Second Opinion: Cleric Spell List
Level 2

By Brennie





Ahhh, brave adventurers! Once you have gained 3 levels of cleric, a
whole new field of spells will open up to you! And again, you are faced
with the choice of which spells to fill your limited spell slots. Thus,
I have created this guide to second level Cleric spells, in the hopes
that it will help you in your divine journeys!



All second level spells cost 15 spell points. Spells are rated on a
scale of 1 to 5 (with 5 being best).



Special thanks to Zed, who spent many hours compiling the “hidden”
statistical information on clerical spells. View his guide to 2nd level
cleric spells [ href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=107">HERE].









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Aid

Cast Time: Short

Components: Somatic, Verbal, Divine Focus

Cooldown: 4 seconds

Duration: 1 minute per level

Range: Medium

Save: N/A

School: Enchantment

Target: Other player, Self

Effect: Target gains 1 morale bonus to attack and fear saves. Target
also gains 8 + 1/level temporary hitpoints (temporary hitpoints count
*on top* of normal maximum hitpoints, but disappear when removed by
damage).



Usage: I find this to be a great buff, regardless of level. Although
bless is a cheaper “attack” bonus spell, and affects more
targets,  those extra hitpoints from Aid mean you have to do less
healing later. A great trick is to cast Aid on your teammates
immediately before you shrine, so that they next attack or two that
hits them essentially does no damage. Additionally, at low levels, Aid
can be used to heal warforged fairly effectively.



Rating:
4

Bear's
Endurance


Cast Time: Short

Components: Somatic, Verbal, Divine Focus

Cooldown: 4 seconds

Duration: 1 minute per level

Range: Medium

Save: N/A

School: Transmutation

Target: Other player, Self

Effect: Target gains +4 to Constitution.



Usage: A moderately useful spell. At lower levels, the usefulness of
this spell is questionable, and it's hard to justify using a spell slot
on it. At higher levels, though, it's a good spell to use, because
everyone can use some extra constitution, hitpoints, and fortitude
saves. Always check with a party to see what they have before taking
this spell, because it won't stack with Constitution bonuses from
equipment.



Rating:
3

Bull's
Strength


Cast Time: Short

Components: Somatic, Verbal, Divine Focus, Material

Cooldown: 4 seconds

Duration: 1 minute per level

Range: Medium

Save: N/A

School: Transmutation

Target: Other player, Self

Effect: Target gains +4 to Strength.



Usage: At low levels, this spell helps out melee types a lot.
Unfortunately, it's a pretty big drain on mana to use all the time, but
it's great for big, important battles. At later levels, everyone that
needs strength usually has an item that provides it. Always check with
party members before taking this spell, because it won't stack with
Strength bonuses from equipment.



Rating:
3

Cure
Moderate Wounds href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=ScreenShot00018&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Cleric wlaks into a bar"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/ScreenShot00018.sized.jpg"
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Cast Time: Short

Components: Somatic, Verbal

Cooldown: 4 seconds

Duration: Instant

Range: Long

Save: N/A

School: Conjuration

Target: Other player, Self, Undead Enemy

Effect: Heals 2d4 + 4 + 1/level points of damage, or deals as much
damage to an undead target.



Usage: This spell is automatically put on your spell list, and cannot
be removed. With a Greater Devotion II enhancement, and Improved
Devotion II item, this spell becomes your most economical healing spell
at around level 7. Even before that, though, it becomes very useful in
emergency situations. This spell is the reason everyone loves clerics.
Because “healing” enhancements don't effect the damage done by the
spell, it is not a very effective weapon against undead.



Rating:
5

Eagle's
Splendor


Cast Time: Short

Components: Somatic, Verbal, Divine Focus, Material

Cooldown: 4 seconds

Duration: 1 minute per level

Range: Medium

Save: N/A

School:Transmutation

Target: Other player, Self

Effect: Target gains +4 to Charisma



Usage: The only characters that gain much benefit from this spell are
Bards, Paladins, and Sorcerers. For paladins, this means a bonus to
saves, and paladin abilities. For bards and sorcerers this means a few
extra spellpoints, and a slight boost to the difficulty-to-resist of
their spells. It's difficult to justify taking this spell, due to its
limited usefulness. A neat trick with Eagle's Splendor is to cast it
before selling or buying items, as it will give you +2 to your haggle
skill. As with all stat boosting spells, check with your party before
taking this spell, because it will not stack with items that boost
Charisma.



Rating:
2.5

Find
Traps


Cast Time: Short

Components: Somatic, Verbal

Cooldown: 4 seconds

Duration: 1 minute per level

Range: N/A

Save: N/A

School: Divination

Target: Self only

Effect: Caster gains a bonus to their Search skill equal to half their
caster level, and allows the caster to find hidden trap boxes.



Usage: Two words: “Use” and “Less”. Unless you have a high search skill
to begin with, or are multiclassing as a rogue, this spell is entirely
useless. The bonus to search is actually rather minimal, and even if
you *could* find a trap box (which usually requires a single-class
rogue with a maxed out search skill to find), only a rogue can disable
it anyway.



Rating:
0.5

Hold
Person


Cast Time: Short

Components: Somatic, Verbal, Divine Focus

Cooldown: 4 seconds

Duration: 30 seconds

Range: Medium

Save: Will save negates

School: Enchantment

Target: Enemy Humanoid

Effect: Enemy is paralyzed, unable to attack, move, or take action. All
attacks against this creature automatically critically hit. Only
effective against humanoid creatures (including reptilian and goblinoid
humanoids, but NOT monstrous humanoids).



Usage: Very effective, although expensive, at low levels, because most
monsters you will face are reptilian or goblinoid. At higher levels,
there are less humanoid monsters, but if you know you will be facing
them, this spell is a *great* addition to a cleric's offensive arsenal.



Rating:
3.5

Inflict
Moderate Wounds


Cast Time: Short

Components: Somatic, Verbal

Cooldown: 4 seconds

Duration: Instant

Range: Short

Save: Fortitude save for half damage

School: Necromancy

Target: Enemy

Effect: Deals 2d4 + 4 + 1/level damage to enemy, or heals as much to an
undead target.



Usage: Like all inflict spells, I find Inflict Moderate Wounds to be
lacking for its level and cost. Coupled with the fact you need to stand
immediately next to an enemy to even cast the spell, it becomes a
liability rather than a good spell.



Rating:
0.5

Lesser
Restoration href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=ScreenShot00025&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="cleric and friend"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/ScreenShot00025.sized.jpg"
style="border: 2px solid ; width: 267px; height: 200px;" align="right">


Cast Time: Short

Components: Somatic, Verbal

Cooldown: 4 seconds

Duration: Instant

Range: Short

Save: N/A

School: Conjuration

Target: Other player, Self

Effect: Removes magic that is lowering an ability score, removes
fatigue, “upgrades” exhaustion to fatigue, and heals 1d4 points of
ability damage from non-magical effects (such as poison)



Usage: A must have spell. Ability damage from poison is extremely
common, and spells such as ray of enfeeblement and touch of idiocy are
commonly used by spellcasting monsters. Useful even at high levels, to
remove ongoing ability damage from spells, but often replaced by the
more versatile Restoration spell.



Rating:
4.5

Owl's
Wisdom


Cast Time: Short

Components: Somatic, Verbal, Divine Focus, Material

Cooldown: 4 seconds

Duration: 1 minute per level

Range: Medium

Save: N/A

School: Transmutation

Target: Other player, Self

Effect: Target gains +4 to Wisdom.



Usage: Despite its obvious self-buff applications, Owl's Wisdom is the
least effective of the Stat Buff spells. It only makes a real impact on
clerics, and even then, only if that cleric plans on using a lot of
offensive spells. For other characters, Owl's Wisdom acts as nothing
more than a +2 Will save bonus. On the upside, most players don't have
equipment to boost their wisdom, so Owl's Wisdom is pretty universally
applicable.



Rating:
2

Remove
Paralysis


Cast Time: Short

Components: Somatic, Verbal

Cooldown: 4 seconds

Duration: Instant

Range: Medium

Save: N/A

School: Abjuration

Target: Other player, Self

Effect: Paralysis, Hold Person, and Slow effects on target are
dispelled.



Usage: When it's useful, it's fairly useful. When it's not, it's not!
At low levels, you typically won't need this spell often, but always
ask someone who's run the quest before, so you don't end up unprepared.
Also, if the battle is over, it's typically smarter to let holds and
slows wear off naturally, without spending spellpoints, because they
don't last very long. During battle, though, “held” teammates will
automatically be hit and critted on each time a monster attacks him, so
Remove Paralysis can be the difference between life and death! And
remember: You can't cast spells while paralyzed or held, so this spell
won't help *you* much.



Rating:
3

style="font-weight: bold; color: rgb(51, 51, 255);"> style="font-weight: bold;">Resist Energy (Acid, Cold, Electricity,
Fire, Sonic)

Cast Time: Short

Components: Somatic, Verbal, Divine Focus

Cooldown: 4 seconds

Duration: 1 minute per level

Range: Medium

Save: Will save negates

School: Conjuration

Target: Other player, Self

Effect: Target is immune to the first 10 damage of the chosen energy
type per attack. A 7th level caster increases this immunity to 20
points per attack.



Usage: This spell is actually 5 individual spells, so you must choose
which type one to use when selecting your spells at a tavern or rest
shrine. Knowledge of the type of damage being used against you in a
quest is key. This spell gets more and more useful as you level up,
being the perfect counter to long, drawn our encounters of low
elemental damage. Resistance to fire is typically the most useful of
the 5, if you don't know what to expect.



Rating:
4

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src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/battle.jpg"
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Cast Time: Short

Components: Somatic, Verbal

Cooldown: 4 seconds

Duration: 6 seconds (stun portion)

Range: Medium, Small AoE

Save: Reflex save halves damage and negates stun

School: Evocation

Target: Enemy

Effect: All enemies in the area of effect take 1d8 sonic damage and are
stunned for 6 seconds. Creatures without nervous systems are immune
(Undead, Constructs, Oozes, etc).



Usage: Against large groups of small creatures (kobolds for example),
this spell is fairly effective crowd control. The damage is nothing
special, but stunning creatures for 6 seconds will allow you and your
teammates to tear them apart without taking damage. At higher levels,
this spell is often resisted, and it loses some effectiveness. Due to
the short stun duration, I recommend waiting until your melee
characters close in with a group of enemies, and cause them to bunch
up, before using it.



Rating:
3

Summon
Monster II


Cast Time: Short

Components: Somatic, Verbal, Material

Cooldown: 120 seconds (note this starts a 2 minute cooldown timer for
*all* summon spells)

Duration: 1 minute per level (not affected by Extend feat)

Range: Medium

Save: N/A

School: Conjuration

Target: Ground

Effect: Summons a Fiendish Scorpion to fight for the caster.



Usage: The Fiendish Scorpion is a decent little fighter who can
occasionally poison its targets. The Scorpion doesn't hold agro very
well, as it tends to burrow underground at inconvenient intervals. A
step up from Summon Monster I, but just barely. It is quickly
overshadowed by Summon Monster III, once that becomes available. Due to
its short-lived usefulness, it gets a low rating from me.



Rating:
1.5



Check out our other cleric guides right [ href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=140">HERE]!

See all of our spells guides [ href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=157">HERE].


href="http://ddo.tentonhammer.com/index.php?name=PNphpBB2&file=viewtopic&t=469">What's
your opinion of 2nd level
cleric spells? Tell us in our forums!





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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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