style="font-family: tahoma;">Cleric Spell Guide: Level 5 Spells

By
Darkgolem




The ability to cast 5th level spells
is a landmark period for clerics.  With 5th level spells, clerics
gain the ability to raise the dead, one of the best crowd control
spells in the game, and an effective aoe damage spell.  A cleric
at this point of ability is not a offensive juggernaut, but has reached
the point where almost any negative effective that can be cast upon
party members can be removed.  The only ability missing is the
ability to remove feeblemind, which comes with the heal spell at later
levels.



A new level of ability to buff opponents is gained with the gain of 5th
level spells, using the spell resistance spell.  In addition, a
fairly good "trap" style spell is gained, in symbol of pain. 
Finally, a single target kill spell (albeit short ranged) is also
acquired, with access to slay living.  There are still some really
bad spells, such as mass inflict light wounds (since flame strike does
much more damage), and summon monster V, but overall this is one of the
best levels of cleric spells gained in DDO.



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

Cooldown: 4.5 seconds

Casting Time: medium

School: abjuration

Range: medium

Components: somatic, verbal

Target: friend, self, positional

Rating: 3



Notes:  “Affected allies in an area are freed from harmful
enchantments, transmutations and curses.  You must make a caster
level check of 1d20 + your caster level (maximum +15) versus 11 + the
spell's caster level to remove an effect.”  Personally, I feel
this is the best of the dispel effects (dispel magic, greater dispel,
and break enchantment.  While it only removes certain effects, it
is an area affect, meaning it is cost efficient, and most negative
effects are within what this spell effects.  It also has the
benefit of not stripping the positive buffs on your party
members.  Of course, it is not useful for debuffing opponents by
stripping them of buffs, but this isn't to common a thing to do.

style="font-weight: bold;">Cure Light Wounds, Mass

Cooldown: 4.5 seconds

Casting Time: fast

School: conjuration

Range: medium

Components: somatic, verbal

Save: will for 1/2 (undead only)

Target: friend, self, undead foe

Rating: 3



Notes:  “Grants Cure Light Wounds on multiple targets.”  This
is a nice spell for topping off your party members when they are all a
little damaged.  Very cost efficient, though not suitable for fast
healing in a high damage combat.  Cure light wounds heals 1d8 + (1
per level (max +5)).  This is damaging toward undead, but not
particularly so.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1"> href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album99&id=Flamestrike&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Overkill : Flamestrike on Kobolds"
src="http://ddo.tentonhammer.com/files/gallery/albums/album99/Flamestrike.jpg"
style="border: 2px solid ; width: 250px; height: 188px;" align="right">Flame
Strike

Cooldown: 4.5

Casting Time: medium

School: evocation

Range: medium

Components: somatic, divine focus, verbal

Damage: (1d3/level fire) + (1d3/level divine) (special)

Save: reflex for 1/2

Target: foe, positional, breakable

Rating: 3



Notes:  “Produces a vertical column of divine fire roaring
downward, dealing 1d6 per caster level (max 15d6) damage to a target.
Half the damage is fire. Half is from pure divine power. A successful
Reflex save reduces the damage by half.”  Aside from the
inefficiency of a cleric using direct damage to harm opponents, this
spell has “lag” between it's casting and it's affect of
opponents.  This means opponents will note you casting
automatically once you cast it, and possibly move out of the targeted
area before the spell effects the area.  Divine damage is not
resistible.

style="font-weight: bold;">Greater Command

Cooldown: 4.5

Casting Time: fast

School: enchantment

Range: medium

Duration: special (6/seconds per save)

Components: verbal

Save: will to avoid

Target: foe

Rating: 5



Notes:  “Enemies are commanded to fall to the ground and lie
prone. A successful Will save negates this effect.”  This is
probably the best clerical crowd control spell available, and one of
the best in the game.  Commanded opponents receive a new save
every 6 seconds until they break the effect.  While it suffers the
normal restrictions enchantments have to what they can affect, it
affects everything a suggestion spell can.  Opponents who are
affected are prone, suffering a –4 penalty to armor class.  This
spell can be avoided by spell resistance. style="font-weight: bold;">

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

Cooldown: 4.5 seconds

Casting Time: fast

School: necromancy

Range: medium

Components: somatic, verbal

Damage: 1d8 (+1/level (max +5))

Save: will for ½ (living only)

Target: foe, undead friend

Rating: 1



Notes:  “Casts Inflict Light Wounds on multiple targets.” 
This is a very poor spell, considering the damage flame strike does at
the same cost and level.

style="font-weight: bold;">Raise Dead

Cooldown: 9 seconds

Casting Time: medium

School: enchantment

Range: medium

Components: material, somatic, verbal

Target: friend

Rating: 5



Notes:  “Resurrects the target, restores 10% of the target's hit
points, and preserves current spell points.”  This spell is a
mainstay of clerical ability.  Less expensive than resurrection,
able to be cast by characters with high UMD skill, and not taking up a
higher spell slot.  Make sure to warn allies who are standing in
dangerous areas, more than one character has appeared, then raised, in
a firewall or similar and died immediately after.  On technique
for characters who died near enemies is for them to run to a cleric who
in a safe area, receive a raise dead, then (reappearing at their soul
stone) run again to a safe place before accepting the raise dead. 
Characters with raise dead cast upon them have 20 seconds to accept the
raise dead.

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

Cooldown: 4.5

Casting Time: fast

School: necromancy

Range: short

Components: somatic, verbal

Damage: 3d6 upon a successful saving throw

Save: fort or die, else 3d6 negative energy damage

Target: foe

Rating: 3



Notes:  “Slays one living enemy or deal 3d6 damage on a successful
Fortitude saving throw.”  This spell is excellent except for it's
range, which is touch.  It is overshadowed by Destruction upon
reaching level 7 cleric spells.  It is great for killing
particularly dangerous foes who do not have particularly high fort
saves, but can distract clerics from healing duties. style="font-weight: bold;">

style="font-weight: bold;">Spell Resistance

Cooldown: 4.5 seconds

Casting Time: medium

School: abjuration

Range: medium

Duration: 1 minute/Level

Components: somatic, divine focus, verbal

Target: friend, self

Rating: 3



Notes:  “Wards an ally with a Spell Resistance of 12 plus 1 per
caster level.”  This spell is best used upon those with poor will
or fortitude saves, since these most often allow use of spell
resistance.  Expensive to cast upon large groups, but very useful
for the party tank or particularly difficult combats. style="font-weight: bold;">

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

Cooldown: 5 minutes

Casting Time: long

School: conjuration

Range: medium

Duration: 5 minutes

Components: material, somatic, verbal

Target: self, positional

Rating: 1



Notes:  “Summons an earth elemental to fight for you for a brief
time. Casting this spell locks out casting any other Summon Monster
spell for 5 minutes.”  This elemental is incredibly weak for
appropriate level combats.  This spell should be avoided at all
costs. Like all summoned monsters, this creature will break free of
it's enchantment in an anti magic field.

style="font-weight: bold;"> href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album99&id=Symbol_of_Pain&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Symbol of Pain"
src="http://ddo.tentonhammer.com/files/gallery/albums/album99/Symbol_of_Pain.jpg"
style="border: 2px solid ; width: 250px; height: 172px;" align="right">Symbol
of Pain

Cooldown: 75 seconds

Casting Time: long

School: necromancy

Range: medium

Duration: 5 minutes seconds or until triggered (20 seconds upon being
triggered)

Components: material, somatic, verbal

Save: fortitude to avoid

Target: foe, positional

Rating: 4



Notes:  “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, skill checks,
and ability checks. A successful Fortitude save negates this
effect.”  This is a nice debuff spell, though not as effective as
other symbol spells.  This is because those who tend to run into a
symbol are melee opponents, who tend to have high fortitude
saves.  This spell will stay, untriggered for 5 minutes, upon
being triggered it will last 20 seconds.  Like all symbol spells,
this spell shares a cooldown timer with all other symbol spells. style="font-weight: bold;">

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

Cooldown: 5 seconds

Casting Time: fast

School: divination

Range: long

Duration: 1 minute/level

Components: material, somatic, verbal

Target: friend, self

Rating: 3



Notes:  “You confer on the subject 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.”  This is handy at high levels, where blur and
displacement are common.  It also can see creatures that are
always invisible, such as invisible stalkers.  Probably not needed
to cast upon one's entire party.



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Last Updated: Mar 13, 2016

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