancements. Dismissal is an interesting spell, but probably better avoided until banishment is available.
Cooldown : 8 seconds
Casting Time: fast
School: Conjuration
Range: Long
Components: Somatic, Verbal
Duration: Permanent
Save: n/a
Target: Friend, Self, Undead Foe
Rating:5
Notes: Positive energy is channeled to heal critical wounds of your
target or damage undead for 4d8 +1 per caster level (max +20). A must
have in your repertoire of spells at all times.
Cooldown: 15 seconds
Casting Time: Long
School: Transmutation
Range: medium
Components: Somatic, Divine Focus, Verbal
Duration: 1 minute per caster level
Save: n/a
Target: Friend, Self
Rating: 5
Notes: Grants an ally immunity to death spells and effects,
energy drain, and negative energy effects. In higher level
dungeons this is
an invaluable spell. It's requested by most parties and when used with
the Extend Spell feat, it really shines. A couple of things to keep in
mind when using this spell; a) it costs 25 spell points to cast plus
whatever the cost if you're using the Extend Spell option so weigh the
pros and cons carefully; b) in dungeons with a high concentration of
arcane skeletons this spell is easily removed which often leads to a
major drain on your spell points- again, it's best to prioritize its
use accordingly.
Cooldown: 8 seconds
Casting Time: fast
School: Abjuration
Range: medium
Components: Focus, Somatic, Verbal
Save: Will
Target: Foe
Rating: 1
Notes: Instantly forces an extra planar enemy back to its proper
plane. When trying to figure out which level 4 spells to equip,
this
one is one that you can easily do without. It takes up a valuable
slot
that is best left open for something more useful.
src="http://ddo.tentonhammer.com/files/gallery/albums/album85/Divine_Might.jpg"
style="border: 2px solid ; width: 250px; height: 204px;" align="right">Divine
Power
Cooldown: 8 seconds
Casting Time: Fast
School: Evocation
Range: medium
Components: Somatic, Divine Focus, Verbal
Save: n/a
Target: Self
Rating: 3
Notes: 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 points per caster level, and a base attack bonus equal to
a fighter of the same level. The truth is, this is a great spell if
you're a cleric that tends to solo dungeons. In a party, however,
it's
not as great as other spells of this level that are more party-
friendly.
Cooldown: 8 seconds
Casting Time: medium
School: Abjuration
Range: Medium
Components: Material, Somatic, Divine Focus, Verbal
Duration: 1 minute per caster level
Save: n/a
Target: Friend, Self
Rating: 3
Notes: This spell enables an ally to move and attack normally for the
duration of the spell, even under the influemce of magic that normally
impeded movement such as paralysis, entanglement, or solid fog.
The
use of this spell relies on knowledge of the dungeon in advance.
Knowing the kind of foe you may encounter and the spells that they're
likely to use will help you to decide if your group would be better
served by equipping another spell in its place.
src="http://ddo.tentonhammer.com/files/gallery/albums/album85/Holy_Smite.jpg"
style="border: 2px solid ; width: 250px; height: 204px;" align="right">Holy
Smite
Cooldown: 8 seconds
Casting Time: fast
School: Evocation
Range: medium
Components: Somatic, Verbal
Save: Will for ½
Target: Foe, Positional, Breakable
Rating: 5
Notes: Smites target with holy power; evil targets take 1d6 holy
damage per 2 caster levels and are stunned for 6 seconds; does not
affect good targets. Neutral targets take half damage. href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=36">
Evil outsiders
take instead 1d6 holy damage per caster level. A successful will save
halves the damage and negates the stun effect. I keep this spell
equipped at all times because it does damage to almost all foe that a
group may encounter. Though six seconds of stun time don't sound like
much, those six seconds can mean the difference between life and death
for yourself for a party member. This spell ignores spell
resistance.
Cooldown: 8 seconds
Casting Time: fast
School: Necromancy
Components: Somatic, Verbal
Save: Will by 1/2
Target: Foe, Undead Friend
Rating: 1
Notes: Negative energy is channeled to inflict 4d8 +1 per caster
level (max +20) damage on your target enemy or heal undead a like
amount. A successful will save reduces the damage by half. This is
another spell that is rarely used, if ever. If fighting undead,
it's
better to cast a Cure Light Wounds or a similar Cure spell than to use
a spell slot for this one specifically.
Cooldown: 8 seconds
Casting Time: fast
School: Conjuration
Range: Long
Components: Focus, Somatic, Verbal
Duration: 1 minute per caster level
Target: Friend, Self
Rating: 3
Notes: 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. While this is a wonderful spell to keep equipped, if you
find
yourself running short on space, leave this one out. It is readily
available in wands and usually the small expense of the wand is worth
the saved slot as well as the saved mana.
Cooldown: 8 seconds
Casting Time: fast
School: Necromancy
Range: medium
Components: Somatic, Divine Focus, Verbal
Target: Foe
Rating: 1
Notes: Calls upon venomous powers of natural predators to infect
the
enemy with a horrible poison. This poison does 1d10 Constitution damage
immediately and 1d10 Constitution damage after 1 minute. A successful
Fortitude save negates this effect. This spell is decent enough
in its
own right, but with more powerful damaging spells at your disposal,
this one is better passed over.
src="http://ddo.tentonhammer.com/files/gallery/albums/album85/Recitation.sized.jpg"
style="border: 2px solid ; width: 250px; height: 204px;" align="right">Recitation
Cooldown: 8 seconds
Casting Time: medium
School: Enchantment
Range: medium
Components: Somatic, Divine Focus, Verbal
Target: Self
Rating:3
Notes: Gives special favor to allies, giving them a +2 luck
bonus to
attack rolls, Armor Class, and saves. This one only gets a rating of
three because it is completely based on the needs of your party.
If
it's requested, simply swap it in, but it isn't one I keep in the list
at all times.
Cooldown: 8 seconds
Casting Time: medium
School: Conjuration
Range: medium
Components: Material, Somatic, Verbal
Target: Friend, Self
Rating:5
Notes: Cures all temporary ability damage, restores a single negative
level suffered from energy drain, and eliminates fatigue or exhaustion
suffered by the ally. This is one that is a must have at all times.
Regardless of your party make-up, it's invaluable, especially in higher
level dungeons and raids.
Cooldown : 8 seconds
Casting Time: fast
School: Abjuration
Range: Long
Components: Material, Somatic, Verbal
Save: n/a
Target: Friend, Self
Rating: 5
Notes: Casts Shield of Faith on multiple targets, creating a
shimmering, magical field around allies that averts attacks, giving a
+2 deflection bonus to AC. This bonus is increased by 1 for every 6
caster levels. A great spell that's often requested by party
members.
Again, if you don't have it equipped and a riot ensues, please remember
to pop into a rest shrine and equip it.
Cooldown: 240 seconds
Casting Time: long
School: Conjuration
Range: medium
Components: Material, Somatic, Verbal
Duration: 3 minutes
Target: Self, Positional
Rating: 3
Notes: Summons a fiendish spider to fight for you for a brief
time.
Casting this spell locks out any other href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=463">Summon
Monster spell for 4
minutes. Spiders are decent sidekicks and can often be the extra
party member needed for a successful quest completion.
Cooldown: 60 seconds
Casting Time: medium
School: Evocation
Range: medium
Components: Material, Somatic, Verbal
Save: Reflex
Target: Foe, Positional
Rating: 3
Notes: You scribe a potent
rune of power in the air. When the symbol
is activated by a target approaching, any targets that come within
range of the symbol take 1d6 damage per caster level (max 10d6). A
successful reflex save negates this effect. If you solo dungeons
or
you find yourself playing a battle cleric, this spell is invaluable.
Otherwise, sorcerers and wizards often have spells equipped that are
far more powerful.
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