Divine Spell List

Level 2

Compiled by Zed

href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=253">Second
Opinion by Brennie


Aid



Cool down (seconds): 4

Casting Time: short

School: Enchantment

Range: short

Area: Single target

Components: somatic, divined focus, verbal

Duration: 1 minute / caster level

Target: Self, friend



Rating: 2



Notes:  Grants a single ally a bonus to saves against fear and
attack rolls (+1).  Also grants 8 + Caster level (Maxmimum +10)
hitpoints. The ally bonus to attack and save versus fear doesn't stack
with bless.




Bears Endurance



Cool down (seconds): 4

Casting Time: short

School: Transmutation

Range: short

Area: Single friend

Components: somatic, divine focus, verbal

Duration: 1 minute / caster level

Target: Friend, Self



Rating: 2



Notes:  Ally gains a +4 to constitution for the duration of the
spell.  Increases the total hit points by +2/level, as well as
increasing fortitude saves by +2.  An excellent boost to a fighter
or barbarian before entering the final combat.



Bulls Strength



Cool down (seconds): 4

Casting Time: Short

School: Transmutation

Range: Medium

Components: Somatic, divine focus, verbal, Material

Duration: 1 minute / caster level

Target: Friend, Self



Rating: 2



Notes: Ally gains a +4 to strength for the duration of the spell. 
This increases melee attack by +2 and increases the amount an
individual can carry.  Very useful for buffing the front line
fighters against the end of quest monster.

Cure
Moderate Wounds




Cool down (seconds): 4

Casting Time: Short

School: Conjuration

Range: short

Area: single target

Components: somatic, verbal

Duration: Instant

Target: Self, friend, undead



Rating: 1



Notes: All clerics gain this spell to represent their spontaneous
casting ability.  A must use spell, the primary healing spell at
level 1.  Heals 2D8+Cater level (maximum 10) per cast. .  Can
be used to harm undead.

Eagles
Splendour




Cool down (seconds): 4

Casting Time: Short

School: Transmutation

Range: short

Area: single target

Components: Somatic, divine focus, verbal, material

Duration: 1 minute / caster level

Target: Friend, Self



Rating: 2



Notes:  Increases the targets Charisma by +4.  This increases
the spell saves for sorcerer spells or other charisma based casters.

Find
Traps




Cool down (seconds): 4

Casting Time: Short

School: Divination

Range: self

Area: single target

Components: somatic, verbal

Duration: 1 minute / caster level

Target: Self



Rating: 1



Notes:  Grants the ability for the cleric to find traps similar to
the rogue. 

Hold
Person




Cool down (seconds): 4

Casting Time: Short

School: Enchantment

Range: Medium

Area: single target

Components: somatic, divine focus, verbal

Duration: 30 seconds, however saves happen during that time.

Save: Yes

Target: Foe



Rating: 2



Notes:  Foe is paralysed and unable to defend themselves. 
Foes are able to make saving throws to attempt to break the enchantment.

Inflict
Moderate Wounds




Cool down (seconds): 4

Casting Time: Short

School: Necromancy

Range: short

Area: single target

Components: somatic, verbal

Duration: Instant

Save: Yes, reduces damage by half

Target: Foe



Rating: 1



Notes:  Causes 2D8+Caster level (maximum 10) to an enemy. 
Heals undead.  Has a very limited, situational use. 

Owls
Wisdom




Cool down (seconds): 4

Casting Time: Short

School: Transmutation

Range: Short

Area: single target

Components: Somatic, divine focus, verbal, material

Duration: 1 minute / caster level

Target: Friend, Self



Rating: 2



Notes:  Increases the targets wisdom by +4.  This increases
the spell saves for clerics or other wisdom based casters.  It
also increase will saves by +2

Remove
Paralysis




Cool down (seconds): 4

Casting Time: Short

School: Abjuration

Range: short

Area: Single target

Components: somatic, verbal

Duration: Instant

Target: Friend, self



Rating: 2



Notes: negates the effects of hold person or other paralysis based
effects. 

Resist
Energy (Acid, Cold,
Electricity, Fire, Sonic)




Cool down (seconds): 4

Casting Time: Short

School: Conjuration

Range: medium

Area: single target

Components: somatic, verbal, focus

Duration: 1 minute / caster level

Target: Self, Friend



Rating: 2



Notes:  Provides  the target with a resistance to the select
energy of 10.  This (may) increase(s) to 20 at 7th level. 
(need a lvl 7 cleric to check).  Any damage taken by the target of
the energy type they are resistant too is reduced by this amount before
being applied to the target.

Restoration,
Lesser




Cool down (seconds): 4

Casting Time: Short

School: Conjuration

Range: Short

Area: Single target

Components: somatic, verbal

Duration: Instant

Target: Friend, self, friend



Rating: 2



Notes: restores 1d4 ability damage.

Sound
Burst




Cool down (seconds): 4

Casting Time: Short

School:  Evocation

Range: Medium

Area: 20ft burst

Components: somatic, verbal

Duration: 1 minute / caster level

Save: Yes, negates stun effect

Target: Foe, Positional



Rating: 1



Notes: All targets within the area affect are hit by a sound
burst.  Targets take 1D8 sonic damage and if they fail a fortitude
save are stunned for a short period.  Very useful to control lower
level groups of encounters.

Summon
Monster II




Cool down (seconds): Cleric 120

Casting Time: long

School: conjuration

Range: medium

Components: material, somatic, verbal

Duration: 2 minutes

Target: self, directional



Rating: 2



Notes: “Summons a fiendish scorpion to fight for you for a brief
time.  Casting this spell locks out casting any other summon
monster spell for 2 minutes.”  This scorpion is a mediocre fighter.





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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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