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G: Divine Spells - Level 3

Updated Fri, Feb 13, 2009 by Shayalyn

Divine Spell List

Level 3

Compiled by Zed

All spells are rated on a scale of 1 to 5 (with 5 being best).
















Bestow CurseBestow Curse
Cool down (seconds): 6
Casting Time: short
School: Necromancy
Range: medium
Area: Single target
Components: somatic, verbal
Duration: Permanent
Save: Yes, negates
Target: foe
Notes:  "Bestows a curse on your enemy giving thema -4 penalty to attack rolls, skill rolls and saving throws." Excellent for reducing the abilities of a ‘Boss'
Rating: 3
Blindness
Cool down (seconds): 6
Casting Time: shortBlind
School: Necromancy
Range: Medium
Area: Single target
Components: verbal
Duration: Permanent
Save: Yes, negates
Target: Foe
Notes:  "The power of unlife renders an enemy blinded."  The enemy is unable to see and swings around randomly. Excellent to reduce the abilities of a ‘Boss,' especially a caster.
Rating: 3
Cure Serious Wounds
Cool down (seconds): 6
Casting Time: Short
School: Conjuration
Range: short
Area: single target
Components: somatic, verbal
Duration: Instant
Target: Self, friend, undead
Notes: "Positive energy is channeled to heal serious wounds of your target or damage undead for 3d8 hit points +1 per caster level." All clerics gain this spell to represent their spontaneous casting ability. A must use spell, the primary healing spell among Level 3 spells.
Rating: 5
Dispel Magic
Cool down (seconds): 6
Casting Time: Short
School: Abjuration
Range: Medium
Area: single target
Components: Somatic, verbal, material
Duration: Instant
Target: Self, friend, foe
Notes:  “Removes ongoing spells that have been cast upon the target”. Removes spells that both aid and hamper the target (Buffs/debuffs). Its usefulness is
limited, however.
Rating: 2
Inflict Serious Wounds
Cool down (seconds): 6
Casting Time: Short
School: Necromancy
Range: Short
Area: single target
Components: somatic, verbal
Duration: Instant
Save: Yes, for half damage
Target: Foe
Notes:  "Negative energy is channeled to inflict 3d8 +1 per caster level damage on your target enemy or heal undead for a like amount." The short range of this spell makes most clerics stay away.
Rating: 1
Prayer
Cool down (seconds): 6
Casting Time: Short
School: Enchantment
Range: Medium
Area: single target
Components: somatic, divine focus, verbal
Duration: 1 min 5 seconds + 5 seconds per caster level
Notes:  "Gives special favor to allies and disfavor to enemy targets, giving a +1 luck bonus to friend's attack rolls, weapon damage, saves, and skill checks and a -1 penalty to enemies for the same rolls."
Rating: 3
Protection from Energy (Acid, Cold, Electricity, Fire, Sonic)
Cool down (seconds): 6
Casting Time: Short
School: Abjuration
Range: short
Area: single target
Components: somatic, verbal, focus
Duration: 1 minute + 6 seconds per caster level
Target: Self, friend
Notes:  "Grants temporary immunity to acid for 1 minute plus 6 seconds per caster level." These spells are incredibly situational but allow the group to bypass many of the harmful traps that can be found throughout the Dungeons of Xen'drik
Rating: 4
Remove Blindness
Cool down (seconds): 6
Casting Time: Short
School: Conjuration
Range: Short
Area: single target
Components: Somatic, verbal
Duration: Instant
Target: Friend, Self
Notes:  "Cures blindness in an ally." Go to the Rusty Nail, Sit, wait, Spend ages casting. One spell you will get many tells for.
Rating: 4
Remove Curse
Cool down (seconds): 6
Casting Time: Short
School: Abjuration
Range: short
Area: Single target
Components: somatic, verbal
Duration: Instant
Target: Friend, self
Notes: "Removes all curses on an ally. Counters and dispels Bestow Curse." Cleric players will find themselves being asked to assist cursed players in many a tavern throughout Stormreach.
Rating: 4
Remove Disease
Cool down (seconds): 6
Casting Time: Short
School: Conjuration
Range: medium
Area: single target
Components: somatic, verbal
Duration: Instant
Target: Self, Friend
Notes: "Cures all diseases on an ally. Does not prevent reinfection after a new exposure." This spell has situational value.
Rating: 2
Searing light
Cool down (seconds): 6
Casting Time: Short
School: Evocation
Range: Long
Area: Single target
Components: somatic, verbal
Duration: Instant
Save: No
Target: Foe, directional, Breakable
Notes: "Focuses divine power like a ray of the sun, causing a blast of light to do 1d8 per 2 caster levels (max 5d8) damage to enemies. Undead creatures take 1d6 per caster level(max 10d6) damage." This spell is a reliable way to deal magical damage for Clerics.
Rating: 3
Summon Monster IIISummon Monster III
Cool down (seconds): Cleric 180
Casting Time: long
School: conjuration
Range: medium
Components: material, somatic, verbal
Duration: 3 minutes
Target: self, directional
Notes: “Summons a hellhound to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 3 minutes.”  The hellhound uses fire based breath attack and invisibility/stealth to good advantage.
Rating: 3
Water Breathing
Cool down (seconds): 6
Casting Time: Short
School: Conjuration
Range: Short
Area: Single target
Components: somatic, verbal, focus, material
Duration: 1 minute 5 seconds + 5 seconds per caster level
Target: Friend, self
Notes: "Grants the ability to breathe water to you and your allies." Superceded by the (abundant) underwater action items
Rating: 3


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Developer: Turbine, Inc.
Genre: Fantasy
Status: Published
Release Date: February 28, 2006
Fee: Free-to-Play
ESRB Rating: T

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