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Level 4 Divine Spells

Updated Fri, Feb 13, 2009 by Shayalyn

Divine Spell List

Level 4


By Zed

Fouth level cleric spells privide counters to some of the game's most annoying status effects.
Death Ward prevents death spells, energy drains, and negative energies from hurting members of your party. Neutralize Poison removes existing toxins and protects the body from new ones. Restoration replenishes levels and ability points lost to enemy casters.

The only buff available at this level is Divine Power, which only affects the caster. It will increase a cleric's melee output slightly, but does not help the rest of the party. For a spell that you cannot get until your 7th level of cleric, it's a bit underwhelming.

Cleric looking to cause damage will want to memorize Holy Smite. Though it does not harm enemies with a good alignment, it can do a lot of damage to a group of evil enemies. From the moment you can prepare the spell, Holy Smite will do 3d8 to all evil enemies within its area of effect. While that has less potential than the 4d8 +7 damage possible with Inflict Critical Wounds, it damages more than one foe and is not resisted as well.

Summon Monster IV summons a spider than shoots webs and globs of poison from a distance, so it provides less damage than previous summons. It can still help keep an enemy at bay, but it probably less useful than Summon Monster III.

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

Cure Critical Wounds
Cool down (seconds): 8
Casting Time: short
School: Conjuration
Range: Short
Area: Single target
Components: somatic, verbal
Duration: Instant
Target: Self. Friend, undead

Official Description: “Positive energy is channeled to heal critical wounds of your target or damage undead for 4d8 +1 per caster level.”

Notes: All clerics gain this spell to represent their spontaneous casting ability. A must use spell, the primary healing spell.

Rating: 5
Death Ward
Cool down (seconds): 8
Casting Time: short
School:  Transmutaion
Range: Medium
Area: Single target
Components:  Somatic, Divine Focus, Verbal
Duration:  2 Mins
Target: Self, Friend

Official Description “Grants an ally an immunity to death spells and effects, energy drain, and negative energy effects.”

Notes: Provides protection against death effects and spells, energy drain, negative energy. Useful against beholders, those pesky hounds that cast Phantasmal Killer and any other creature that uses negative effects. Its short duration makes it a strategic spell useful in specific instances rather than constant use.

Rating: 4
Dismissal
Cool down (seconds): 8
Casting Time: Short
School: Abjuration
Range: Medium
Area: single target
Components:  Focus, somactic, verbal
Duration: Instant
Save: Yes, negates
Target: Foe

Official Description: “Instantly Forces an extraplanar enemy back to its proper plane.”

Notes: Instantly forces an extraplanar being back to its rightful place. Useful against minions of ‘boss' creatures such as renders, mephitis and elementals. Enemies can often save making this a good spell for use with the Heighten Spell metamagic Feat.

Rating: 3
Divine Power
Cool down (seconds): 8
Casting Time: Short
School: Evocation
Range: Self
Area: single target
Components:  Somatic, Divine focus, verbal
Duration: 1 Minute.
Target: Self

Official Description: “The divine power of a god imbues the caster with power and skill in combat, increasing attack bonus, Strength, and hit points.”

Notes: An excellent choice for an offensive combat cleric who wants to wade into battle heroically against the final encounter. At level 10, its equates to roughly +4 Strength, +5 increase to attack bonus and 3 hit points!

Rating: 3
Holy Smite
Cool down (seconds): 8
Casting Time: Medium
School: Evocation
Range: Medium
Area: 10ft radius
Target: Foe, positional, breakable
Components: Somatic, Verbal
Duration: Instant
Save: Yes, negates stun

Official Description: “Smites targets with holy power, evil targets take 1d8 holy damage per 2 caster levels and are stunned for 6 seconds. Does not affect good targets. Neutral targets take half damage. Evil Outsiders take instead 1d6 holy damage per caster level.”

Notes: Causes damage to all in the area of effect if the target meets the criteria or the spells effects.

Rating: 2
Inflict Critical Wounds
Cool down (seconds): 8
Casting Time: Short
School: Necromancy
Range: Short
Area: single target
Components: somatic, verbal
Duration: Instant
Save: Yes, for half damage
Target: Foe

Official Description: “Negative energy is channeled to inflict 4d8+1 per caster level damage on your target enemy or heal undead a like amount.”

Notes: The close range of this spell makes it less useful than other damage spells.

Rating: 1
Neutralize PoisonPreparing Spells
Cool down (seconds): 8
Casting Time: Short
School: Conjuration
Range: Medium
Area: single target
Components: focus, somatic, verbal
Duration: Instant
Target: Self, friend

Official Description: “Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell.”

Notes: Useful when you know you are fighting poison laden monsters.

Rating: 3
Poison
Cool down (seconds): 8
Casting Time: Short
School: Necromancy
Range: Medium
Area: single target
Components: Somatic, Divine focus, Verbal
Duration: Instant
Save: Yes, negates
Target: Foes

Official Description: “Calls upon the venomous powers of natural predators to infect the enemy with a horrible poison. This poison does 1d10 Constitution damage immediately and 1d10 Constitution damage after 1 minute.”

Notes: Target saves against each dose separately. Useful to weaken an opponent and reduce its overall hit points.

Rating: 3
Restoration
Cool down (seconds): 8
Casting Time: Short
School: Conjuration
Range: Medium
Area: Single target
Components: Material, Somatic, Verbal
Duration: Instant
Target: Friend, self

Official Description: “Cures all temporary ability damage, restores levels that have been drained, and eliminates fatigue or exhaustion suffered by the ally.”

Notes: Useful when the target has a large amount of attribute damage and wands are not available.

Rating: 3
Summon Monster IV
Cool down (seconds): Cleric 240Casting Time: long
School: conjuration
Range: medium
Components: material, somatic, verbal
Duration: 4 minutes
Target: self, directional

Official Description: “Summons a fiendish spider to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 4 minutes.”

Notes: The spider is a weak combatant overall, useful only for delaying and the odd poison hit on a foe.

Rating: 2

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