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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