style="font-family: tahoma;">Cleric Spell Guide: Level 6 Spells

By
Darkgolem




The image of the arch priest, with
the power to quell any enemy of their faith comes to fruition when a
cleric gains the ability to cast 6th level spells.  At this point
in a cleric's career, they are able to handle almost anything. 
With banishment, they have gained the ability to deal with href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=36">extraplanar
creatures with great effectiveness.  In addition, they can
heal
any malady, even href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=261">feeblemind
(using the heal spell).  With blade
barrier, comet fall and harm, they can inflict great damage upon
enemies, in a variety of ways.  With symbol of persuasion and
symbol of fear, they have effective crowd control spells.



The only spells that truly are missing from a clerics prayer inventory
at this
point are some of the more effective mass buffs, especially mass href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=522">
spell
resistance, and a few of the more potent spells that aid party
members,
such as greater restoration.  However, those are icing on the
cake, and while convenient, do not make a cleric less effective than
they are now at this point.



Interestingly, some of the more effective spells at this level are best
cast from scrolls, such as heroes feast and mass bear's
endurance.  At this point a cleric can afford to carry around a
few stacks of these effective spells, and would be wise to do so. 
Heal scrolls are starting to replace wands of healing at this point,
also.



border="1" cellpadding="2" cellspacing="2">
style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Banishment

Cooldown: 5.5 seconds

Casting Time: fast

School: abjuration

Range: medium

Area: 5' radius

Components: focus, somatic, verbal

Save: Will to avoid

Target: foe

Rating:

   

Notes:  “A more powerful version of the dismissal spell. It
enables you to force several extraplanar creatures out of your home
plane. A successful Will save negates this effect. (DC = spell's save
DC - creature's HD + your caster level).”  This spell must pass
spell resistance to work.  It is an outstanding spell for use
against extraplanar creatures, if the caster has enough spell
penetration.

style="font-weight: bold;">Bear's Endurance, Mass

Cooldown: 5 seconds

Casting Time: medium

School: transmutation

Duration: 1 minute/level

Range: medium

Area: 5' radius

Components: focus, somatic, verbal

Target: Friend, Self

Rating: 5

   

Notes:  “Casts Bear's Endurance on multiple targets giving a +4
enhancement bonus to Constitution to each of them.”  This is an
outstanding spell.  Many characters have high dexterity and
strength, but high constitution is sometimes neglected, meaning most
characters will benefit a lot from this spell style="font-weight: bold;">

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Blade Barrier

Cooldown: 10 seconds

Casting Time: long

School: evocation

Duration: 2 sec/level

Components: somatic, verbal

Damage: 1d6 slashing/level (max 15d6)

Save: reflex for 1/2

Target: self

Rating: 4

   

Notes:  “Creates a circular wall of blades. Any enemy passing
through the blade barrier takes 1d6 points of damage per caster level
(max 15d6). A successful Reflex save reduces the damage by half.” 
This lasts a fairly short amount of time, but if one is facing
immedeate combat and has time to cast this spell, it can be useful for
kiting opponents back and forth through the barrier. style="font-weight: bold;">

style="font-weight: bold;">Bull's Stregnth, Mass

Cooldown: 5 seconds

Casting Time: medium

School: transmutation

Duration: 1 minute/level

Range: medium

Area: 5' radius

Components: focus, somatic, verbal

Target: Friend, Self


Rating: 2


   

Notes:  “Casts Bull's Strength on multiple targets giving +4
enhancement bonus to Strength to each.”  This is a fair spell, but
not particularly useful.  Unlike other spells of a similar nature,
it does not increase saving throws, and those who most benefit from
high strength usually have an item which provides greater benefit. style="font-weight: bold;">

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Comet Fall

Cooldown: 5 seconds

Casting Time: fast

School: conjuration

Range: medium

Area: 5' radius

Components: somatic, divine focus, verbal

Damage: 2d6 bludgeon/2 levels

Save: reflex for 1/2

Target: foe, positional, breakable

Rating: 3

   

Notes:  “You conjure a bright, glowing comet, which appears in
midair above your target, then strikes the ground with tremendous
force. This spell does 2d6 points of bludgeon damage for every 2 caster
levels. A successful Reflex save reduces the damage by half. The force
of this comet can knock some creatures prone.”  This is a fun
spell, and can be useful.  It's most noteworthy quality is it's
appearance, which is spectacular.  It also has the benefit of
ignoring elemental resistances, since it is blunt damage. 
However, it is
somewhat inefficient for it's cost in spell points. style="font-weight: bold;">

style="font-weight: bold;">Create Undead

Cooldown: 5 minutes

Casting Time: long

School: necromancy

Duration: 5 minutes or until control is broken.

Range: long

Components: material (special), somatic, verbal

Save: will to resist every 3d12 + 12 seconds (special)

Target: self, positional

Rating: 2

   

Notes:  “This evil spell allows you to create several powerful
sorts of undead: ghouls, ghasts, or mummies. Created undead are
automatically under the control of their creator, but have a chance to
resist every 3d12+12 seconds.”  Do not cast this spell unless your
willing to fight your undead shortly after you originally cast it,
undead make their save very shortly after this spell is cast. 
This spell requires a special component, a black onyx gem, which costs
280 gp apiece.  For a cleric, this spell isn't horrible, since it
is fairly easy to turn the undead when they break control, but overall
this isn't a great spell.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Cure Moderate Wounds, Mass

Cooldown: 5 seconds

Casting Time: medium

School: conjuration

Range: medium

Area: 5' radius

Components: somatic, verbal

Save: will for 1/2 (undead only)

Target: friend, self, undead foe

Rating: 3

   

Notes:  “Grants Cure Moderate Wounds on multiple targets.” 
Cure Moderate Wounds heals 2d8 (+ 1/level, max 10) hit points. 
This is an outstanding spell for healing a slightly injured party all
at once, if they are gathered around the target.  In a full party
this will heal approximately 108 hit points evenly distributed among
all members before bonuses. 

style="font-weight: bold;">Eagle's Splendor, Mass

Cooldown: 5 seconds

Casting Time: medium

School: transmutation

Duration: 1 minute/level

Range: medium

Area: 5' radius

Components: focus, somatic, verbal

Target: Friend, Self


Rating: 1


   

Notes:  “Casts Eagle's Splendor on multiple targets.”  There
is not real reason to use this spell, since charisma is only useful for
specific builds and not in any specific situation one encounters. style="font-weight: bold;">

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Greater Dispel Magic

Cooldown: 5 seconds

Casting Time: fast

School: abjuration

Range: medium

Components: somatic, verbal

Save: none (special: caster level check)

Target: friend, self, foe

Rating: 2

   

Notes:  “Removes ongoing spells that have been cast on a target.
You must make a caster level check of 1d20 + your caster level (maximum
+20) versus 11 + the spell's caster level to remove an effect.” 
This is really only useful to be used on enemy spell casters. 
Otherwise, this spell slot can be used more wisely on other spells of
this level.  It removes all ongoing spells, good or bad, on a
target.  Remember that certain spells, such as curses,
petrification or diseases, are not "ongoing" and as such will not be
removed.

style="font-weight: bold;"> href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album104&id=Glyph_of_Warding_Stacks&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Greater Glyph of Warding"
src="http://ddo.tentonhammer.com/files/gallery/albums/album104/Glyph_of_Warding_Stacks.jpg"
style="border: 2px solid ; width: 250px; height: 171px;" align="right">Greater
Glyph of Warding

Cooldown: 10 seconds

Casting Time: long

School: abjuration

Duration: 1 minute or until triggered

Range: medium

Area: 5' radius

Components: material, somatic, verbal

Damage: 1d8/2 levels (max 10d8)

Save: reflex for 1/2

Target: foe, positional

Rating: 3

   

Notes:  “A powerful inscription that explodes when entered, doing
1d8 per two caster levels (max10d8) to the intruder and all nearby
targets. A successful Reflex save reduces the damage by half.”  As
a trap spell, it has some utility, but this utility is overshadowed by
it's maximum damage.  One nice benefit of this spell is that it
can be cast multiple times, allowing a "stack" of multiple glyphs at
one location, though timing is important to make sure enemies reach
them before they start to dissipate.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Harm

Cooldown: 5 seconds

Casting Time: fast

School: necromancy

Range: medium

Components: somatic, verbal

Damage: 10 points/level (max 150 points) (living only)

Save: will for 1/2

Target: foe

Rating: 3

   

Notes:  “Charges the target with negative energy, dealing 10
points of damage per caster level (max 150hp). Harm cannot reduce the
target's hit points to less than 1. Against undead targets acts as
Heal. A successful Will save reduces the damage by half.”  This is
a handy spell to cast, but remember it is very expensive to cast. 
It is wiser to cast killing spells such as slay living or destruction. style="font-weight: bold;">

style="font-family: tahoma;" size="-1">Heal

Cooldown: 5 seconds

Casting Time: medium

School: conjuration

Range: medium

Components: somatic, verbal

Damage: 10 points/level (max 150 points) (undead only)

Save: will for 1/2 (undead only)

Target: friend, self, foe

Rating: 5

   

Notes:  “Channels positive energy into a target to wipe away
injury and afflictions, restores 10 hit points per caster level (max
150hp) and removes ability damage, the conditions blinded, confused,
dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded,
insanity, nauseated, and poisoned. Against undead acts as Harm.” A
mainstay of high level healing, though expensive.  Often more
useful as a scroll.
style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Heroes Feast

Cooldown: 5 seconds

Casting Time:medium

School: conjuration

Duration: special (see description) 1 minute/level

Range: medium

Area: 5' radius

Components: focus, somatic, verbal

Target: friend, self

Rating: 5

   

Notes:  “Brings forth a great feast for all nearby allies. While
this spell is active on the player, the next time they use a rest
shrine they consume the feast. The nectar like beverage which is part
of
the feast cures them of all diseases, sickness, and nausea; makes them
immune to poison for 1 minute per caster level; and grants 1d8
temporary hit points +1 per two caster levels (maximum 10). The
ambrosial food that is consumed grants each creature that partakes a +1
morale bonus on attack rolls and Will saves and immunity to fear
effects for 1 minute per caster level.”  A great spell for all
occasions.  Useful to be cast as a scroll to save spell slots.
style="font-weight: bold;">Inflict Moderate Wounds, Mass

Cooldown: 5 seconds

Casting Time: fast

School: necromancy

Range: medium

Area: 5' radius

Components: somatic, verbal

Damage: 2d8 + (1/level (max 15)) (living only)

Save: will for 1/2

Target: foe, undead friend

Rating: 3

   

Notes:  “Casts Inflict Moderate Wounds on multiple targets.” 
This is a nice spell, but a very costly way to damage ones opponents,
since they must be gathered around the target, and multiple
applications will have to be cast.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Owl's Wisdom, Mass

Cooldown: 5 seconds

Casting Time: medium

School: transmutation

Duration: 1 minute/level

Range: medium

Area: 5' radius

Components: focus, somatic, verbal

Target: Friend, Self


Rating: 2


   

Notes:  “Casts Owl's Wisdom on multiple targets.”  This could
be useful in specific situations where improving an entire party's will
saves
is important, but generally is not needed.

style="font-weight: bold;">Summon Monster VI

Cooldown: 6 minutes

Casting Time: long

School: conjuration

Duration: 6 minutes

Range: medium

Components: material, somatic, verbal

Target: self, positional

Rating: 4

   

Notes:  “Summons a fiendish troll to fight for you for a brief
time. Casting this spell locks out casting any other Summon Monster
spell for 6 minutes.”  Of all the summoned
monsters, this probably is the best, because troll's regeneration,
healing it when not directly being damaged. 
However, at the point where you can cast it, it serves little function
except to distract your opponents occasionally.  Like all summoned
monsters, an anti magic field will remove the bond controlling this
creature.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Symbol of Fear

Cooldown: 90 seconds

Casting Time: long

School: necromancy

Duration: (special) 5 minutes or until triggered, 1 minute once
triggered, fear effect lasts 6 sec/level

Range: medium

Area: 10' radius

Components: material, somatic, verbal

Save: will to avoid

Target: foe, positional

Rating: 4

   

Notes:  “You scribe a potent rune of power in the air. When the
symbol is activated by a target approaching, all nearby targets are
panicked for 1 round per caster level or until the Symbol expires. A
successful Will save negates this effect.”  This is a great trap
type spell to use in conjunction with greater command, alternating
castings for each combat.  Like all symbol spells, this spell
shares the same cooldown timer as other symbol spells.
style="font-weight: bold;"> href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album104&id=Preparing_for_a_major_combat&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Preparing with symbols for a large combat"
src="http://ddo.tentonhammer.com/files/gallery/albums/album104/Preparing_for_a_major_combat.jpg"
style="border: 2px solid ; width: 250px; height: 171px;" align="right">Symbol
of Persuasion

Cooldown: 90 seconds

Casting Time: long

School: enchantment

Duration: (special)
5 minutes or until
triggered, 1 minute once triggered,
charm
effect lasts 6 sec/level

Range: medium

Area: 10' radius

Components: material, somatic, verbal

Save: will to avoid

Target: foe, positional

Rating: 3

   

Notes:  “You scribe a potent rune of power in the air. When the
symbol is activated by a target approaching, all nearby targets are
charmed for 1 round per caster level or until the Symbol expires. A
successful Will save negates this effect.”
 
This is a fair trap type spell to use in conjunction
with greater command, alternating castings for each combat.  Like
all
symbol spells, this spell shares the same cooldown timer as other
symbol spells.  Remember that any creature you bring over to your
side will turn on you eventually, meaning you are will have to expend
resources to fight them later.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Undeath to Death

Cooldown: 5 seconds

Casting Time: fast

School: necromancy

Range: medium

Area: 5' radius

Components: material, somatic, divine focus, verbal

Save: will to avoid

Target: foe, positional

Rating:

   

Notes:  “Destroys undead creatures in the area. This spell will
kill one target of up to 9 Hit Dice per every 4 caster levels (max 4).
A successful Will save negates this effect.”  This spell simply
cannot kill the undead you meet in a adventure of appropriate level
once you have the ability to cast this spell.  Avoid this spell at
all costs.  This spell affects the targeted creature or position
and all undead within a 10' radius of that point.
style="font-weight: bold;">Word of Recall

Cooldown: 5 seconds

Casting Time: fast

School: conjuration

Components: verbal

Target: self

Rating: 2

   

Notes: “Teleports you to the Temple of the Sovereign Host in House
Deneith.”  This is a handy time saver, but not particularly
valuable.  You might want to carry it on scrolls if the small
amount of travel time saved is important to you.



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Last Updated: Mar 13, 2016

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